VPVPha$Name: FreeSpace 2 $Type: single +Description: XSTR("The main FreeSpace 2 campaign.", 0) $end_multi_text +Starting Ships: ( "GTF Ulysses" "GTF Hercules" "GTF Loki" "GTF Myrmidon" "GTB Medusa" "GTB Ursa" "GTB Zeus" "GVF Seth" "GVF Horus" "GVF Thoth" "GVB Osiris" ) +Starting Weapons: ( "Subach HL-7" "Mekhu HL-7" "Akheton SDG" "Rockeye" "Tempest" ) $Mission: Training-1.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-goal-true "Training-1.fs2" "Flight Training" ) ( next-mission "Training-2.fs2" ) ) ( ( true ) ( next-mission "Training-1.fs2" ) ) ) +Level: 0 +Position: 2 $Mission: Training-2.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-goal-true "Training-2.fs2" "Complete Training 2" ) ( next-mission "Training-3.fs2" ) ) ( ( true ) ( next-mission "Training-2.fs2" ) ) ) +Level: 1 +Position: 2 $Mission: Training-3.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-goal-true "Training-3.fs2" "Complete Training 3" ) ( next-mission "SM1-01.fs2" ) ) ( ( true ) ( next-mission "Training-3.fs2" ) ) ) +Level: 2 +Position: 2 $Mission: SM1-01.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-goal-true "SM1-01.fs2" "Protect Iota" ) ( next-mission "SM1-02.fs2" ) ) ( ( true ) ( next-mission "SM1-01.fs2" ) ) ) +Level: 3 +Position: 2 $Mission: SM1-02.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-event-true "SM1-02.fs2" "Jump Out" ) ( next-mission "SM1-03.fs2" ) ) ( ( true ) ( next-mission "SM1-02.fs2" ) ) ) +Level: 4 +Position: 2 $Mission: SM1-03.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-event-true "SM1-03.fs2" "May Continue" ) ( next-mission "TSM-104.fs2" ) ) ( ( true ) ( next-mission "SM1-03.fs2" ) ) ) +Level: 5 +Position: 2 $Mission: TSM-104.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-goal-true "TSM-104.fs2" "beat training" ) ( next-mission "TSM-105.fs2" ) ) ( ( true ) ( next-mission "TSM-104.fs2" ) ) ) +Level: 6 +Position: 2 $Mission: TSM-105.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-goal-true "TSM-105.fs2" "training" ) ( next-mission "SM1-04.fs2" ) ) ( ( true ) ( next-mission "TSM-105.fs2" ) ) ) +Level: 7 +Position: 2 $Mission: SM1-04.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-event-true "SM1-04.fs2" "Thanks" ) ( next-mission "SM1-05.fs2" ) ) ( ( true ) ( next-mission "SM1-04.fs2" ) ) ) +Level: 8 +Position: 2 $Mission: SM1-05.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-event-true "SM1-05.fs2" "May Continue" ) ( next-mission "SM1-06.fs2" ) ) ( ( true ) ( next-mission "SM1-05.fs2" ) ) ) +Level: 9 +Position: 2 $Mission: SM1-06.fs2 +Briefing Cutscene: mono1.mve +Flags: 0 +Formula: ( cond ( ( is-previous-event-true "SM1-06.fs2" "Return To Base" ) ( next-mission "SM1-07.fs2" ) ) ( ( true ) ( next-mission "SM1-06.fs2" ) ) ) +Level: 10 +Position: 2 $Mission: SM1-07.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-goal-true "SM1-07.fs2" "Destroy Ravana" ) ( next-mission "TSM-106.fs2" ) ) ( ( true ) ( next-mission "SM1-07.fs2" ) ) ) +Level: 11 +Position: 2 $Mission: TSM-106.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-goal-true "TSM-106.fs2" "beat training" ) ( next-mission "SM1-08.fs2" ) ) ( ( true ) ( next-mission "TSM-106.fs2" ) ) ) +Level: 12 +Position: 2 $Mission: SM1-08.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-goal-true "SM1-08.fs2" "Protect Installation" ) ( next-mission "SM1-09.fs2" ) ) ( ( true ) ( next-mission "SM1-08.fs2" ) ) ) +Level: 13 +Position: 2 $Mission: SM1-09.fs2 +Briefing Cutscene: colossus.mve +Flags: 0 +Formula: ( cond ( ( is-previous-event-true "SM1-09.fs2" "May Continue" ) ( next-mission "SM1-10.fs2" ) ) ( ( true ) ( next-mission "SM1-09.fs2" ) ) ) +Level: 14 +Position: 2 $Mission: SM1-10.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-event-true "SM1-10.fs2" "May Continue" ) ( next-mission "SM2-01.fs2" ) ) ( ( true ) ( next-mission "SM1-10.fs2" ) ) ) +Mission Loop: +Mission Loop Text: XSTR("Special Operations Command has selected you for a dangerous covert assignment. Will you accept?", 1) $end_multi_text +Formula: ( cond ( ( is-previous-event-true "SM1-10.fs2" "May Continue" ) ( next-mission "loop1-1.fs2" ) ) ) +Level: 15 +Position: 2 $Mission: loop1-1.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-event-true "loop1-1.fs2" "Continue Loop" ) ( next-mission "loop1-2.fs2" ) ) ( ( true ) ( next-mission "loop1-1.fs2" ) ) ) +Level: 16 +Position: 3 $Mission: loop1-2.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-event-true "loop1-2.fs2" "Mission progress" ) ( next-mission "loop1-3.fs2" ) ) ( ( is-previous-event-true "loop1-2.fs2" "Goto main campaign" ) ( next-mission "SM2-01.fs2" ) ) ( ( true ) ( next-mission "loop1-2.fs2" ) ) ) +Level: 17 +Position: 3 $Mission: loop1-3.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-event-true "loop1-3.fs2" "Jump Fixed" ) ( next-mission "SM2-01.fs2" ) ) ( ( true ) ( next-mission "loop1-3.fs2" ) ) ) +Level: 18 +Position: 3 $Mission: SM2-01.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-event-true "SM2-01.fs2" "May Continue" ) ( next-mission "SM2-02.fs2" ) ) ( ( true ) ( next-mission "SM2-01.fs2" ) ) ) +Level: 19 +Position: 2 $Mission: SM2-02.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-event-true "SM2-02.fs2" "May Continue" ) ( next-mission "SM2-03.fs2" ) ) ( ( true ) ( next-mission "SM2-02.fs2" ) ) ) +Level: 20 +Position: 2 $Mission: SM2-03.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-goal-true "SM2-03.fs2" "Escort Orion" ) ( next-mission "SM2-04.fs2" ) ) ( ( true ) ( next-mission "SM2-03.fs2" ) ) ) +Level: 21 +Position: 2 $Mission: SM2-04.fs2 +Briefing Cutscene: mono2.mve +Flags: 0 +Formula: ( cond ( ( and ( is-previous-event-true "SM2-04.fs2" "Return" ) ( is-previous-goal-true "SM2-04.fs2" "Destroy Rebels" ) ) ( next-mission "SM2-05.fs2" ) ) ( ( true ) ( next-mission "SM2-04.fs2" ) ) ) +Level: 22 +Position: 2 $Mission: SM2-05.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-event-true "SM2-05.fs2" "Campaign Driven" ) ( next-mission "SM2-06.fs2" ) ) ( ( true ) ( next-mission "SM2-05.fs2" ) ) ) +Level: 23 +Position: 2 $Mission: SM2-06.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-event-true "SM2-06.fs2" "NTF Crushed" ) ( next-mission "SM2-07.fs2" ) ) ( ( true ) ( next-mission "SM2-06.fs2" ) ) ) +Level: 24 +Position: 2 $Mission: SM2-07.fs2 +Flags: 1 +Formula: ( cond ( ( is-previous-event-true "SM2-07.fs2" "Return To Base" ) ( next-mission "SM2-08.fs2" ) ) ( ( true ) ( next-mission "SM2-07.fs2" ) ) ) +Level: 25 +Position: 2 $Mission: SM2-08.fs2 +Briefing Cutscene: mono3.mve +Flags: 1 +Formula: ( cond ( ( is-previous-event-true "SM2-08.fs2" "Mission Accomplished" ) ( next-mission "SM2-09.fs2" ) ) ( ( true ) ( next-mission "SM2-08.fs2" ) ) ) +Level: 26 +Position: 2 $Mission: SM2-09.fs2 +Flags: 1 +Formula: ( cond ( ( is-previous-event-true "SM2-09.fs2" "Return To The Psamtik" ) ( next-mission "sm2-10.fs2" ) ) ( ( true ) ( next-mission "SM2-09.fs2" ) ) ) +Level: 27 +Position: 2 $Mission: sm2-10.fs2 +Flags: 1 +Formula: ( cond ( ( is-previous-event-true "sm2-10.fs2" "May Continue" ) ( next-mission "SM3-01.fs2" ) ) ( ( true ) ( next-mission "sm2-10.fs2" ) ) ) +Level: 28 +Position: 2 $Mission: SM3-01.fs2 +Flags: 1 +Formula: ( cond ( ( is-previous-event-true "SM3-01.fs2" "May Continue" ) ( next-mission "sm3-02.fs2" ) ) ( ( true ) ( next-mission "SM3-01.fs2" ) ) ) +Level: 29 +Position: 2 $Mission: sm3-02.fs2 +Flags: 1 +Formula: ( cond ( ( is-previous-event-true "sm3-02.fs2" "May Continue" ) ( next-mission "SM3-03.fs2" ) ) ( ( true ) ( next-mission "sm3-02.fs2" ) ) ) +Level: 30 +Position: 2 $Mission: SM3-03.fs2 +Briefing Cutscene: mono4.mve +Flags: 1 +Formula: ( cond ( ( is-previous-event-true "SM3-03.fs2" "Return To Base" ) ( next-mission "SM3-04.fs2" ) ) ( ( true ) ( next-mission "SM3-03.fs2" ) ) ) +Level: 31 +Position: 2 $Mission: SM3-04.fs2 +Flags: 1 +Formula: ( cond ( ( is-previous-event-true "SM3-04.fs2" "Jump Out" ) ( next-mission "SM3-05.fs2" ) ) ( ( true ) ( next-mission "SM3-04.fs2" ) ) ) +Level: 32 +Position: 2 $Mission: SM3-05.fs2 +Flags: 1 +Formula: ( cond ( ( is-previous-event-true "SM3-05.fs2" "Well Done" ) ( next-mission "SM3-06.fs2" ) ) ( ( true ) ( next-mission "SM3-05.fs2" ) ) ) +Mission Loop: +Mission Loop Text: XSTR("Special Operations Command requests your participation in a high-risk rescue mission. Will you volunteer?", 2) $end_multi_text +Formula: ( cond ( ( is-previous-event-true "SM3-05.fs2" "Well Done" ) ( next-mission "loop2-1.fs2" ) ) ) +Level: 33 +Position: 2 $Mission: loop2-1.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-event-true "loop2-1.fs2" "Teloron Depart" ) ( next-mission "loop2-2.fs2" ) ) ( ( true ) ( next-mission "loop2-1.fs2" ) ) ) +Level: 34 +Position: 3 $Mission: loop2-2.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-event-true "loop2-2.fs2" "mission progress" ) ( next-mission "SM3-06.fs2" ) ) ( ( true ) ( next-mission "loop2-2.fs2" ) ) ) +Level: 35 +Position: 3 $Mission: SM3-06.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-event-true "SM3-06.fs2" "May continue" ) ( next-mission "SM3-07.fs2" ) ) ( ( true ) ( next-mission "SM3-06.fs2" ) ) ) +Level: 36 +Position: 2 $Mission: SM3-07.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-event-true "SM3-07.fs2" "Well Done" ) ( next-mission "SM3-08.fs2" ) ) ( ( true ) ( next-mission "SM3-07.fs2" ) ) ) +Level: 37 +Position: 2 $Mission: SM3-08.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-event-true "SM3-08.fs2" "May Continue" ) ( next-mission "sm3-09.fs2" ) ) ( ( true ) ( next-mission "SM3-08.fs2" ) ) ) +Level: 38 +Position: 2 $Mission: sm3-09.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-event-true "sm3-09.fs2" "May Continue" ) ( next-mission "sm3-10.fs2" ) ) ( ( true ) ( next-mission "sm3-09.fs2" ) ) ) +Level: 39 +Position: 2 $Mission: sm3-10.fs2 +Briefing Cutscene: bastion.mve +Flags: 0 +Formula: ( cond ( ( true ) ( end-of-campaign ) ) ) +Level: 40 +Position: 2 #End #Mission Info $Version: 0.10 $Name: XSTR("Shivan Gauntlet", 4) $Author: Volition $Created: 08/14/99 at 18:50:44 $Modified: 10/28/99 at 10:10:36 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("A gauntlet module in which you face waves of Shivan fighters and warships. ", 5) $end_multi_text +Game Type Flags: 10 +Flags: 0 +Num Players: 4 +Num Respawns: 15 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 0.000000, 364.186340, -620.488037 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 2 $start_stage $multi_text XSTR("To lessen battlefield losses of pilots and craft, Allied Command has decreed that all active pilots should engage in a weekly regimen of simulated battles. In this particular simulation, you will battle wave upon wave of Shivan forces. These will eventually include one or more warships, so you may wish to include a bomber in your wing.", 7) $end_multi_text $voice: Gshi_MB_01.wav $camera_pos: 0.000000, 364.186340, -620.488037 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 23 $team: Friendly $class: GTF Ulysses $pos: 0.000000, 0.000000, 0.000000 $label: Alpha +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("It is not expected that all of you will survive this simulated battle. Your goal is rack up as many kills as possible while staying alive as long as you can. It is expected that you improve your performance each time you try this simulation, however. With practice, you should be able to complete it. Good luck, pilots.", 8) $end_multi_text $voice: Gshi_MB_02.wav $camera_pos: 0.000000, 364.186340, -620.488037 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 23 $team: Friendly $class: GTF Ulysses $pos: 0.000000, 0.000000, 0.000000 $label: Alpha +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 2 $Formula: ( is-event-true-delay "finished, return to base" 0 ) $Multi text XSTR("It is a rare pilot who completes this simulation. You have earned a spot among the ranks of the elite pilots in the GTVA fleet.", 9) $end_multi_text $Voice: Gshi_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( is-event-false-delay "finished, return to base" 0 ) $Multi text XSTR("The Shivan Gauntlet simulation is extremely difficult to beat. Try again as soon as you are up to it. The goal is to make all of your mistakes in the simulator, not in a real battle!", 11) $end_multi_text $Voice: Gshi_DB_02.wav $Recommendation text: XSTR("Practice this simulation until you can complete it. Be sure to include bombers to neutralize the warships.", 12) $end_multi_text #Players ;! 4 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Hercules Mark II" 4 "GTF Erinyes" 4 "GTF Loki" 4 "GTF Perseus" 4 "GTF Myrmidon" 4 "GTB Artemis" 4 "GTB Medusa" 5 "GTB Ursa" 5 "GTB Zeus" 5 "GTB Boanerges" 5 ) +Weaponry Pool: ( "Subach HL-7" 20 "Akheton SDG" 16 "Morning Star" 16 "Prometheus R" 20 "Prometheus S" 16 "Maxim" 16 "UD-8 Kayser" 16 "Circe" 16 "Lamprey" 16 "Rockeye" 500 "Tempest" 500 "Hornet" 500 "Tornado" 500 "Harpoon" 564 "Trebuchet" 500 "TAG-A" 500 "TAG-B" 500 "TAG-C" 500 "Piranha" 500 "Stiletto II" 500 "Infyrno" 500 "Cyclops#short" 500 "Helios" 500 "EMP Adv." 500 ) #Objects ;! 43 total $Name: Alpha 1 ;! Object #0 $Class: GTF Ulysses $Team: Friendly $Location: 0.000000, 0.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Ulysses $Team: Friendly $Location: 100.745834, 0.000142, -99.490013 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTF Ulysses $Team: Friendly $Location: -99.958755, 0.000133, -99.489975 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GTF Ulysses $Team: Friendly $Location: 1.779746, -0.000207, -195.954086 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Aries 1 ;! Object #4 $Class: SF Manticore $Team: Hostile $Location: 296.569672, 188.500000, 504.217224 $Orientation: -0.861956, 0.000000, 0.506984, -0.155496, 0.951803, -0.264369, -0.482549, -0.306709, -0.820412 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 2 ;! Object #5 $Class: SF Manticore $Team: Hostile $Location: 399.600006, 188.500000, 700.500000 $Orientation: -0.868609, 0.000000, 0.495498, -0.112777, 0.973754, -0.197698, -0.482493, -0.227602, -0.845812 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 3 ;! Object #6 $Class: SF Manticore $Team: Hostile $Location: 497.138489, 188.500000, 495.871002 $Orientation: -0.706204, 0.000000, 0.708009, -0.183569, 0.965803, -0.183101, -0.683797, -0.259275, -0.682054 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 4 ;! Object #7 $Class: SF Manticore $Team: Hostile $Location: 408.925690, 188.500000, 306.102814 $Orientation: -0.599259, 0.000000, 0.800555, -0.277157, 0.938159, -0.207467, -0.751048, -0.346206, -0.562200 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 1 ;! Object #8 $Class: SF Basilisk $Team: Hostile $Location: -56.405663, -125.400063, 820.610474 $Orientation: -0.976099, 0.000000, -0.217324, -0.028854, 0.991147, 0.129594, 0.215400, 0.132767, -0.967458 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 2 ;! Object #9 $Class: SF Basilisk $Team: Hostile $Location: -148.865143, -125.400078, 530.638000 $Orientation: -0.903501, 0.000000, -0.428586, -0.076590, 0.983903, 0.161458, 0.421687, 0.178703, -0.888958 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 3 ;! Object #10 $Class: SF Basilisk $Team: Hostile $Location: 48.421539, -125.400093, 602.038818 $Orientation: -0.990087, 0.000000, -0.140453, -0.024693, 0.984424, 0.174067, 0.138265, 0.175809, -0.974666 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 4 ;! Object #11 $Class: SF Basilisk $Team: Hostile $Location: -145.057770, -125.400032, 794.736023 $Orientation: -0.949917, 0.000000, -0.312502, -0.041553, 0.991120, 0.126308, 0.309727, 0.132968, -0.941482 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 1 ;! Object #12 $Class: SF Astaroth $Team: Hostile $Location: 379.595978, -70.200027, -210.978470 $Orientation: 0.485804, 0.000000, 0.874067, 0.139478, 0.987186, -0.077521, -0.862867, 0.159573, 0.479579 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 2 ;! Object #13 $Class: SF Astaroth $Team: Hostile $Location: 511.700012, -70.199997, -49.700001 $Orientation: 0.096672, 0.000000, 0.995316, 0.134658, 0.990806, -0.013079, -0.986165, 0.135292, 0.095783 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 3 ;! Object #14 $Class: SF Astaroth $Team: Hostile $Location: 546.309448, -70.200020, -232.991592 $Orientation: 0.392296, 0.000000, 0.919839, 0.107972, 0.993087, -0.046048, -0.913480, 0.117381, 0.389584 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 4 ;! Object #15 $Class: SF Astaroth $Team: Hostile $Location: 418.998566, -70.200005, -297.844452 $Orientation: 0.579382, 0.000000, 0.815056, 0.110278, 0.990805, -0.078391, -0.807562, 0.135301, 0.574054 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 1 ;! Object #16 $Class: SF Aeshma $Team: Hostile $Location: -362.017212, 64.400085, -462.675415 $Orientation: 0.819947, 0.000000, -0.572439, 0.074280, 0.991545, 0.106396, 0.567599, -0.129760, 0.813015 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 2 ;! Object #17 $Class: SF Aeshma $Team: Hostile $Location: -246.728317, 64.400139, -409.439392 $Orientation: 0.903242, 0.000000, -0.429132, 0.070304, 0.986489, 0.147976, 0.423334, -0.163828, 0.891038 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 3 ;! Object #18 $Class: SF Aeshma $Team: Hostile $Location: -374.997620, 64.400146, -665.372498 $Orientation: 0.899367, 0.000000, -0.437194, 0.041582, 0.995467, 0.085541, 0.435212, -0.095112, 0.895290 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 4 ;! Object #19 $Class: SF Aeshma $Team: Hostile $Location: -199.912781, 64.400146, -621.327698 $Orientation: 0.978110, 0.000000, -0.208089, 0.023172, 0.993781, 0.108918, 0.206795, -0.111355, 0.972027 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 1 ;! Object #20 $Class: SF Mara $Team: Hostile $Location: 106.199997, -85.300003, -690.900024 $Orientation: 0.988392, 0.000000, 0.151928, 0.018403, 0.992637, -0.119724, -0.150809, 0.121130, 0.981114 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 2 ;! Object #21 $Class: SF Mara $Team: Hostile $Location: -0.982406, -85.300034, -843.238953 $Orientation: 0.999999, 0.000000, -0.001165, -0.000117, 0.994923, -0.100644, 0.001159, 0.100644, 0.994922 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 3 ;! Object #22 $Class: SF Mara $Team: Hostile $Location: 197.839096, -85.299980, -844.705322 $Orientation: 0.973652, 0.000000, 0.228040, 0.022314, 0.995201, -0.095271, -0.226945, 0.097849, 0.968979 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 4 ;! Object #23 $Class: SF Mara $Team: Hostile $Location: 135.562714, -85.300018, -995.430786 $Orientation: 0.990854, 0.000000, 0.134939, 0.011416, 0.996415, -0.083830, -0.134456, 0.084603, 0.987301 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 1 ;! Object #24 $Class: SF Mara $Team: Hostile $Location: 158.600006, 235.600006, -343.000000 $Orientation: 0.907665, 0.000000, 0.419696, -0.222043, 0.848586, 0.480207, -0.356148, -0.529057, 0.770232 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Taurus 2 ;! Object #25 $Class: SF Mara $Team: Hostile $Location: 109.506966, 235.600037, -436.832245 $Orientation: 0.969986, 0.000000, 0.243160, -0.112717, 0.886072, 0.449635, -0.215457, -0.463548, 0.859477 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Taurus 3 ;! Object #26 $Class: SF Mara $Team: Hostile $Location: 254.522293, 235.600037, -444.978149 $Orientation: 0.868034, 0.000000, 0.496505, -0.207341, 0.908631, 0.362491, -0.451140, -0.417600, 0.788722 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Taurus 4 ;! Object #27 $Class: SF Mara $Team: Hostile $Location: 181.211884, 235.600006, -518.546753 $Orientation: 0.944017, 0.000000, 0.329897, -0.130040, 0.919032, 0.372115, -0.303186, -0.394183, 0.867582 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Defunct W 1 1 ;! Object #28 $Class: SF Basilisk $Team: Hostile $Location: -325.603882, -165.854446, 75.795654 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 1 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 30 $Name: Defunct W 1 2 ;! Object #29 $Class: SF Basilisk $Team: Hostile $Location: -326.623169, -165.854385, -1.732452 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 1 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 30 $Name: Defunct W 1 3 ;! Object #30 $Class: SF Basilisk $Team: Hostile $Location: -328.049194, -165.854477, -110.175972 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 1 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 30 $Name: Defunct W 1 4 ;! Object #31 $Class: SF Basilisk $Team: Hostile $Location: -329.542847, -165.854446, -223.776703 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 1 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 30 $Name: SC Karnatoth ;! Object #32 $Class: SC Lilith $Team: Hostile $Location: -589.799988, 0.000000, 425.899994 $Orientation: -0.585430, 0.000000, -0.810723, 0.000000, 1.000000, 0.000000, 0.810723, 0.000000, -0.585430 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-wing "Alpha" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 $Arrival Location: Hyperspace $Arrival Cue: ( or ( is-event-true-delay "get ready if bonus" 3 ) ( is-event-true-delay "Get ready not bonus" 3 ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Cancer 1 ;! Object #33 $Class: SF Mara $Team: Hostile $Location: -687.099976, 0.000000, 309.299988 $Orientation: -0.410481, 0.000000, -0.911869, 0.000000, 1.000000, 0.000000, 0.911869, 0.000000, -0.410481 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 2 ;! Object #34 $Class: SF Mara $Team: Hostile $Location: -711.266907, -0.000078, 391.844238 $Orientation: -0.482531, 0.000000, -0.875879, 0.000000, 1.000000, 0.000000, 0.875879, 0.000000, -0.482531 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 3 ;! Object #35 $Class: SF Mara $Team: Hostile $Location: -817.511475, -0.000082, 332.849792 $Orientation: -0.377092, 0.000000, -0.926176, 0.000000, 1.000000, 0.000000, 0.926176, 0.000000, -0.377092 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 4 ;! Object #36 $Class: SF Mara $Team: Hostile $Location: -560.500000, 0.000000, 504.799988 $Orientation: -0.669221, 0.000000, -0.743063, 0.000000, 1.000000, 0.000000, 0.743063, 0.000000, -0.669221 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $AI Goals: ( goals ( ai-guard "SC Karnatoth" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 0 "SC Karnatoth" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-dynamic" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: SC Ramakara ;! Object #37 $Class: SC Rakshasa $Team: Hostile $Location: 57.700001, 0.000000, 344.100006 $Orientation: -0.986231, 0.000000, 0.165375, 0.000000, 1.000000, 0.000000, -0.165375, 0.000000, -0.986231 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $AI Goals: ( goals ( ai-chase-wing "Alpha" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 2 "SC Karnatoth" "Cancer" "Cancer 4" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Pisces 1 ;! Object #38 $Class: SF Mara $Team: Hostile $Location: -56.363995, 0.000029, 256.638611 $Orientation: -0.976722, 0.000000, -0.214511, 0.000000, 1.000000, 0.000000, 0.214511, 0.000000, -0.976722 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 2 ;! Object #39 $Class: SF Mara $Team: Hostile $Location: -92.599998, 0.000000, 369.399994 $Orientation: -0.969988, 0.000000, -0.243153, 0.000000, 1.000000, 0.000000, 0.243153, 0.000000, -0.969988 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 3 ;! Object #40 $Class: SF Mara $Team: Hostile $Location: -172.424622, -0.000007, 257.525482 $Orientation: -0.830945, 0.000000, -0.556354, 0.000000, 1.000000, 0.000000, 0.556354, 0.000000, -0.830945 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 5 ;! Object #41 $Class: SF Mara $Team: Hostile $Location: 149.399994, 0.000000, 253.199997 $Orientation: -0.861251, 0.000000, 0.508179, 0.000000, 1.000000, 0.000000, -0.508179, 0.000000, -0.861251 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $AI Goals: ( goals ( ai-guard "SC Ramakara" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 0 "SC Ramakara" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 4 ;! Object #42 $Class: SF Mara $Team: Hostile $Location: 174.123337, 0.000040, 408.363129 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $AI Goals: ( goals ( ai-guard "SC Ramakara" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 0 "SC Ramakara" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 #Wings ;! 10 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Aries $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aries 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-time-elapsed 2 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Aries 1" "Aries 2" "Aries 3" "Aries 4" ) $AI Goals: ( goals ( ai-chase-wing "Alpha" 89 ) ) +Flags:( ) $Name: Leo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Leo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 2 "Aries" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Leo 1" "Leo 2" "Leo 3" "Leo 4" ) $AI Goals: ( goals ( ai-chase-any 89 ) ) +Flags:( ) $Name: Gemini $Waves: 2 $Wave Threshold: 2 $Special Ship: 0 ;! Gemini 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 2 "Leo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gemini 1" "Gemini 2" "Gemini 3" "Gemini 4" ) $AI Goals: ( goals ( ai-chase-any 89 ) ) +Flags:( ) $Name: Virgo $Waves: 3 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 2 "Gemini" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Virgo 1" "Virgo 2" "Virgo 3" "Virgo 4" ) $AI Goals: ( goals ( ai-chase-any 89 ) ) +Flags:( ) $Name: Libra $Waves: 3 $Wave Threshold: 2 $Special Ship: 0 ;! Libra 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 2 "Virgo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Libra 1" "Libra 2" "Libra 3" "Libra 4" ) $AI Goals: ( goals ( ai-chase-any 89 ) ) +Flags:( ) $Name: Taurus $Waves: 4 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 2 "Libra" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Taurus 1" "Taurus 2" "Taurus 3" "Taurus 4" ) $AI Goals: ( goals ( ai-chase-any 89 ) ) +Flags:( ) $Name: Defunct W 1 $Waves: 4 $Wave Threshold: 0 $Special Ship: 0 ;! Defunct W 1 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "phase one bonus" 0 ) $Departure Location: Hyperspace $Departure Cue: ( has-arrived-delay 30 "Defunct W 1" ) $Ships: ( ;! 4 total "Defunct W 1 1" "Defunct W 1 2" "Defunct W 1 3" "Defunct W 1 4" ) +Flags:( ) $Name: Cancer $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 0 "SC Karnatoth" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Cancer 1" "Cancer 2" "Cancer 3" ) $AI Goals: ( goals ( ai-chase-any 89 ) ) +Flags:( ) $Name: Pisces $Waves: 3 $Wave Threshold: 2 $Special Ship: 0 ;! Pisces 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 0 "SC Ramakara" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Pisces 1" "Pisces 2" "Pisces 3" ) $AI Goals: ( goals ( ai-chase-wing "Alpha" 89 ) ) +Flags:( ) #Events ;! 17 total $Formula: ( when ( is-destroyed-delay 0 "Aries" ) ( do-nothing ) ) +Name: d aries +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aries", 14) $Formula: ( when ( is-destroyed-delay 0 "Leo" ) ( do-nothing ) ) +Name: d leo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Leo", 15) $Formula: ( when ( is-destroyed-delay 0 "Gemini" ) ( do-nothing ) ) +Name: d gemini +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Gemini", 16) $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: d virgo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( is-destroyed-delay 0 "Libra" ) ( do-nothing ) ) +Name: d libra +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Libra", 18) $Formula: ( when ( is-destroyed-delay 0 "Taurus" ) ( do-nothing ) ) +Name: d taurus +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Taurus", 19) $Formula: ( when ( and ( is-destroyed-delay 0 "Aries" "Leo" "Gemini" "Virgo" "Libra" "Taurus" ) ( not ( has-time-elapsed 6660 ) ) ) ( send-message "#Command" "High" "Bonus round one qualified" ) ) +Name: phase one bonus +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Get ready!" ) ) +Name: get ready if bonus +Repeat Count: 1 +Interval: 1 +Chained: 30 $Formula: ( when ( and ( is-destroyed-delay 0 "Taurus" ) ( is-event-false-delay "phase one bonus" 0 ) ) ( send-message "#Command" "High" "Get ready!" ) ) +Name: Get ready not bonus +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "SC Karnatoth" ) ( beam-free-all "SC Karnatoth" ) ( turret-free-all "SC Karnatoth" ) ) +Name: Karnatoth is beaming turreting +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Cancer" "Cancer 4" ) ( do-nothing ) ) +Name: d cancer +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( is-destroyed-delay 0 "SC Karnatoth" ) ( do-nothing ) ) +Name: d karnatoth +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Karnatoth", 21) $Formula: ( when ( is-destroyed-delay 0 "Pisces" "Pisces 5" "Pisces 4" ) ( do-nothing ) ) +Name: d pisces +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Pisces", 22) $Formula: ( when ( has-arrived-delay 0 "SC Ramakara" ) ( beam-free-all "SC Ramakara" ) ( turret-free-all "SC Ramakara" ) ) +Name: Ramaka is beaming and turreting +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "SC Ramakara" ) ( do-nothing ) ) +Name: d ramakara +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Ramakara", 23) $Formula: ( when ( and ( is-event-true-delay "d ramakara" 0 ) ( is-event-true-delay "d pisces" 0 ) ) ( send-message "#Command" "High" "Finished, return to base" ) ) +Name: finished, return to base +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha" ) ( do-nothing ) ) +Name: RTB +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) #Goals ;! 1 total $Type: Primary +Name: kill all shivans $MessageNew: XSTR("Eliminate all Shivan vessels.", 26) $end_multi_text $Formula: ( is-destroyed-delay 0 "Aries" "Leo" "Gemini" "Virgo" "Libra" "Taurus" "Cancer" "Pisces" "SC Karnatoth" "SC Ramakara" ) #Waypoints ;! 0 lists total #Messages ;! 210 total $Name: Bonus round one qualified $Team: -1 $MessageNew: XSTR("Congratulations! Your performance has earned you a brief break, during which we'll let you pad your score by turning loose some decommissioned ships for you to hunt down. You have 30 seconds.", 27) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM1 +Wave Name: Gshi_AC_01.wav $Name: Get ready! $Team: -1 $MessageNew: XSTR("Prepare to enter the second stage of the simulation, Alpha Wing. Things are about to get much harder.", 28) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM1 +Wave Name: Gshi_AC_02.wav $Name: Finished, return to base $Team: -1 $MessageNew: XSTR("Well done. You have successfully completed the Shivan Gauntlet simulation. Return to base", 3407) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM1 +Wave Name: Gshi_AC_03.wav #Reinforcements ;! 0 total #Background bitmaps ;! 31 total $Num stars: 2000 $Ambient light level: 0 $Sun: SunBlue +Angles: 2.007127 0.000000 1.047197 +Scale: 3.000000 $Starbitmap: dneb08 +Angles: 0.994837 0.000000 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb09 +Angles: 0.994837 1.570795 5.393063 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb10 +Angles: 0.994837 0.000000 0.872664 +ScaleX: 4.500000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb09 +Angles: 1.780234 0.785398 0.000000 +ScaleX: 4.500000 +ScaleY: 4.500000 +DivX: 2 +DivY: 2 $Starbitmap: dneb08 +Angles: 1.780234 1.570795 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb09 +Angles: 6.492620 1.570795 0.663225 +ScaleX: 5.000000 +ScaleY: 4.500000 +DivX: 3 +DivY: 2 $Starbitmap: dneb10 +Angles: 0.000000 0.000000 1.047197 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: planetc +Angles: 0.994837 0.000000 3.333576 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 0.733038 0.733038 0.733038 +ScaleX: 3.000000 +ScaleY: 2.200000 +DivX: 1 +DivY: 1 $Starbitmap: dneb08 +Angles: 0.855211 2.111847 0.558505 +ScaleX: 2.200000 +ScaleY: 3.500000 +DivX: 1 +DivY: 2 $Starbitmap: dneb09 +Angles: 0.366519 0.366519 0.733038 +ScaleX: 2.400000 +ScaleY: 3.200000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 1.117010 1.117010 1.117010 +ScaleX: 2.000000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 2.111847 1.937314 2.111847 +ScaleX: 3.400000 +ScaleY: 4.100000 +DivX: 1 +DivY: 2 $Starbitmap: dneb09 +Angles: 1.937314 3.455749 2.321286 +ScaleX: 2.000000 +ScaleY: 3.500000 +DivX: 1 +DivY: 2 $Starbitmap: dneb08 +Angles: 1.745328 0.000000 2.111847 +ScaleX: 3.000000 +ScaleY: 2.700000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 1.937314 3.874628 1.745328 +ScaleX: 2.500000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: dneb09 +Angles: 1.256636 0.000000 0.628318 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb08 +Angles: 1.658062 1.570795 0.488692 +ScaleX: 3.200000 +ScaleY: 1.800000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 1.937314 1.832594 0.366519 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb08 +Angles: 2.111847 2.111847 0.191986 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb09 +Angles: 2.286380 4.241147 6.265727 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb08 +Angles: 2.356193 2.356193 5.951568 +ScaleX: 4.500000 +ScaleY: 3.800000 +DivX: 2 +DivY: 2 $Starbitmap: dneb10 +Angles: 2.199113 1.326449 5.707222 +ScaleX: 3.000000 +ScaleY: 2.200000 +DivX: 1 +DivY: 1 $Starbitmap: dneb08 +Angles: 1.937314 3.298670 5.532689 +ScaleX: 2.000000 +ScaleY: 3.200000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 1.675515 1.867501 5.410516 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb09 +Angles: 1.326449 1.570795 5.480330 +ScaleX: 4.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb08 +Angles: 0.994837 2.111847 5.637409 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb10 +Angles: 0.750491 3.944441 5.951568 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb08 +Angles: 0.558505 0.000000 6.230820 +ScaleX: 4.000000 +ScaleY: 2.200000 +DivX: 2 +DivY: 1 $Starbitmap: dneb09 +Angles: 0.628318 2.565632 0.174533 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: planete +Angles: 0.872664 0.000000 3.769908 +ScaleX: 1.700000 +ScaleY: 1.700000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 1: Genesis $Briefing Music: Brief1 #End #Mission Info $Version: 0.10 $Name: XSTR("Terran Gauntlet", 30) $Author: Volition $Created: 08/14/99 at 18:50:44 $Modified: 10/28/99 at 10:11:39 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("A gauntlet module in which you face waves of Terran fighters and warships. ", 31) $end_multi_text +Game Type Flags: 10 +Flags: 0 +Num Players: 4 +Num Respawns: 5 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 0.000000, 397.216827, -698.484985 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 2 $start_stage $multi_text XSTR("It is instructive to see a battlefield as your enemy sees it. To this end, Allied Command has decreed that our weekly regimen of simulated battles includes flying against GTVA forces. In this particular simulation, you will battle wave upon wave of Terran craft. These will eventually include one or more warships, so you may wish to include a bomber in your wing.", 32) $end_multi_text $voice: Gter_MB_01.wav $camera_pos: 0.000000, 397.216827, -698.484985 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: GTF Ulysses $pos: -1.503437, -0.000063, 16.576361 $label: Alpha +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("It is not expected that all of you will survive this simulated battle. Your goal is rack up as many kills as possible while staying alive as long as you can. It is expected that you improve your performance each time you try this simulation, however. With practice, you should be able to complete it. Good luck, pilots.", 8) $end_multi_text $voice: Gter_MB_02.wav $camera_pos: 0.000000, 397.216827, -698.484985 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: GTF Ulysses $pos: -1.503437, -0.000063, 16.576361 $label: Alpha +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 2 $Formula: ( is-event-true-delay "finished, return to base" 0 ) $Multi text XSTR("It is a rare pilot who completes this simulation. You have earned a spot among the ranks of the elite pilots in the GTVA fleet. ", 33) $end_multi_text $Voice: Gter_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( is-event-false-delay "finished, return to base" 0 ) $Multi text XSTR("The Terran Gauntlet simulation is extremely difficult to beat. Try again as soon as you are up to it. The goal is to make all of your mistakes in the simulator, not in a real battle! ", 34) $end_multi_text $Voice: Gter_DB_02.wav $Recommendation text: XSTR("Practice this simulation until you can complete it. Be sure to include bombers to neutralize the warships. ", 35) $end_multi_text #Players ;! 4 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Hercules Mark II" 4 "GTF Erinyes" 4 "GTF Loki" 4 "GTF Perseus" 4 "GTF Myrmidon" 4 "GTB Artemis" 4 "GTB Medusa" 5 "GTB Ursa" 5 "GTB Zeus" 5 "GTB Boanerges" 5 ) +Weaponry Pool: ( "Subach HL-7" 20 "Akheton SDG" 16 "Morning Star" 16 "Prometheus R" 20 "Prometheus S" 16 "Maxim" 16 "UD-8 Kayser" 16 "Circe" 16 "Lamprey" 16 "Rockeye" 500 "Tempest" 500 "Hornet" 500 "Tornado" 500 "Harpoon" 564 "Trebuchet" 500 "TAG-A" 500 "TAG-B" 500 "TAG-C" 500 "Piranha" 500 "Stiletto II" 500 "Infyrno" 500 "Cyclops#short" 500 "Helios" 500 "EMP Adv." 500 ) #Objects ;! 43 total $Name: Alpha 1 ;! Object #0 $Class: GTF Ulysses $Team: Friendly $Location: 0.000000, 0.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Ulysses $Team: Friendly $Location: 100.745834, 0.000142, -99.490013 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTF Ulysses $Team: Friendly $Location: -99.958755, 0.000133, -99.489975 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GTF Ulysses $Team: Friendly $Location: 1.779746, -0.000207, -195.954086 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Aries 1 ;! Object #4 $Class: GTF Ulysses $Team: Hostile $Location: 296.569672, 188.500000, 504.217224 $Orientation: -0.861956, 0.000000, 0.506984, -0.155496, 0.951803, -0.264369, -0.482549, -0.306709, -0.820412 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 2 ;! Object #5 $Class: GTF Ulysses $Team: Hostile $Location: 399.600006, 188.500000, 700.500000 $Orientation: -0.868609, 0.000000, 0.495498, -0.112777, 0.973754, -0.197698, -0.482493, -0.227602, -0.845812 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 3 ;! Object #6 $Class: GTF Ulysses $Team: Hostile $Location: 497.138489, 188.500000, 495.871002 $Orientation: -0.706204, 0.000000, 0.708009, -0.183569, 0.965803, -0.183101, -0.683797, -0.259275, -0.682054 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 4 ;! Object #7 $Class: GTF Ulysses $Team: Hostile $Location: 408.925690, 188.500000, 306.102814 $Orientation: -0.599259, 0.000000, 0.800555, -0.277157, 0.938159, -0.207467, -0.751048, -0.346206, -0.562200 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 1 ;! Object #8 $Class: GTF Hercules $Team: Hostile $Location: -56.405663, -125.400063, 820.610474 $Orientation: -0.976099, 0.000000, -0.217324, -0.028854, 0.991147, 0.129594, 0.215400, 0.132767, -0.967458 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 2 ;! Object #9 $Class: GTF Hercules $Team: Hostile $Location: -148.865143, -125.400078, 530.638000 $Orientation: -0.903501, 0.000000, -0.428586, -0.076590, 0.983903, 0.161458, 0.421687, 0.178703, -0.888958 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 3 ;! Object #10 $Class: GTF Hercules $Team: Hostile $Location: 48.421539, -125.400093, 602.038818 $Orientation: -0.990087, 0.000000, -0.140453, -0.024693, 0.984424, 0.174067, 0.138265, 0.175809, -0.974666 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 4 ;! Object #11 $Class: GTF Hercules $Team: Hostile $Location: -145.057770, -125.400032, 794.736023 $Orientation: -0.949917, 0.000000, -0.312502, -0.041553, 0.991120, 0.126308, 0.309727, 0.132968, -0.941482 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 1 ;! Object #12 $Class: GTF Myrmidon $Team: Hostile $Location: 379.595978, -70.200027, -210.978470 $Orientation: 0.485804, 0.000000, 0.874067, 0.139478, 0.987186, -0.077521, -0.862867, 0.159573, 0.479579 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 2 ;! Object #13 $Class: GTF Myrmidon $Team: Hostile $Location: 511.700012, -70.199997, -49.700001 $Orientation: 0.096672, 0.000000, 0.995316, 0.134658, 0.990806, -0.013079, -0.986165, 0.135292, 0.095783 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 3 ;! Object #14 $Class: GTF Myrmidon $Team: Hostile $Location: 546.309448, -70.200020, -232.991592 $Orientation: 0.392296, 0.000000, 0.919839, 0.107972, 0.993087, -0.046048, -0.913480, 0.117381, 0.389584 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 4 ;! Object #15 $Class: GTF Myrmidon $Team: Hostile $Location: 418.998566, -70.200005, -297.844452 $Orientation: 0.579382, 0.000000, 0.815056, 0.110278, 0.990805, -0.078391, -0.807562, 0.135301, 0.574054 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 1 ;! Object #16 $Class: GTF Hercules Mark II $Team: Hostile $Location: -362.017212, 64.400085, -462.675415 $Orientation: 0.819947, 0.000000, -0.572439, 0.074280, 0.991545, 0.106396, 0.567599, -0.129760, 0.813015 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 2 ;! Object #17 $Class: GTF Hercules Mark II $Team: Hostile $Location: -246.728317, 64.400139, -409.439392 $Orientation: 0.903242, 0.000000, -0.429132, 0.070304, 0.986489, 0.147976, 0.423334, -0.163828, 0.891038 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 3 ;! Object #18 $Class: GTF Hercules Mark II $Team: Hostile $Location: -374.997620, 64.400146, -665.372498 $Orientation: 0.899367, 0.000000, -0.437194, 0.041582, 0.995467, 0.085541, 0.435212, -0.095112, 0.895290 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 4 ;! Object #19 $Class: GTF Hercules Mark II $Team: Hostile $Location: -199.912781, 64.400146, -621.327698 $Orientation: 0.978110, 0.000000, -0.208089, 0.023172, 0.993781, 0.108918, 0.206795, -0.111355, 0.972027 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 1 ;! Object #20 $Class: GTF Erinyes $Team: Hostile $Location: 106.199997, -85.300003, -690.900024 $Orientation: 0.988392, 0.000000, 0.151928, 0.018403, 0.992637, -0.119724, -0.150809, 0.121130, 0.981114 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 2 ;! Object #21 $Class: GTF Erinyes $Team: Hostile $Location: -0.982406, -85.300034, -843.238953 $Orientation: 0.999999, 0.000000, -0.001165, -0.000117, 0.994923, -0.100644, 0.001159, 0.100644, 0.994922 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 3 ;! Object #22 $Class: GTF Erinyes $Team: Hostile $Location: 197.839096, -85.299980, -844.705322 $Orientation: 0.973652, 0.000000, 0.228040, 0.022314, 0.995201, -0.095271, -0.226945, 0.097849, 0.968979 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 4 ;! Object #23 $Class: GTF Erinyes $Team: Hostile $Location: 135.562714, -85.300018, -995.430786 $Orientation: 0.990854, 0.000000, 0.134939, 0.011416, 0.996415, -0.083830, -0.134456, 0.084603, 0.987301 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 1 ;! Object #24 $Class: GTF Perseus $Team: Hostile $Location: 158.600006, 235.600006, -343.000000 $Orientation: 0.907665, 0.000000, 0.419696, -0.222043, 0.848586, 0.480207, -0.356148, -0.529057, 0.770232 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 2 ;! Object #25 $Class: GTF Perseus $Team: Hostile $Location: 109.506966, 235.600037, -436.832245 $Orientation: 0.969986, 0.000000, 0.243160, -0.112717, 0.886072, 0.449635, -0.215457, -0.463548, 0.859477 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 3 ;! Object #26 $Class: GTF Perseus $Team: Hostile $Location: 254.522293, 235.600037, -444.978149 $Orientation: 0.868034, 0.000000, 0.496505, -0.207341, 0.908631, 0.362491, -0.451140, -0.417600, 0.788722 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 4 ;! Object #27 $Class: GTF Perseus $Team: Hostile $Location: 181.211884, 235.600006, -518.546753 $Orientation: 0.944017, 0.000000, 0.329897, -0.130040, 0.919032, 0.372115, -0.303186, -0.394183, 0.867582 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Defunct W 1 1 ;! Object #28 $Class: GTF Hercules Mark II $Team: Hostile $Location: -325.603882, -165.854446, 75.795654 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 30 $Name: Defunct W 1 2 ;! Object #29 $Class: GTF Hercules Mark II $Team: Hostile $Location: -326.623169, -165.854385, -1.732452 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 30 $Name: Defunct W 1 3 ;! Object #30 $Class: GTF Hercules Mark II $Team: Hostile $Location: -328.049194, -165.854477, -110.175972 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 30 $Name: Defunct W 1 4 ;! Object #31 $Class: GTF Hercules Mark II $Team: Hostile $Location: -329.542847, -165.854446, -223.776703 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 30 $Name: GTC Rampart ;! Object #32 $Class: GTC Leviathan $Team: Hostile $Location: -589.799988, 0.000000, 425.899994 $Orientation: -0.585430, 0.000000, -0.810723, 0.000000, 1.000000, 0.000000, 0.810723, 0.000000, -0.585430 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-wing "Alpha" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09a-01-main $Arrival Location: Hyperspace $Arrival Cue: ( or ( is-event-true-delay "get ready if bonus" 3 ) ( is-event-true-delay "Get ready not bonus" 3 ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Cancer 1 ;! Object #33 $Class: GTF Perseus $Team: Hostile $Location: -687.099976, 0.000000, 309.299988 $Orientation: -0.410481, 0.000000, -0.911869, 0.000000, 1.000000, 0.000000, 0.911869, 0.000000, -0.410481 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 2 ;! Object #34 $Class: GTF Perseus $Team: Hostile $Location: -711.266907, -0.000078, 391.844238 $Orientation: -0.482531, 0.000000, -0.875879, 0.000000, 1.000000, 0.000000, 0.875879, 0.000000, -0.482531 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 3 ;! Object #35 $Class: GTF Perseus $Team: Hostile $Location: -817.511475, -0.000082, 332.849792 $Orientation: -0.377092, 0.000000, -0.926176, 0.000000, 1.000000, 0.000000, 0.926176, 0.000000, -0.377092 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 4 ;! Object #36 $Class: GTF Perseus $Team: Hostile $Location: -560.500000, 0.000000, 504.799988 $Orientation: -0.669221, 0.000000, -0.743063, 0.000000, 1.000000, 0.000000, 0.743063, 0.000000, -0.669221 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $AI Goals: ( goals ( ai-guard "GTC Rampart" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 0 "GTC Rampart" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-dynamic" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: GTC Ascendant ;! Object #37 $Class: GTC Aeolus $Team: Hostile $Location: 57.700001, 0.000000, 344.100006 $Orientation: -0.986231, 0.000000, 0.165375, 0.000000, 1.000000, 0.000000, -0.165375, 0.000000, -0.986231 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $AI Goals: ( goals ( ai-chase-wing "Alpha" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 2 "GTC Rampart" "Cancer" "Cancer 4" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Pisces 1 ;! Object #38 $Class: GTF Erinyes $Team: Hostile $Location: -56.363995, 0.000029, 256.638611 $Orientation: -0.976722, 0.000000, -0.214511, 0.000000, 1.000000, 0.000000, 0.214511, 0.000000, -0.976722 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Circe" "Maxim" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 2 ;! Object #39 $Class: GTF Erinyes $Team: Hostile $Location: -92.599998, 0.000000, 369.399994 $Orientation: -0.969988, 0.000000, -0.243153, 0.000000, 1.000000, 0.000000, 0.243153, 0.000000, -0.969988 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Circe" "Maxim" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 3 ;! Object #40 $Class: GTF Erinyes $Team: Hostile $Location: -172.424622, -0.000007, 257.525482 $Orientation: -0.830945, 0.000000, -0.556354, 0.000000, 1.000000, 0.000000, 0.556354, 0.000000, -0.830945 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Circe" "Maxim" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 5 ;! Object #41 $Class: GTF Erinyes $Team: Hostile $Location: 149.399994, 0.000000, 253.199997 $Orientation: -0.861251, 0.000000, 0.508179, 0.000000, 1.000000, 0.000000, -0.508179, 0.000000, -0.861251 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $AI Goals: ( goals ( ai-guard "GTC Ascendant" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Circe" "Maxim" ) $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 0 "GTC Ascendant" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 4 ;! Object #42 $Class: GTF Erinyes $Team: Hostile $Location: 174.123337, 0.000040, 408.363129 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $AI Goals: ( goals ( ai-guard "GTC Ascendant" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Circe" "Maxim" ) $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 0 "GTC Ascendant" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 #Wings ;! 10 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Aries $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aries 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-time-elapsed 2 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Aries 1" "Aries 2" "Aries 3" "Aries 4" ) $AI Goals: ( goals ( ai-chase-wing "Alpha" 89 ) ) +Flags:( ) $Name: Leo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Leo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 2 "Aries" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Leo 1" "Leo 2" "Leo 3" "Leo 4" ) $AI Goals: ( goals ( ai-chase-any 89 ) ) +Flags:( ) $Name: Gemini $Waves: 2 $Wave Threshold: 2 $Special Ship: 0 ;! Gemini 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 2 "Leo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gemini 1" "Gemini 2" "Gemini 3" "Gemini 4" ) $AI Goals: ( goals ( ai-chase-any 89 ) ) +Flags:( ) $Name: Virgo $Waves: 3 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 2 "Gemini" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Virgo 1" "Virgo 2" "Virgo 3" "Virgo 4" ) $AI Goals: ( goals ( ai-chase-any 89 ) ) +Flags:( ) $Name: Libra $Waves: 3 $Wave Threshold: 2 $Special Ship: 0 ;! Libra 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 2 "Virgo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Libra 1" "Libra 2" "Libra 3" "Libra 4" ) $AI Goals: ( goals ( ai-chase-any 89 ) ) +Flags:( ) $Name: Taurus $Waves: 4 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 2 "Libra" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Taurus 1" "Taurus 2" "Taurus 3" "Taurus 4" ) $AI Goals: ( goals ( ai-chase-any 89 ) ) +Flags:( ) $Name: Defunct W 1 $Waves: 4 $Wave Threshold: 0 $Special Ship: 0 ;! Defunct W 1 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "phase one bonus" 0 ) $Departure Location: Hyperspace $Departure Cue: ( has-arrived-delay 30 "Defunct W 1" ) $Ships: ( ;! 4 total "Defunct W 1 1" "Defunct W 1 2" "Defunct W 1 3" "Defunct W 1 4" ) +Flags:( ) $Name: Cancer $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 0 "GTC Rampart" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Cancer 1" "Cancer 2" "Cancer 3" ) $AI Goals: ( goals ( ai-chase-any 89 ) ) +Flags:( ) $Name: Pisces $Waves: 3 $Wave Threshold: 2 $Special Ship: 0 ;! Pisces 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 0 "GTC Ascendant" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Pisces 1" "Pisces 2" "Pisces 3" ) $AI Goals: ( goals ( ai-chase-wing "Alpha" 89 ) ) +Flags:( ) #Events ;! 17 total $Formula: ( when ( is-destroyed-delay 0 "Aries" ) ( do-nothing ) ) +Name: d aries +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aries", 14) $Formula: ( when ( is-destroyed-delay 0 "Leo" ) ( do-nothing ) ) +Name: d leo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Leo", 15) $Formula: ( when ( is-destroyed-delay 0 "Gemini" ) ( do-nothing ) ) +Name: d gemini +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Gemini", 16) $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: d virgo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( is-destroyed-delay 0 "Libra" ) ( do-nothing ) ) +Name: d libra +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Libra", 18) $Formula: ( when ( is-destroyed-delay 0 "Taurus" ) ( do-nothing ) ) +Name: d taurus +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Taurus", 19) $Formula: ( when ( and ( is-destroyed-delay 0 "Aries" "Leo" "Gemini" "Virgo" "Libra" "Taurus" ) ( not ( has-time-elapsed 6660 ) ) ) ( send-message "#Command" "High" "Bonus round one qualified" ) ) +Name: phase one bonus +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Get ready!" ) ) +Name: get ready if bonus +Repeat Count: 1 +Interval: 1 +Chained: 30 $Formula: ( when ( and ( is-destroyed-delay 0 "Taurus" ) ( is-event-false-delay "phase one bonus" 0 ) ) ( send-message "#Command" "High" "Get ready!" ) ) +Name: Get ready not bonus +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "GTC Rampart" ) ( beam-free-all "GTC Rampart" ) ( turret-free-all "GTC Rampart" ) ) +Name: Karnatoth is beaming turreting +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Cancer" "Cancer 4" ) ( do-nothing ) ) +Name: d cancer +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( is-destroyed-delay 0 "GTC Rampart" ) ( do-nothing ) ) +Name: d karnatoth +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Rampart", 3408) $Formula: ( when ( is-destroyed-delay 0 "Pisces" "Pisces 5" "Pisces 4" ) ( do-nothing ) ) +Name: d pisces +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Pisces", 22) $Formula: ( when ( has-arrived-delay 0 "GTC Ascendant" ) ( beam-free-all "GTC Ascendant" ) ( turret-free-all "GTC Ascendant" ) ) +Name: Ramaka is beaming and turreting +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "GTC Ascendant" ) ( do-nothing ) ) +Name: d ramakara +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Ascendant", 3409) $Formula: ( when ( and ( is-event-true-delay "d ramakara" 0 ) ( is-event-true-delay "d pisces" 0 ) ) ( send-message "#Command" "High" "Finished, return to base" ) ) +Name: finished, return to base +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha" ) ( do-nothing ) ) +Name: RTB +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) #Goals ;! 1 total $Type: Primary +Name: kill terrans $MessageNew: XSTR("Eliminate all Terran vessels", 36) $end_multi_text $Formula: ( is-destroyed-delay 0 "Aries" "Leo" "Gemini" "Virgo" "Libra" "Taurus" "Cancer" "Pisces" "GTC Rampart" "GTC Ascendant" ) #Waypoints ;! 0 lists total #Messages ;! 210 total $Name: Bonus round one qualified $Team: -1 $MessageNew: XSTR("Congratulations! Your performance has earned you a brief break, during which we'll let you pad your score by turning loose some decommissioned ships for you to hunt down. You have 30 seconds.", 27) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: Gter_AC_01.wav $Name: Get ready! $Team: -1 $MessageNew: XSTR("Prepare to enter the second stage of the simulation, Alpha Wing. Things are about to get much harder.", 28) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: Gter_AC_02.wav $Name: Finished, return to base $Team: -1 $MessageNew: XSTR("Well done. You have successfully completed the Terran Gauntlet simulation. Return to base.", 3410) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: Gter_AC_03.wav #Reinforcements ;! 0 total #Background bitmaps ;! 31 total $Num stars: 2000 $Ambient light level: 0 $Sun: SunBlue +Angles: 2.007127 0.000000 1.047197 +Scale: 3.000000 $Starbitmap: dneb04 +Angles: 0.994837 0.000000 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb05 +Angles: 0.994837 1.570795 5.393063 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb06 +Angles: 0.994837 0.000000 0.872664 +ScaleX: 4.500000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb05 +Angles: 1.780234 0.785398 0.000000 +ScaleX: 4.500000 +ScaleY: 4.500000 +DivX: 2 +DivY: 2 $Starbitmap: dneb04 +Angles: 1.780234 1.570795 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 6.492620 1.570795 0.663225 +ScaleX: 5.000000 +ScaleY: 4.500000 +DivX: 3 +DivY: 2 $Starbitmap: dneb06 +Angles: 0.000000 0.000000 1.047197 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: planetc +Angles: 0.994837 0.000000 3.333576 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 0.733038 0.733038 0.733038 +ScaleX: 3.000000 +ScaleY: 2.200000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 0.855211 2.111847 0.558505 +ScaleX: 2.200000 +ScaleY: 3.500000 +DivX: 1 +DivY: 2 $Starbitmap: dneb05 +Angles: 0.366519 0.366519 0.733038 +ScaleX: 2.400000 +ScaleY: 3.200000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 1.117010 1.117010 1.117010 +ScaleX: 2.000000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 2.111847 1.937314 2.111847 +ScaleX: 3.400000 +ScaleY: 4.100000 +DivX: 1 +DivY: 2 $Starbitmap: dneb05 +Angles: 1.937314 3.455749 2.321286 +ScaleX: 2.000000 +ScaleY: 3.500000 +DivX: 1 +DivY: 2 $Starbitmap: dneb04 +Angles: 1.745328 0.000000 2.111847 +ScaleX: 3.000000 +ScaleY: 2.700000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 1.937314 3.874628 1.745328 +ScaleX: 2.500000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 1.256636 0.000000 0.628318 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 1.658062 1.570795 0.488692 +ScaleX: 3.200000 +ScaleY: 1.800000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 1.937314 1.832594 0.366519 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 2.111847 2.111847 0.191986 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 2.286380 4.241147 6.265727 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 2.356193 2.356193 5.951568 +ScaleX: 4.500000 +ScaleY: 3.800000 +DivX: 2 +DivY: 2 $Starbitmap: dneb06 +Angles: 2.199113 1.326449 5.707222 +ScaleX: 3.000000 +ScaleY: 2.200000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 1.937314 3.298670 5.532689 +ScaleX: 2.000000 +ScaleY: 3.200000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 1.675515 1.867501 5.410516 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 1.326449 1.570795 5.480330 +ScaleX: 4.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb04 +Angles: 0.994837 2.111847 5.637409 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb06 +Angles: 0.750491 3.944441 5.951568 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 0.558505 0.000000 6.230820 +ScaleX: 4.000000 +ScaleY: 2.200000 +DivX: 2 +DivY: 1 $Starbitmap: dneb05 +Angles: 0.628318 2.565632 0.174533 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: planete +Angles: 0.872664 0.000000 3.769908 +ScaleX: 1.700000 +ScaleY: 1.700000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 1: Genesis $Briefing Music: Brief2 #End #Mission Info $Version: 0.10 $Name: XSTR("Vasudan Gauntlet", 38) $Author: Volition $Created: 08/14/99 at 18:50:44 $Modified: 10/28/99 at 10:12:22 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("A gauntlet module in which you face waves of Vasudan fighters and warships. ", 39) $end_multi_text +Game Type Flags: 10 +Flags: 0 +Num Players: 4 +Num Respawns: 5 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 0.000000, 1424.726563, -871.953308 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.510222, 0.860043, 0.000000, -0.860043, 0.510222 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 2 $start_stage $multi_text XSTR("It is instructive to see a battlefield as your enemy sees it. To this end, Allied Command has decreed that our weekly regimen of simulated battles includes flying against GTVA forces. In this particular simulation, you will battle wave upon wave of Vasudan craft. These will eventually include one or more warships, so you may wish to include a bomber in your wing.", 40) $end_multi_text $voice: Gvas_MB_01.wav $camera_pos: 0.000000, 1424.726563, -871.953308 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.510222, 0.860043, 0.000000, -0.860043, 0.510222 $camera_time: 500 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: GTF Ulysses $pos: -3.075361, -0.000041, 5.450590 $label: Alpha +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("It is not expected that all of you will survive this simulated battle. Your goal is rack up as many kills as possible while staying alive as long as you can. It is expected that you improve your performance each time you try this simulation, however. With practice, you should be able to complete it. Good luck, pilots.", 8) $end_multi_text $voice: Gvas_MB_02.wav $camera_pos: 0.000000, 1424.726563, -871.953308 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.510222, 0.860043, 0.000000, -0.860043, 0.510222 $camera_time: 500 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: GTF Ulysses $pos: -3.075361, -0.000041, 5.450590 $label: Alpha +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 2 $Formula: ( is-event-true-delay "finished, return to base" 0 ) $Multi text XSTR("It is a rare pilot who completes this simulation. You have earned a spot among the ranks of the elite pilots in the GTVA fleet. ", 33) $end_multi_text $Voice: Gvas_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( is-event-false-delay "finished, return to base" 0 ) $Multi text XSTR("The Vasudan Gauntlet simulation is extremely difficult to beat. Try again as soon as you are up to it. The goal is to make all of your mistakes in the simulator, not in a real battle!", 41) $end_multi_text $Voice: Gvas_DB_02.wav $Recommendation text: XSTR("Practice this simulation until you can complete it. Be sure to include bombers to neutralize the warships.", 12) $end_multi_text #Players ;! 4 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Hercules Mark II" 4 "GTF Erinyes" 4 "GTF Loki" 4 "GTF Perseus" 4 "GTF Myrmidon" 4 "GTB Artemis" 4 "GTB Medusa" 5 "GTB Ursa" 5 "GTB Zeus" 5 "GTB Boanerges" 5 ) +Weaponry Pool: ( "Subach HL-7" 20 "Akheton SDG" 16 "Morning Star" 16 "Prometheus R" 20 "Prometheus S" 16 "Maxim" 16 "UD-8 Kayser" 16 "Circe" 16 "Lamprey" 16 "Rockeye" 500 "Tempest" 500 "Hornet" 500 "Tornado" 500 "Harpoon" 564 "Trebuchet" 500 "TAG-A" 500 "TAG-B" 500 "TAG-C" 500 "Piranha" 500 "Stiletto II" 500 "Infyrno" 500 "Cyclops#short" 500 "Helios" 500 "EMP Adv." 500 ) #Objects ;! 41 total $Name: Alpha 1 ;! Object #0 $Class: GTF Ulysses $Team: Friendly $Location: 0.000000, 0.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Ulysses $Team: Friendly $Location: 100.745834, 0.000142, -99.490013 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTF Ulysses $Team: Friendly $Location: -99.958755, 0.000133, -99.489975 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GTF Ulysses $Team: Friendly $Location: 1.779746, -0.000207, -195.954086 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Aries 1 ;! Object #4 $Class: GVF Seth $Team: Hostile $Location: 296.569672, 188.500000, 504.217224 $Orientation: -0.861956, 0.000000, 0.506984, -0.155496, 0.951803, -0.264369, -0.482549, -0.306709, -0.820412 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 2 ;! Object #5 $Class: GVF Seth $Team: Hostile $Location: 399.600006, 188.500000, 700.500000 $Orientation: -0.868609, 0.000000, 0.495498, -0.112777, 0.973754, -0.197698, -0.482493, -0.227602, -0.845812 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 3 ;! Object #6 $Class: GVF Seth $Team: Hostile $Location: 497.138489, 188.500000, 495.871002 $Orientation: -0.706204, 0.000000, 0.708009, -0.183569, 0.965803, -0.183101, -0.683797, -0.259275, -0.682054 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 4 ;! Object #7 $Class: GVF Seth $Team: Hostile $Location: 408.925690, 188.500000, 306.102814 $Orientation: -0.599259, 0.000000, 0.800555, -0.277157, 0.938159, -0.207467, -0.751048, -0.346206, -0.562200 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 1 ;! Object #8 $Class: GVF Horus $Team: Hostile $Location: -56.405663, -125.400063, 820.610474 $Orientation: -0.976099, 0.000000, -0.217324, -0.028854, 0.991147, 0.129594, 0.215400, 0.132767, -0.967458 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 2 ;! Object #9 $Class: GVF Horus $Team: Hostile $Location: -148.865143, -125.400078, 530.638000 $Orientation: -0.903501, 0.000000, -0.428586, -0.076590, 0.983903, 0.161458, 0.421687, 0.178703, -0.888958 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 3 ;! Object #10 $Class: GVF Horus $Team: Hostile $Location: 48.421539, -125.400093, 602.038818 $Orientation: -0.990087, 0.000000, -0.140453, -0.024693, 0.984424, 0.174067, 0.138265, 0.175809, -0.974666 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 4 ;! Object #11 $Class: GVF Horus $Team: Hostile $Location: -145.057770, -125.400032, 794.736023 $Orientation: -0.949917, 0.000000, -0.312502, -0.041553, 0.991120, 0.126308, 0.309727, 0.132968, -0.941482 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 1 ;! Object #12 $Class: GVF Thoth $Team: Hostile $Location: 379.595978, -70.200027, -210.978470 $Orientation: 0.485804, 0.000000, 0.874067, 0.139478, 0.987186, -0.077521, -0.862867, 0.159573, 0.479579 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 2 ;! Object #13 $Class: GVF Thoth $Team: Hostile $Location: 511.700012, -70.199997, -49.700001 $Orientation: 0.096672, 0.000000, 0.995316, 0.134658, 0.990806, -0.013079, -0.986165, 0.135292, 0.095783 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 3 ;! Object #14 $Class: GVF Thoth $Team: Hostile $Location: 546.309448, -70.200020, -232.991592 $Orientation: 0.392296, 0.000000, 0.919839, 0.107972, 0.993087, -0.046048, -0.913480, 0.117381, 0.389584 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 4 ;! Object #15 $Class: GVF Thoth $Team: Hostile $Location: 418.998566, -70.200005, -297.844452 $Orientation: 0.579382, 0.000000, 0.815056, 0.110278, 0.990805, -0.078391, -0.807562, 0.135301, 0.574054 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 1 ;! Object #16 $Class: GVF Serapis $Team: Hostile $Location: -362.017212, 64.400085, -462.675415 $Orientation: 0.819947, 0.000000, -0.572439, 0.074280, 0.991545, 0.106396, 0.567599, -0.129760, 0.813015 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 2 ;! Object #17 $Class: GVF Serapis $Team: Hostile $Location: -246.728317, 64.400139, -409.439392 $Orientation: 0.903242, 0.000000, -0.429132, 0.070304, 0.986489, 0.147976, 0.423334, -0.163828, 0.891038 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 3 ;! Object #18 $Class: GVF Serapis $Team: Hostile $Location: -374.997620, 64.400146, -665.372498 $Orientation: 0.899367, 0.000000, -0.437194, 0.041582, 0.995467, 0.085541, 0.435212, -0.095112, 0.895290 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 4 ;! Object #19 $Class: GVF Serapis $Team: Hostile $Location: -199.912781, 64.400146, -621.327698 $Orientation: 0.978110, 0.000000, -0.208089, 0.023172, 0.993781, 0.108918, 0.206795, -0.111355, 0.972027 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 1 ;! Object #20 $Class: GVF Tauret $Team: Hostile $Location: 106.199997, -85.300003, -690.900024 $Orientation: 0.988392, 0.000000, 0.151928, 0.018403, 0.992637, -0.119724, -0.150809, 0.121130, 0.981114 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 2 ;! Object #21 $Class: GVF Tauret $Team: Hostile $Location: -0.982406, -85.300034, -843.238953 $Orientation: 0.999999, 0.000000, -0.001165, -0.000117, 0.994923, -0.100644, 0.001159, 0.100644, 0.994922 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 3 ;! Object #22 $Class: GVF Tauret $Team: Hostile $Location: 197.839096, -85.299980, -844.705322 $Orientation: 0.973652, 0.000000, 0.228040, 0.022314, 0.995201, -0.095271, -0.226945, 0.097849, 0.968979 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 4 ;! Object #23 $Class: GVF Tauret $Team: Hostile $Location: 135.562714, -85.300018, -995.430786 $Orientation: 0.990854, 0.000000, 0.134939, 0.011416, 0.996415, -0.083830, -0.134456, 0.084603, 0.987301 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 1 ;! Object #24 $Class: GVF Ptah $Team: Hostile $Location: 158.600006, 235.600006, -343.000000 $Orientation: 0.907665, 0.000000, 0.419696, -0.222043, 0.848586, 0.480207, -0.356148, -0.529057, 0.770232 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 2 ;! Object #25 $Class: GVF Ptah $Team: Hostile $Location: 109.506966, 235.600037, -436.832245 $Orientation: 0.969986, 0.000000, 0.243160, -0.112717, 0.886072, 0.449635, -0.215457, -0.463548, 0.859477 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Defunct W 1 1 ;! Object #26 $Class: GVB Osiris $Team: Hostile $Location: -325.603882, -165.854446, 75.795654 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 30 $Name: Defunct W 1 2 ;! Object #27 $Class: GVB Osiris $Team: Hostile $Location: -326.623169, -165.854385, -1.732452 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 30 $Name: Defunct W 1 3 ;! Object #28 $Class: GVB Osiris $Team: Hostile $Location: -328.049194, -165.854477, -110.175972 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 30 $Name: Defunct W 1 4 ;! Object #29 $Class: GVB Osiris $Team: Hostile $Location: -329.542847, -165.854446, -223.776703 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 30 $Name: GVC Pvemkin ;! Object #30 $Class: GVC Aten $Team: Hostile $Location: -589.799988, 0.000000, 425.899994 $Orientation: -0.585430, 0.000000, -0.810723, 0.000000, 1.000000, 0.000000, 0.810723, 0.000000, -0.585430 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-wing "Alpha" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 $Arrival Location: Hyperspace $Arrival Cue: ( or ( is-event-true-delay "get ready if bonus" 3 ) ( is-event-true-delay "Get ready not bonus" 3 ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Cancer 1 ;! Object #31 $Class: GVF Tauret $Team: Hostile $Location: -687.099976, 0.000000, 309.299988 $Orientation: -0.410481, 0.000000, -0.911869, 0.000000, 1.000000, 0.000000, 0.911869, 0.000000, -0.410481 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 2 ;! Object #32 $Class: GVF Tauret $Team: Hostile $Location: -711.266907, -0.000078, 391.844238 $Orientation: -0.482531, 0.000000, -0.875879, 0.000000, 1.000000, 0.000000, 0.875879, 0.000000, -0.482531 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 3 ;! Object #33 $Class: GVF Tauret $Team: Hostile $Location: -817.511475, -0.000082, 332.849792 $Orientation: -0.377092, 0.000000, -0.926176, 0.000000, 1.000000, 0.000000, 0.926176, 0.000000, -0.377092 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 4 ;! Object #34 $Class: GVF Tauret $Team: Hostile $Location: -560.500000, 0.000000, 504.799988 $Orientation: -0.669221, 0.000000, -0.743063, 0.000000, 1.000000, 0.000000, 0.743063, 0.000000, -0.669221 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $AI Goals: ( goals ( ai-guard "GVC Pvemkin" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 0 "GVC Pvemkin" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-dynamic" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: GVC Khevtoth ;! Object #35 $Class: GVC Mentu $Team: Hostile $Location: 57.700001, 0.000000, 344.100006 $Orientation: -0.986231, 0.000000, 0.165375, 0.000000, 1.000000, 0.000000, -0.165375, 0.000000, -0.986231 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $AI Goals: ( goals ( ai-chase-wing "Alpha" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 2 "GVC Pvemkin" "Cancer" "Cancer 4" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Pisces 1 ;! Object #36 $Class: GVF Tauret $Team: Hostile $Location: -56.363995, 0.000029, 256.638611 $Orientation: -0.976722, 0.000000, -0.214511, 0.000000, 1.000000, 0.000000, 0.214511, 0.000000, -0.976722 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 2 ;! Object #37 $Class: GVF Tauret $Team: Hostile $Location: -92.599998, 0.000000, 369.399994 $Orientation: -0.969988, 0.000000, -0.243153, 0.000000, 1.000000, 0.000000, 0.243153, 0.000000, -0.969988 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 3 ;! Object #38 $Class: GVF Tauret $Team: Hostile $Location: -172.424622, -0.000007, 257.525482 $Orientation: -0.830945, 0.000000, -0.556354, 0.000000, 1.000000, 0.000000, 0.556354, 0.000000, -0.830945 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 5 ;! Object #39 $Class: GVF Tauret $Team: Hostile $Location: 149.399994, 0.000000, 253.199997 $Orientation: -0.861251, 0.000000, 0.508179, 0.000000, 1.000000, 0.000000, -0.508179, 0.000000, -0.861251 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $AI Goals: ( goals ( ai-guard "GVC Khevtoth" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 0 "GVC Khevtoth" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 4 ;! Object #40 $Class: GVF Tauret $Team: Hostile $Location: 174.123337, 0.000040, 408.363129 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $AI Goals: ( goals ( ai-guard "GVC Khevtoth" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 0 "GVC Khevtoth" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 #Wings ;! 10 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Aries $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aries 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-time-elapsed 2 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Aries 1" "Aries 2" "Aries 3" "Aries 4" ) $AI Goals: ( goals ( ai-chase-wing "Alpha" 89 ) ) +Flags:( ) $Name: Leo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Leo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 2 "Aries" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Leo 1" "Leo 2" "Leo 3" "Leo 4" ) $AI Goals: ( goals ( ai-chase-any 89 ) ) +Flags:( ) $Name: Gemini $Waves: 2 $Wave Threshold: 2 $Special Ship: 0 ;! Gemini 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 2 "Leo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gemini 1" "Gemini 2" "Gemini 3" "Gemini 4" ) $AI Goals: ( goals ( ai-chase-any 89 ) ) +Flags:( ) $Name: Virgo $Waves: 3 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 2 "Gemini" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Virgo 1" "Virgo 2" "Virgo 3" "Virgo 4" ) $AI Goals: ( goals ( ai-chase-any 89 ) ) +Flags:( ) $Name: Libra $Waves: 3 $Wave Threshold: 2 $Special Ship: 0 ;! Libra 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 2 "Virgo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Libra 1" "Libra 2" "Libra 3" "Libra 4" ) $AI Goals: ( goals ( ai-chase-any 89 ) ) +Flags:( ) $Name: Taurus $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 2 "Libra" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Taurus 1" "Taurus 2" ) $AI Goals: ( goals ( ai-chase-any 89 ) ) +Flags:( ) $Name: Defunct W 1 $Waves: 4 $Wave Threshold: 0 $Special Ship: 0 ;! Defunct W 1 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "phase one bonus" 0 ) $Departure Location: Hyperspace $Departure Cue: ( has-arrived-delay 30 "Defunct W 1" ) $Ships: ( ;! 4 total "Defunct W 1 1" "Defunct W 1 2" "Defunct W 1 3" "Defunct W 1 4" ) +Flags:( ) $Name: Cancer $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 0 "GVC Pvemkin" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Cancer 1" "Cancer 2" "Cancer 3" ) $AI Goals: ( goals ( ai-chase-any 89 ) ) +Flags:( ) $Name: Pisces $Waves: 3 $Wave Threshold: 2 $Special Ship: 0 ;! Pisces 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 0 "GVC Khevtoth" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Pisces 1" "Pisces 2" "Pisces 3" ) $AI Goals: ( goals ( ai-chase-wing "Alpha" 89 ) ) +Flags:( ) #Events ;! 17 total $Formula: ( when ( is-destroyed-delay 0 "Aries" ) ( do-nothing ) ) +Name: d aries +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aries", 14) $Formula: ( when ( is-destroyed-delay 0 "Leo" ) ( do-nothing ) ) +Name: d leo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Leo", 15) $Formula: ( when ( is-destroyed-delay 0 "Gemini" ) ( do-nothing ) ) +Name: d gemini +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Gemini", 16) $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: d virgo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( is-destroyed-delay 0 "Libra" ) ( do-nothing ) ) +Name: d libra +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Libra", 18) $Formula: ( when ( is-destroyed-delay 0 "Taurus" ) ( do-nothing ) ) +Name: d taurus +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Taurus", 19) $Formula: ( when ( and ( is-destroyed-delay 0 "Aries" "Leo" "Gemini" "Virgo" "Libra" "Taurus" ) ( not ( has-time-elapsed 6660 ) ) ) ( send-message "#Command" "High" "Bonus round one qualified" ) ) +Name: phase one bonus +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Get ready!" ) ) +Name: get ready if bonus +Repeat Count: 1 +Interval: 1 +Chained: 30 $Formula: ( when ( and ( is-destroyed-delay 0 "Taurus" ) ( is-event-false-delay "phase one bonus" 0 ) ) ( send-message "#Command" "High" "Get ready!" ) ) +Name: Get ready not bonus +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "GVC Pvemkin" ) ( beam-free-all "GVC Pvemkin" ) ( turret-free-all "GVC Pvemkin" ) ) +Name: Karnatoth is beaming turreting +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Cancer" "Cancer 4" ) ( do-nothing ) ) +Name: d cancer +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( is-destroyed-delay 0 "GVC Pvemkin" ) ( do-nothing ) ) +Name: d karnatoth +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Karnatoth", 21) $Formula: ( when ( is-destroyed-delay 0 "Pisces" "Pisces 5" "Pisces 4" ) ( do-nothing ) ) +Name: d pisces +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Pisces", 22) $Formula: ( when ( has-arrived-delay 0 "GVC Khevtoth" ) ( beam-free-all "GVC Khevtoth" ) ( turret-free-all "GVC Khevtoth" ) ) +Name: Ramaka is beaming and turreting +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "GVC Khevtoth" ) ( do-nothing ) ) +Name: d ramakara +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Ramakara", 23) $Formula: ( when ( and ( is-event-true-delay "d ramakara" 0 ) ( is-event-true-delay "d pisces" 0 ) ) ( send-message "#Command" "High" "Finished, return to base" ) ) +Name: finished, return to base +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha" ) ( do-nothing ) ) +Name: RTB +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) #Goals ;! 1 total $Type: Primary +Name: kill vasudans $MessageNew: XSTR("Eliminate all Vasudan vessels", 42) $end_multi_text $Formula: ( is-destroyed-delay 0 "Aries" "Leo" "Gemini" "Virgo" "Libra" "Taurus" "Cancer" "Pisces" "GVC Pvemkin" "GVC Khevtoth" ) #Waypoints ;! 0 lists total #Messages ;! 210 total $Name: Bonus round one qualified $Team: -1 $MessageNew: XSTR("Congratulations! Your performance has earned you a brief break, during which we'll let you pad your score by turning loose some decommissioned ships for you to hunt down. You have 30 seconds.", 27) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: Gvas_AC_01.wav $Name: Get ready! $Team: -1 $MessageNew: XSTR("Prepare to enter the second stage of the simulation, Alpha Wing. Things are about to get much harder.", 28) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: Gvas_AC_02.wav $Name: Finished, return to base $Team: -1 $MessageNew: XSTR("Well done. You have successfully completed the Vasudan Gauntlet simulation. Return to base.", 3411) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: Gvas_AC_03.wav #Reinforcements ;! 0 total #Background bitmaps ;! 31 total $Num stars: 2000 $Ambient light level: 0 $Sun: SunBlue +Angles: 2.007127 0.000000 1.047197 +Scale: 3.000000 $Starbitmap: dneb01 +Angles: 0.994837 0.000000 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb02 +Angles: 0.994837 1.570795 5.393063 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb03 +Angles: 0.994837 0.000000 0.872664 +ScaleX: 4.500000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb02 +Angles: 1.780234 0.785398 0.000000 +ScaleX: 4.500000 +ScaleY: 4.500000 +DivX: 2 +DivY: 2 $Starbitmap: dneb01 +Angles: 1.780234 1.570795 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 6.492620 1.570795 0.663225 +ScaleX: 5.000000 +ScaleY: 4.500000 +DivX: 3 +DivY: 2 $Starbitmap: dneb03 +Angles: 0.000000 0.000000 1.047197 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: planetc +Angles: 0.994837 0.000000 3.333576 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 0.733038 0.733038 0.733038 +ScaleX: 3.000000 +ScaleY: 2.200000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 0.855211 2.111847 0.558505 +ScaleX: 2.200000 +ScaleY: 3.500000 +DivX: 1 +DivY: 2 $Starbitmap: dneb02 +Angles: 0.366519 0.366519 0.733038 +ScaleX: 2.400000 +ScaleY: 3.200000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 1.117010 1.117010 1.117010 +ScaleX: 2.000000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 2.111847 1.937314 2.111847 +ScaleX: 3.400000 +ScaleY: 4.100000 +DivX: 1 +DivY: 2 $Starbitmap: dneb02 +Angles: 1.937314 3.455749 2.321286 +ScaleX: 2.000000 +ScaleY: 3.500000 +DivX: 1 +DivY: 2 $Starbitmap: dneb01 +Angles: 1.745328 0.000000 2.111847 +ScaleX: 3.000000 +ScaleY: 2.700000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 1.937314 3.874628 1.745328 +ScaleX: 2.500000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 1.256636 0.000000 0.628318 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 1.658062 1.570795 0.488692 +ScaleX: 3.200000 +ScaleY: 1.800000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 1.937314 1.832594 0.366519 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 2.111847 2.111847 0.191986 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 2.286380 4.241147 6.265727 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 2.356193 2.356193 5.951568 +ScaleX: 4.500000 +ScaleY: 3.800000 +DivX: 2 +DivY: 2 $Starbitmap: dneb03 +Angles: 2.199113 1.326449 5.707222 +ScaleX: 3.000000 +ScaleY: 2.200000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 1.937314 3.298670 5.532689 +ScaleX: 2.000000 +ScaleY: 3.200000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 1.675515 1.867501 5.410516 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 1.326449 1.570795 5.480330 +ScaleX: 4.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb01 +Angles: 0.994837 2.111847 5.637409 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb03 +Angles: 0.750491 3.944441 5.951568 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 0.558505 0.000000 6.230820 +ScaleX: 4.000000 +ScaleY: 2.200000 +DivX: 2 +DivY: 1 $Starbitmap: dneb02 +Angles: 0.628318 2.565632 0.174533 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: planete +Angles: 0.872664 0.000000 3.769908 +ScaleX: 1.700000 +ScaleY: 1.700000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 1: Genesis $Briefing Music: Brief3 #End #Mission Info $Version: 0.10 $Name: XSTR("Rebels & Renegades", 44) $Author: Jim Boone $Created: 03/17/99 at 15:15:05 $Modified: 09/14/99 at 22:59:39 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("Snipes and Alpha 1 must scan the Iceni as they escort the rebel command ship to Regulus. ", 45) $end_multi_text +Game Type Flags: 1 +Flags: 24 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 2.000000 +Viewer pos: 1304.300537, 5800.468750, -5592.703613 +Viewer orient: 1.000000, -0.000001, -0.000752, 0.000470, 0.781325, 0.624124, 0.000587, -0.624124, 0.781325 +SquadReassignName: Scorpians +SquadReassignLogo: scorpsquadc.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing $Stage Text: XSTR("Special Operations Command You have volunteered for a covert assignment with Special Operations Command (SOC), in conjunction with Galactic Terran-Vasudan Intelligence (GTVI). Our primary objective is to provide the Alliance with accurate and comprehensive information regarding the tactics, technologies, activities, and strategic objectives of forces hostile to the GTVA.", 46) $end_multi_text $Ani Filename: Cb_loop-a_a.ani +Wave Filename: LP1-1_CB_01.wav $Stage Text: XSTR("Your Assignment Missions with the Special Operations Command are carried out deep in enemy territory, with minimal logistical support. Our behind-the-lines activities include infiltration, sabotage, surgical strikes, and intelligence gathering. You will be working undercover within the Neo-Terran Front, leading Alpha wing of the 185th fighter squadron.", 47) $end_multi_text $Ani Filename: Cb_loop-a_b.ani +Wave Filename: LP1-1_CB_02.wav $Stage Text: XSTR("Lt. Commander Snipes Your contact in this mission is Lieutenant Commander Christopher Snipes, an allied officer who staged his defection to the NTF six months ago. As squadron leader of the 185th, Snipes will advise you of your mission objectives both as an NTF pilot and as an allied operative. You will be equipped with a device that will enable you and Snipes to communicate over a secure frequency in battle. NTF ships will interpret your transmissions as targeting data.", 48) $end_multi_text $Ani Filename: Cb_loop-a_c.ani +Wave Filename: LP1-1_CB_03.wav $Stage Text: XSTR("The ETAK Project The focus of this covert operation is the NTF's ETAK project. Because access to information is restricted to the highest echelon, our knowledge here is limited. ETAK involves the development of a new, cutting-edge technology, possibly a weapon of mass destruction. Admiral Bosch oversees the project directly, and the rebels are constructing a prototype on the Iceni command ship. We need to get a closer look. Even a scan of the Iceni would be valuable.", 49) $end_multi_text $Ani Filename: Cb_sm2-10_c.ani +Wave Filename: LP1-1_CB_04.wav $Stage Text: XSTR("A Final Warning We are working with the full cooperation of Vasudan Tactical Command and the Terran 6th Fleet. The probability that you will engage allied fighters will be minimal. However, should you come under allied attack, you have limited authorization to return fire in self-defense or to complete your mission objectives as defined by Lieutenant Commander Snipes. Show restraint, and use your judgement.", 50) $end_multi_text $Ani Filename: Cb_loop-a_e.ani +Wave Filename: LP1-1_CB_05.wav #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("This is Lieutenant Commander Snipes. For all you replacement pilots, welcome to the 185th. As you know, Admiral Koth's defeat in Epsilon Pegasi has opened the Polaris system to allied attack. At 1425 hours, GTVA expeditionary forces crossed our jump node blockade. The Colossus won't be far behind.", 51) $end_multi_text $voice: LP1-1_MB_01.wav $camera_pos: 1304.300537, 5800.468750, -5592.703613 $camera_orient: 1.000000, -0.000001, -0.000752, 0.000470, 0.781325, 0.624124, 0.000587, -0.624124, 0.781325 $camera_time: 1500 $num_lines: 0 $num_icons: 4 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Friendly $class: NTF Iceni $pos: -969.112854, -199.997116, 2210.682373 $label: NTF Iceni +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 8 $team: Hostile $class: GTF Ulysses $pos: 4401.269531, 0.001234, 2972.728516 $label: Asteroid Cluster +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Myrmidon $pos: 2289.351807, 0.002203, 781.374207 $label: Alpha +id: 8 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Myrmidon $pos: 684.536316, 0.000161, 643.693665 $label: Theta +id: 9 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Bosch isn't taking chances. We're moving the Iceni command ship to the Regulus system, where Bosch will install his provisional government. We've practiced this drill before, pilots. Alpha and Beta wing will escort the Iceni to the jump node. Delta, you're on standby.", 52) $end_multi_text $voice: LP1-1_MB_02.wav $camera_pos: 6770.502441, 5797.475098, -2278.832031 $camera_orient: 0.733972, 0.000000, 0.679180, -0.459506, 0.736388, 0.496576, -0.500140, -0.676560, 0.540488 $camera_time: 1500 $num_lines: 0 $num_icons: 4 $Flags: 0 $Formula: ( true ) $start_icon $type: 8 $team: Hostile $class: GTF Ulysses $pos: 4401.269531, 0.001234, 2972.728516 $label: Asteroid Cluster +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Myrmidon $pos: 2003.743286, 0.004016, 4029.541260 $label: Alpha +id: 8 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: NTF Iceni $pos: -969.112854, -199.997116, 2210.682373 $label: NTF Iceni +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Myrmidon $pos: -2514.908203, -0.000707, -2645.544922 $label: Theta +id: 9 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The Regulus node is located within a small asteroid field. Our job is to clear a path. Asteroids on a collision course with the Iceni will be indicated in white brackets on your HUD. That's how you know which asteroids to shoot. The gunners on the Iceni will help us out, so we shouldn't have too much trouble.", 53) $end_multi_text $voice: LP1-1_MB_03.wav $camera_pos: 3388.128906, 10406.816406, 2535.055176 $camera_orient: -0.001416, -0.000001, 0.999999, -0.999988, 0.004799, -0.001416, -0.004799, -0.999988, -0.000008 $camera_time: 1500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Friendly $class: NTF Iceni $pos: 4002.562500, -199.996307, 703.643677 $label: NTF Iceni +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 8 $team: Hostile $class: GTF Ulysses $pos: 4401.269531, 0.001234, 2972.728516 $label: Asteroid Cluster +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Myrmidon $pos: 2003.743286, 0.004016, 4029.541260 $label: Alpha +id: 8 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 4 $Formula: ( has-departed-delay 0 "NTF Iceni" "NTSC Hinton" ) $Multi text XSTR("All right, pilot. I've got some good news and some bad news. Good news is we got the Iceni and the Hinton to Regulus. The scan data you collected has been transmitted to the GTVI, and our operation to uncover the secret of ETAK continues as planned. The bad news is we're in a lot more danger than I think you realize. The Vasudan warships were under the command of Admiral Ahmose, who had full knowledge of our activities. The fact the Vasudans knew the exact time and position of the Iceni's departure has made the rebels just a little suspicious. As usual, the GTVA is overplaying its hand. Ahmose and his subordinates now face a court martial for insubordination. The rebs are all over that one. Not only did the Admiral know the position of the Iceni, he wasn't authorized to act on that information. Our squadron will be high on the NTF's list of suspects. One more thing. The pilots under Ahmose's command had been informed of his renegade status before they launched their attack. Under these circumstances, we had little choice but to return fire or blow the entire operation. Watch your back, pilot. This ain't gonna get any easier. ", 54) $end_multi_text $Voice: LP1-1_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( is-destroyed-delay 0 "NTF Iceni" ) $Multi text XSTR("All right, pilot. I've got some good news and some bad news. Good news is the Iceni has been destroyed along with Admiral Bosch and the ETAK project, whatever that was. The bad news is the allied warships that attacked the Iceni were under the command of Admiral Ahmose, who had full knowledge of our operation. The fact the Vasudans knew the exact time and position of the Iceni's departure to Regulus has made the rebels just a little suspicious. Counterintel double-checked the dossiers of all new pilots and found some discrepancies in your file. As your superior officer, it is my duty to inform you that you will be executed at 2100 hours for crimes of espionage and high treason. Sorry it had to end this way, pilot.", 55) $end_multi_text $Voice: LP1-1_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( has-departed-delay 0 "Alpha 1" ) ( and ( not ( has-departed-delay 0 "NTF Iceni" ) ) ( not ( is-destroyed-delay 0 "NTF Iceni" ) ) ) ) $Multi text XSTR("You did not have authorization to return to base. Your actions jeopardized the lives of those involved in this mission and the NTF's objectives in this theatre. Unless Command decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Neo-Terran Front. You will be confined to the brig pending your execution at 2100.", 56) $end_multi_text $Voice: LP1-1_DB_03.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( has-departed-delay 0 "NTF Iceni" ) ( not ( has-departed-delay 0 "NTSC Hinton" ) ) ) $Multi text XSTR("All right, pilot. I've got some good news and some bad news. Good news is we got the Iceni to Regulus. The scan data you collected has been transmitted to the GTVI, and our operation to uncover the secret of ETAK continues as planned. The bad news is we're in a lot more danger than I think you realize. The Vasudan warships were under the command of Admiral Ahmose, who had full knowledge of our activities. The fact the Vasudans knew the exact time and position of the Iceni's departure has made the rebels just a little suspicious. As usual, the GTVA is overplaying its hand. Ahmose and his subordinates now face a court martial for insubordination. The rebs are all over that one. Not only did the Admiral know the position of the Iceni, he wasn't authorized to act on that information. Our squadron will be high on the NTF's list of suspects. One more thing. The pilots under Ahmose's command had been informed of his renegade status before they launched their attack. Under these circumstances, we had little choice but to return fire or blow the entire operation. Watch your back, pilot. This ain't gonna get any easier.", 57) $end_multi_text $Voice: LP1-1_DB_05.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Hercules" 1 "GTF Loki" 1 "GTF Myrmidon" 1 ) +Weaponry Pool: ( "Subach HL-7" 9 "Prometheus R" 7 "Rockeye" 400 "Tempest" 1600 "Hornet" 620 "Harpoon" 92 ) #Objects ;! 32 total $Name: Alpha 1 ;! Object #0 $Class: GTF Myrmidon $Team: Friendly $Location: -166.741608, 0.003900, -321.025635 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 50 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Tempest" "Tempest" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: NTF Iceni ;! Object #1 $Class: NTF Iceni $Team: Friendly $Location: -671.996033, -200.000046, 1984.454834 $Orientation: -0.961342, -0.014259, 0.274987, -0.016503, 0.999847, -0.005850, -0.274860, -0.010162, -0.961431 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "GVC Yaaru" 50 ) ) $Cargo 1: XSTR("Misc.", 58) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02 +Primary Banks: ( "AAAf" ) +Subsystem: turret03 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret04 +Subsystem: turret05 +Primary Banks: ( "AAAf" ) +Subsystem: turret06 +Primary Banks: ( "BGreen" ) +Subsystem: turret07 +Primary Banks: ( "BGreen" ) +Subsystem: turret08 +Primary Banks: ( "Terran Huge Turret" ) +Subsystem: turret09 +Primary Banks: ( "BGreen" ) +Subsystem: turret10 +Primary Banks: ( "Terran Huge Turret" ) +Subsystem: turret11a +Subsystem: turret12 +Primary Banks: ( "AAAf" ) +Subsystem: turret13 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret14 +Primary Banks: ( "BGreen" ) +Subsystem: turret15 +Primary Banks: ( "Terran Huge Turret" ) +Subsystem: turret16 +Sbank Ammo: ( 0 ) +Subsystem: turret17 +Primary Banks: ( "Terran Huge Turret" ) +Subsystem: turret18 +Sbank Ammo: ( 0 ) +Subsystem: turret19 +Primary Banks: ( "Terran Huge Turret" ) +Subsystem: turret20 +Sbank Ammo: ( 0 ) +Subsystem: turret21a +Primary Banks: ( "Terran Huge Turret" ) +Subsystem: turret22a +Primary Banks: ( "Terran Huge Turret" ) +Subsystem: turret23a +Primary Banks: ( "Terran Huge Turret" ) +Subsystem: turret24a +Subsystem: turret25a +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "NTF Iceni" "Waypoint path 1" 0 ) $Determination: 10 +Flags: ( "no-shields" "escort" "scannable" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 $Name: Gemini 1 ;! Object #2 $Class: GVF Tauret $Team: Hostile $Location: -643.541321, 240.001770, -503.613068 $Orientation: 0.843094, 0.000000, -0.537766, 0.056903, 0.994386, 0.089211, 0.534747, -0.105814, 0.838361 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 15 $Name: Gemini 2 ;! Object #3 $Class: GVF Tauret $Team: Hostile $Location: -543.225281, 240.001511, -403.959534 $Orientation: 0.847237, 0.000000, -0.531214, 0.058126, 0.993995, 0.092705, 0.528025, -0.109420, 0.842150 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 15 $Name: Libra 1 ;! Object #4 $Class: GVF Tauret $Team: Hostile $Location: -126.548004, 519.999939, -119.317017 $Orientation: 0.961023, 0.000000, -0.276468, 0.081910, 0.955103, 0.284727, 0.264055, -0.296275, 0.917876 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 14 $Name: Libra 2 ;! Object #5 $Class: GVF Tauret $Team: Hostile $Location: -192.128220, 520.000183, -216.450745 $Orientation: 0.956807, 0.000000, -0.290725, 0.082504, 0.958888, 0.271528, 0.278773, -0.283786, 0.917470 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 14 $Name: GVC Yaaru ;! Object #6 $Class: GVC Mentu $Team: Hostile $Location: 661.060242, -200.000000, 6.367375 $Orientation: 0.968418, -0.036759, -0.246606, 0.044416, 0.998686, 0.025555, 0.245344, -0.035701, 0.968779 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "NTF Iceni" 70 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Primary Banks: ( "AAAh" ) +Subsystem: turret04 +Primary Banks: ( "AAAh" ) +Subsystem: turret05 +Primary Banks: ( "AAAh" ) +Subsystem: turret06 +Subsystem: turret07 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret15 +Subsystem: turret16 $Arrival Location: Hyperspace +Arrival Delay: 39 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( or ( has-departed-delay 3 "NTF Iceni" "NTSC Hinton" ) ( and ( is-destroyed-delay 0 "NTSC Hinton" ) ( has-departed-delay 0 "NTF Iceni" ) ) ( and ( is-destroyed-delay 0 "NTF Iceni" ) ( has-departed-delay 0 "NTSC Hinton" ) ) ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Alpha 2 ;! Object #7 $Class: GTF Myrmidon $Team: Friendly $Location: -268.088623, 0.004087, -517.822510 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 50 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Prometheus R" ) +Secondary Banks: ( "Hornet" "Hornet" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Alpha 3 ;! Object #8 $Class: GTF Myrmidon $Team: Friendly $Location: -65.539581, 0.004011, -515.086670 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 50 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Prometheus R" ) +Secondary Banks: ( "Hornet" "Hornet" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Alpha 4 ;! Object #9 $Class: GTF Myrmidon $Team: Friendly $Location: -166.748932, 0.003809, -617.797119 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 50 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Prometheus R" ) +Secondary Banks: ( "Hornet" "Hornet" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Beta 1 ;! Object #10 $Class: GTF Loki $Team: Friendly $Location: 416.209351, 0.004152, 1800.496582 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 +Persona Index: 3 $Name: Beta 2 ;! Object #11 $Class: GTF Loki $Team: Friendly $Location: 314.782959, 0.004162, 1706.896729 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Beta 3 ;! Object #12 $Class: GTF Loki $Team: Friendly $Location: 416.789917, 0.004154, 1600.576660 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Beta 4 ;! Object #13 $Class: GTF Loki $Team: Friendly $Location: 517.010376, 0.004159, 1705.933350 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Delta 1 ;! Object #14 $Class: GTF Myrmidon $Team: Friendly $Location: -64.640656, 0.003836, -847.114868 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Delta 2 ;! Object #15 $Class: GTF Myrmidon $Team: Friendly $Location: -166.860748, 0.003866, -952.668213 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Delta 3 ;! Object #16 $Class: GTF Myrmidon $Team: Friendly $Location: 38.499603, 0.003853, -952.724854 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Delta 4 ;! Object #17 $Class: GTF Myrmidon $Team: Friendly $Location: -66.752228, 0.003847, -1050.682861 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Cancer 1 ;! Object #18 $Class: GVB Bakha $Team: Hostile $Location: 32.133873, -0.000250, -48.448170 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Morning Star" ) +Secondary Banks: ( "Tempest" "Trebuchet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Cancer 2 ;! Object #19 $Class: GVB Bakha $Team: Hostile $Location: 132.564041, -0.000268, 49.359943 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Morning Star" ) +Secondary Banks: ( "Tempest" "Trebuchet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Cancer 3 ;! Object #20 $Class: GVB Bakha $Team: Hostile $Location: 132.486404, -0.000296, 193.828659 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Morning Star" ) +Secondary Banks: ( "Tempest" "Trebuchet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: GVCv Asar ;! Object #21 $Class: GVCv Sobek $Team: Hostile $Location: 2008.199951, -200.000000, 61.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "NTF Iceni" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Primary Banks: ( "Terran Huge Turret" ) +Subsystem: turret04 +Primary Banks: ( "Terran Huge Turret" ) +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Primary Banks: ( "Terran Huge Turret" ) +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 31 "GVC Yaaru" "Cancer" "Gemini" "Libra" ) $Departure Location: Hyperspace $Departure Cue: ( or ( has-departed-delay 3 "NTF Iceni" "NTSC Hinton" ) ( and ( is-destroyed-delay 0 "NTSC Hinton" ) ( has-departed-delay 0 "NTF Iceni" ) ) ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Virgo 1 ;! Object #22 $Class: GVB Sekhmet $Team: Hostile $Location: 1412.771851, -0.000047, 211.446350 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Piranha" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Virgo 2 ;! Object #23 $Class: GVB Sekhmet $Team: Hostile $Location: 1323.839722, 0.000012, 116.192627 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Piranha" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Scorpio 1 ;! Object #24 $Class: GVF Tauret $Team: Hostile $Location: 1463.379517, -0.000078, -247.657227 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Scorpio 2 ;! Object #25 $Class: GVF Tauret $Team: Hostile $Location: 1382.043823, -0.000007, -347.205780 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: NTSC Hinton ;! Object #26 $Class: GTSC Faustus $Team: Friendly $Location: 629.467712, 450.000305, 1930.191406 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Electronics", 59) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret02 +Primary Banks: ( "AAAf" ) +Subsystem: turret03 +Primary Banks: ( "Terran Turret" "Terran Turret" ) +Sbank Ammo: ( 0 0 ) +Subsystem: turret04 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret05 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret06 +Primary Banks: ( "AAAf" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "NTSC Hinton" "Waypoint path 1" 0 ) $Determination: 10 +Flags: ( "no-shields" "escort" "scannable" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 50 $Name: Sagittarius 1 ;! Object #27 $Class: GVF Tauret $Team: Hostile $Location: 3407.266357, -120.000053, 553.451782 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Sagittarius 2 ;! Object #28 $Class: GVF Tauret $Team: Hostile $Location: 3260.257080, -120.000275, 406.660034 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Leo 1 ;! Object #29 $Class: GVF Tauret $Team: Hostile $Location: 3854.736816, 229.999542, 269.994324 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Leo 2 ;! Object #30 $Class: GVF Tauret $Team: Hostile $Location: 3692.828369, 230.000015, 164.141342 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Leo 3 ;! Object #31 $Class: GVF Tauret $Team: Hostile $Location: 3920.808594, 229.999863, 126.999115 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 #Wings ;! 10 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( or ( has-departed-delay 4 "NTF Iceni" ) ( is-destroyed-delay 4 "NTF Iceni" ) ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) $AI Goals: ( goals ( ai-guard "NTF Iceni" 89 ) ) +Hotkey: 0 +Flags:( ) $Name: Gemini $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gemini 1 $Arrival Location: Near Ship +Arrival Distance: 2450 $Arrival Anchor: NTF Iceni +Arrival delay: 39 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( or ( has-departed-delay 3 "NTF Iceni" "NTSC Hinton" ) ( and ( is-destroyed-delay 0 "NTSC Hinton" ) ( has-departed-delay 0 "NTF Iceni" ) ) ( and ( is-destroyed-delay 0 "NTF Iceni" ) ( has-departed-delay 0 "NTSC Hinton" ) ) ) $Ships: ( ;! 2 total "Gemini 1" "Gemini 2" ) $AI Goals: ( goals ( ai-chase "NTF Iceni" 70 ) ) +Flags:( ) $Name: Libra $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Libra 1 $Arrival Location: Hyperspace +Arrival delay: 39 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( or ( has-departed-delay 3 "NTF Iceni" "NTSC Hinton" ) ( and ( is-destroyed-delay 0 "NTSC Hinton" ) ( has-departed-delay 0 "NTF Iceni" ) ) ( and ( is-destroyed-delay 0 "NTF Iceni" ) ( has-departed-delay 0 "NTSC Hinton" ) ) ) $Ships: ( ;! 2 total "Libra 1" "Libra 2" ) $AI Goals: ( goals ( ai-chase-wing "Alpha" 70 ) ) +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( or ( has-departed-delay 4 "NTF Iceni" ) ( is-destroyed-delay 4 "NTF Iceni" ) ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) $AI Goals: ( goals ( ai-guard "NTSC Hinton" 89 ) ) +Hotkey: 1 +Flags:( ) $Name: Delta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Delta 1 $Arrival Location: Near Ship +Arrival Distance: 700 $Arrival Anchor: NTSC Hinton $Arrival Cue: ( has-arrived-delay 24 "GVCv Asar" ) $Departure Location: Hyperspace $Departure Cue: ( or ( has-departed-delay 4 "NTF Iceni" ) ( is-destroyed-delay 4 "NTF Iceni" ) ) $Ships: ( ;! 4 total "Delta 1" "Delta 2" "Delta 3" "Delta 4" ) $AI Goals: ( goals ( ai-guard "NTSC Hinton" 89 ) ) +Flags:( ) $Name: Cancer $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Hyperspace +Arrival delay: 39 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( or ( has-departed-delay 3 "NTF Iceni" "NTSC Hinton" ) ( and ( is-destroyed-delay 0 "NTSC Hinton" ) ( has-departed-delay 0 "NTF Iceni" ) ) ( and ( is-destroyed-delay 0 "NTF Iceni" ) ( has-departed-delay 0 "NTSC Hinton" ) ) ) $Ships: ( ;! 3 total "Cancer 1" "Cancer 2" "Cancer 3" ) $AI Goals: ( goals ( ai-chase "NTF Iceni" 50 ) ) +Flags:( ) $Name: Virgo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 0 "GVCv Asar" ) $Departure Location: Hyperspace $Departure Cue: ( or ( has-departed-delay 3 "NTF Iceni" "NTSC Hinton" ) ( and ( is-destroyed-delay 0 "NTSC Hinton" ) ( has-departed-delay 0 "NTF Iceni" ) ) ) $Ships: ( ;! 2 total "Virgo 1" "Virgo 2" ) $AI Goals: ( goals ( ai-chase "NTF Iceni" 50 ) ) +Flags:( ) +Wave Delay Min: 13 +Wave Delay Max: 19 $Name: Scorpio $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Scorpio 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 0 "GVCv Asar" ) $Departure Location: Hyperspace $Departure Cue: ( or ( has-departed-delay 3 "NTF Iceni" "NTSC Hinton" ) ( and ( is-destroyed-delay 0 "NTSC Hinton" ) ( has-departed-delay 0 "NTF Iceni" ) ) ) $Ships: ( ;! 2 total "Scorpio 1" "Scorpio 2" ) $AI Goals: ( goals ( ai-chase-wing "Alpha" 50 ) ) +Flags:( ) $Name: Sagittarius $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Sagittarius 1 $Arrival Location: Near Ship +Arrival Distance: 1500 $Arrival Anchor: NTF Iceni $Arrival Cue: ( is-destroyed-delay 21 "Scorpio" "Virgo" ) $Departure Location: Hyperspace $Departure Cue: ( or ( has-departed-delay 3 "NTF Iceni" "NTSC Hinton" ) ( and ( is-destroyed-delay 0 "NTSC Hinton" ) ( has-departed-delay 0 "NTF Iceni" ) ) ) $Ships: ( ;! 2 total "Sagittarius 1" "Sagittarius 2" ) $AI Goals: ( goals ( ai-chase "NTF Iceni" 50 ) ) +Flags:( ) +Wave Delay Min: 23 +Wave Delay Max: 34 $Name: Leo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Leo 1 $Arrival Location: Near Ship +Arrival Distance: 1400 $Arrival Anchor: NTF Iceni $Arrival Cue: ( is-destroyed-delay 21 "Scorpio" "Virgo" ) $Departure Location: Hyperspace $Departure Cue: ( or ( has-departed-delay 3 "NTF Iceni" "NTSC Hinton" ) ( and ( is-destroyed-delay 0 "NTSC Hinton" ) ( has-departed-delay 0 "NTF Iceni" ) ) ) $Ships: ( ;! 3 total "Leo 1" "Leo 2" "Leo 3" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) #Events ;! 44 total $Formula: ( when ( < ( hits-left "Alpha 2" ) 45 ) ( ship-invulnerable "Alpha 2" ) ) +Name: Protect Bond +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 3 ) ( send-message "Alpha 2" "High" "Scan" ) ) +Name: Scan +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Scan" 12 ) ( send-message "Alpha 2" "High" "Check" ) ) +Name: Check +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Gemini" ) ( send-message "NTF Iceni" "High" "Time" ) ) +Name: Time +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Time" 8 ) ( send-message "Alpha 2" "High" "Concentrate" ) ) +Name: Concentrate +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Concentrate" 8 ) ( send-message "Alpha 2" "High" "Vasudans doing here" ) ) +Name: Vasudans doing here +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Vasudans doing here" 7 ) ( send-message "Alpha 2" "High" "Vasudan Traitors" ) ) +Name: Vasudan Traitors +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Vasudan Traitors" 8 ) ( send-message "Alpha 2" "High" "Defend yourself" ) ) +Name: Defend yourself +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Vasudans doing here" 8 ) ( send-message "Alpha 2" "High" "Pleasant" ) ) +Name: Pleasant +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 7 "GVC Yaaru" "Gemini" "Libra" "Cancer" ) ( send-message "NTF Iceni" "High" "Get Out" ) ) +Name: Get Out +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Get Out" 9 ) ( send-message "NTF Iceni" "High" "Guard us" ) ) +Name: Guard Us +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Guard Us" 4 ) ( validate-goal "Protect Hinton" ) ) +Name: Validate Hinton +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "NTF Iceni" "Waypoint path 1:1" ) 6500 ) ( send-message "NTF Iceni" "High" "Asteroids" ) ) +Name: Asteroids +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-cargo-known-delay 0 "NTSC Hinton" ) ( send-message "Alpha 2" "High" "Bonus" ) ) +Name: Bonus +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( and ( has-departed-delay 2 "NTF Iceni" ) ( has-departed-delay 2 "NTSC Hinton" ) ) ( and ( has-departed-delay 2 "NTF Iceni" ) ( is-destroyed-delay 0 "NTSC Hinton" ) ) ) ( send-message "Alpha 2" "High" "Return" ) ) +Name: Return +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return to Base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return to Base", 60) $Formula: ( when ( true ) ( beam-free-all "NTF Iceni" ) ) +Name: Beam Iceni +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( has-arrived-delay 0 "GVCv Asar" ) ( beam-free-all "GVCv Asar" ) ) +Name: Beam Asar +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "GVC Yaaru" ) ( add-goal "NTF Iceni" ( ai-waypoints-once "Waypoint path 1" 89 ) ) ) +Name: Iceni Guard +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 0 "GVC Yaaru" ) ( < ( distance "NTF Iceni" "NTSC Hinton" ) 2000 ) ) ( add-goal "NTSC Hinton" ( ai-waypoints-once "Waypoint path 1" 89 ) ) ) +Name: Hinton Run +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Destroy Cancer +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Gemini" ) ( do-nothing ) ) +Name: Destroy Gemini +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Gemini", 16) $Formula: ( when ( is-destroyed-delay 0 "Libra" ) ( do-nothing ) ) +Name: Destroy Libra +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Libra", 18) $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Destroy Virgo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( is-destroyed-delay 0 "Scorpio" ) ( do-nothing ) ) +Name: Destroy Scorpio +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Scorpio", 61) $Formula: ( when ( is-destroyed-delay 0 "GVC Yaaru" ) ( do-nothing ) ) +Name: Destroy Yaaru +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Yaaru", 62) $Formula: ( when ( is-destroyed-delay 0 "Sagittarius" ) ( do-nothing ) ) +Name: Destroy Sagittarius +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Sagittarius", 63) $Formula: ( when ( is-destroyed-delay 0 "Leo" ) ( do-nothing ) ) +Name: Destroy Leo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Leo", 15) $Formula: ( when ( has-arrived-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Protect Iceni 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "NTF Iceni" ) ( do-nothing ) ) +Name: Protect Iceni 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Protect Iceni", 64) $Formula: ( when ( true ) ( do-nothing ) ) +Name: Event name +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Protect Hinton 1 +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( has-departed-delay 0 "NTSC Hinton" ) ( do-nothing ) ) +Name: Protect Hinton 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Protect Hinton", 65) $Formula: ( when ( is-destroyed-delay 0 "NTF Iceni" ) ( send-message "Alpha 2" "High" "Iceni Sucks" ) ) +Name: Return to base 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return to base (bad) +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return to base", 66) $Formula: ( when ( is-destroyed-delay 0 "NTSC Hinton" ) ( send-message "Alpha 2" "High" "Lost Hinton" ) ) +Name: Lost Hinton +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( validate-goal "Scan Iceni" ) ) +Name: Validate Scan Iceni +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Iceni Guard" 2 ) ( cap-waypoint-speed "NTF Iceni" 25 ) ) +Name: Leash Hinton +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "GVC Yaaru" ) ( good-secondary-time "Friendly" 100 "TerSlash" "GVC Yaaru" ) ) +Name: Beam at Yaaru +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "GVCv Asar" ) ( good-secondary-time "Friendly" 100 "TerSlash" "GVCv Asar" ) ) +Name: Beam at Asar +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-cargo-known-delay 0 "NTF Iceni" ) ( do-nothing ) ) +Name: Scan Iceni +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Scan Iceni", 67) $Formula: ( when ( is-cargo-known-delay 0 "NTF Iceni" ) ( send-message "Alpha 2" "High" "Not Sure" ) ) +Name: Not sure +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "NTF Iceni" ) ( do-nothing ) ) +Name: Continue Loop +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-goal-true-delay "Escape" 0 ) ( grant-medal "SOC Unit Crest" ) ) +Name: Give medal +Repeat Count: 1 +Interval: 1 #Goals ;! 4 total $Type: Primary +Name: Escape $MessageNew: XSTR("Escort the Iceni to the Regulus jump node", 68) $end_multi_text $Formula: ( has-departed-delay 0 "NTF Iceni" ) $Type: Secondary +Name: Scan Iceni $MessageNew: XSTR("Scan the Iceni", 69) $end_multi_text $Formula: ( is-cargo-known-delay 0 "NTF Iceni" ) +Invalid $Type: Bonus +Name: Scan Hinton $MessageNew: XSTR("Scan the Hinton", 70) $end_multi_text $Formula: ( is-cargo-known-delay 0 "NTSC Hinton" ) +Score: 1000 $Type: Secondary +Name: Protect Hinton $MessageNew: XSTR("Protect the Hinton", 71) $end_multi_text $Formula: ( has-departed-delay 0 "NTSC Hinton" ) +Invalid #Waypoints ;! 1 lists total $Jump Node: 10104.724609, 0.002874, 5064.228027 $Jump Node Name: Jump Node 0 $Name: Waypoint path 1 $List: ( ;! 1 points in list ( 8717.643555, 0.002272, 4983.057617 ) ) #Messages ;! 223 total $Name: Time $Team: -1 $MessageNew: XSTR("Allied forces now jumping in! We've got a Mentu-class cruiser with fighter escort and a wing of bombers! All units, defend the Iceni! ", 72) $end_multi_text +AVI Name: Head-CM4 +Wave Name: LP1-1_IC_01.wav $Name: Concentrate $Team: -1 $MessageNew: XSTR("All right, kids. Here's the game plan. We'll take out fighters and bombers first, then blast that cruiser back to Vasuda Prime.", 73) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-1_SN_01.wav $Name: Return $Team: -1 $MessageNew: XSTR("Good job, pilots. Admiral Bosch and the Iceni have reached the Regulus system. Let's get back to base on the double.", 74) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-1_SN_02.wav $Name: Bonus $Team: -1 $MessageNew: XSTR(" Nice job, pilot. Never know what you're gonna find until you take a look.", 75) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-1_SN_03.wav $Name: Get Out $Team: -1 $MessageNew: XSTR("We have received an update from the Epsilon Pegasi blockade! More Vasudan warships are on their way! The Iceni will proceed to the Regulus node as planned!", 76) $end_multi_text +AVI Name: Head-CM4 +Wave Name: LP1-1_IC_02.wav $Name: Guard us $Team: -1 $MessageNew: XSTR("All units, defend the Iceni and the Hinton. They must reach the Regulus system! The future of Neo-Terra depends on it!", 77) $end_multi_text +AVI Name: Head-CM4 +Wave Name: LP1-1_IC_03.wav $Name: Scan $Team: -1 $MessageNew: XSTR(" Alpha 1, do you copy? We're on a secure channel. We need a scan of the Iceni. Target the warship and close to 600 meters. Keep the ship's lead indicator in the center of your reticle.", 78) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-1_SN_04.wav $Name: Check $Team: -1 $MessageNew: XSTR(" What's that science cruiser doing out here? NTF command never briefed me about it. Must have something to do with ETAK.", 79) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-1_SN_05.wav $Name: Asteroids $Team: -1 $MessageNew: XSTR("Pilots, you must clear a path for the Iceni. Destroy the asteroids before they impact the command ship's hull. Asteroids on a collision course will be indicated with white brackets on your HUD.", 80) $end_multi_text +AVI Name: Head-CM4 +Wave Name: LP1-1_IC_04.wav $Name: Not Sure $Team: -1 $MessageNew: XSTR(" That's strange. I don't know what any of this means. We'll see what our analysts come up with back home.", 81) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-1_SN_06.wav $Name: Vasudans doing here $Team: -1 $MessageNew: XSTR(" Something's wrong here. Command said the Vasudans wouldn't attack until the Iceni left Polaris!", 82) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-1_SN_07.wav $Name: Pleasant $Team: -1 $MessageNew: XSTR(" All right. Here are the rules. Neutralize anything that attacks the Iceni. Take out beam turrets and shoot down bombs.", 83) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-1_SN_08.wav $Name: Lost Hinton $Team: -1 $MessageNew: XSTR("The Vasudans have destroyed the Hinton! Pilots, redouble your efforts! The Iceni must reach the Regulus system!", 84) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-1_SN_09.wav $Name: Vasudan Traitors $Team: -1 $MessageNew: XSTR(" Either we've been double-crossed, or these Vasudans are not following orders! It's an us-or-them situation, pilot.", 85) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-1_SN_10.wav $Name: Defend yourself $Team: -1 $MessageNew: XSTR(" If they fire on you, fire right back. If you don't defend yourself, you'll die out here, Alpha 1. These Vasudans are renegades!", 86) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-1_SN_11.wav $Name: Iceni Sucks $Team: -1 $MessageNew: XSTR("Damn it, pilots! We lost the Iceni! Abort mission and return to base!", 87) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-1_SN_12.wav #Reinforcements ;! 0 total #Background bitmaps ;! 27 total $Num stars: 2000 $Ambient light level: 0 $Sun: SunGold +Angles: 5.393063 0.000000 4.206240 +Scale: 2.000000 $Starbitmap: neb12 +Angles: 0.000000 0.000000 1.047197 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: planeta1 +Angles: 0.785398 0.000000 3.490656 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: planetb +Angles: 0.994837 3.141590 3.490656 +ScaleX: 0.500000 +ScaleY: 0.500000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 0.733038 0.733038 0.733038 +ScaleX: 3.000000 +ScaleY: 2.200000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 0.855211 2.146753 0.558505 +ScaleX: 2.200000 +ScaleY: 3.500000 +DivX: 1 +DivY: 2 $Starbitmap: dneb02 +Angles: 0.383972 0.383972 0.733038 +ScaleX: 2.400000 +ScaleY: 3.200000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 1.117010 1.117010 1.117010 +ScaleX: 2.000000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: neb12 +Angles: 1.937314 2.146753 1.082103 +ScaleX: 3.200000 +ScaleY: 2.700000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 2.146753 1.937314 2.146753 +ScaleX: 3.400000 +ScaleY: 4.100000 +DivX: 1 +DivY: 2 $Starbitmap: dneb02 +Angles: 1.937314 3.455749 2.321286 +ScaleX: 2.000000 +ScaleY: 3.500000 +DivX: 1 +DivY: 2 $Starbitmap: dneb01 +Angles: 1.745328 0.000000 2.146753 +ScaleX: 3.000000 +ScaleY: 2.700000 +DivX: 1 +DivY: 1 $Starbitmap: neb12 +Angles: 1.937314 3.874628 1.745328 +ScaleX: 2.500000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 1.518435 5.811942 0.855211 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 1.256636 0.000000 0.645771 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 1.658062 1.570795 0.488692 +ScaleX: 3.200000 +ScaleY: 1.800000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 1.954767 1.850047 0.383972 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 2.146753 2.146753 0.209439 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 2.286380 4.258600 6.265727 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 2.356193 2.356193 5.951568 +ScaleX: 4.500000 +ScaleY: 3.800000 +DivX: 2 +DivY: 2 $Starbitmap: neb18 +Angles: 2.216566 1.343902 5.707222 +ScaleX: 3.000000 +ScaleY: 2.200000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 1.937314 3.298670 5.532689 +ScaleX: 2.000000 +ScaleY: 3.200000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 1.675515 1.867501 5.427969 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 1.343902 1.588248 5.480330 +ScaleX: 4.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb01 +Angles: 0.994837 2.146753 5.654862 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb18 +Angles: 0.767944 3.961894 5.951568 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 0.575958 0.000000 6.230820 +ScaleX: 4.000000 +ScaleY: 2.200000 +DivX: 2 +DivY: 1 $Starbitmap: dneb02 +Angles: 0.645771 2.565632 0.191986 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 #Asteroid Fields $Density: 50 +Field Type: 0 +Debris Genre: 0 +Field Debris Type: 1 $Average Speed: 5.000000 $Minimum: 2500.000000, -4000.000000, 2500.000000 $Maximum: 12500.000000, 4000.000000, 13500.000000 +Inner Bound: $Minimum: 8500.000000, -500.000000, 4500.000000 $Maximum: 9500.000000, 500.000000, 5500.000000 #Music $Event Music: 4: Numbers $Briefing Music: Brief1 #End #Mission Info $Version: 0.10 $Name: XSTR("Love the Treason...", 88) $Author: Jim Boone $Created: 03/25/99 at 18:06:54 $Modified: 10/13/99 at 15:24:33 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("Snipes and Alpha 1 must hijack the NTT Sunder. ", 89) $end_multi_text +Game Type Flags: 1 +Flags: 24 +Red Alert: 0 +Scramble: 0 +Disallow Support: 1 +Player Entry Delay: 2.000000 +Viewer pos: 229.356369, 24637.953125, 6467.629883 +Viewer orient: 0.999984, -0.000001, 0.005611, -0.005611, 0.010880, 0.999925, -0.000062, -0.999941, 0.010880 +SquadReassignName: Scorpians +SquadReassignLogo: scorpsquadc.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("As you have no doubt already heard, the GVD Psamtik has destroyed the NTD Cyrene, flagship of the Sirius fleet. As bad as things look in Polaris, the situation in Sirius is even worse. Bosch has redeployed our battle group to reinforce NTF positions in that system.", 90) $end_multi_text $voice: LP1-2_MB_01.wav $camera_pos: 467.665344, 15248.609375, 97.104233 $camera_orient: 1.000000, -0.000001, -0.000375, 0.000375, 0.011969, 0.999928, 0.000004, -0.999928, 0.011969 $camera_time: 1000 $num_lines: 0 $num_icons: 8 $Flags: 0 $Formula: ( true ) $start_icon $type: 34 $team: Friendly $class: GTT Argo $pos: 1.766860, -0.000241, 203.453537 $label: NTT Sunder +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: 1458.954712, -200.000214, 2214.480469 $label: Epsilon +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: -1545.455688, -99.999702, 2223.697266 $label: Theta +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: -2832.354492, 99.999695, 656.860168 $label: Gamma +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: 3127.046631, -99.999893, 1285.982422 $label: Zeta +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: 2954.091064, 499.999969, -457.371613 $label: Delta +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: -1548.846191, -0.000441, -1095.376343 $label: Alpha +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: 1126.155029, 99.999847, -1110.433594 $label: Beta +id: 8 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("We arrive in Sirius in six hours. The 185th will be deployed immediately to rendezvous with the NTT Sunder. Our mission will be to escort the transport back to the Regulus jump node. The cargo on board the Sunder has been classified well beyond my level of clearance. Let's just say if the Sunder goes down, so do we.", 91) $end_multi_text $voice: LP1-2_MB_02.wav $camera_pos: 467.665344, 15248.609375, 97.104233 $camera_orient: 1.000000, -0.000001, -0.000375, 0.000375, 0.011969, 0.999928, 0.000004, -0.999928, 0.011969 $camera_time: 2000 $num_lines: 0 $num_icons: 8 $Flags: 0 $Formula: ( true ) $start_icon $type: 34 $team: Friendly $class: GTT Argo $pos: 1.766860, -0.000241, 203.453537 $label: NTT Sunder +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: 1458.954712, -200.000214, 2214.480469 $label: Epsilon +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: -1545.455688, -99.999702, 2223.697266 $label: Theta +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: -2832.354492, 99.999695, 656.860168 $label: Gamma +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: 3127.046631, -99.999893, 1285.982422 $label: Zeta +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: 2954.091064, 499.999969, -457.371613 $label: Delta +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: -1548.846191, -0.000441, -1095.376343 $label: Alpha +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: 1126.155029, 99.999847, -1110.433594 $label: Beta +id: 8 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The Alliance is fighting to secure the Alpha Centauri and Deneb jump nodes, so intelligence believes the risk of engagement will be low. Of course, that's what they told us in Polaris, where we got jumped by half the Vasudan armada. Expect the unexpected, kids, and report to the flight deck at 1310 sharp. Dismissed.", 92) $end_multi_text $voice: LP1-2_MB_03.wav $camera_pos: 384.112976, 21064.716797, 6781.156738 $camera_orient: -0.003622, -0.000001, 0.999994, -0.999922, 0.011969, -0.003622, -0.011969, -0.999928, -0.000044 $camera_time: 2000 $num_lines: 0 $num_icons: 9 $Flags: 0 $Formula: ( true ) $start_icon $type: 34 $team: Friendly $class: GTT Argo $pos: -325.732849, -0.000943, 8640.781250 $label: NTT Sunder +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: 2029.585083, -199.999054, 10535.951172 $label: Epsilon +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: -2452.098633, -99.999535, 9810.166992 $label: Theta +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: -2404.047852, 99.998947, 3914.854980 $label: Gamma +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: 97.781448, -100.000923, 5145.901367 $label: Zeta +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: 3125.480225, 500.000641, 5168.246582 $label: Delta +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: -2428.443848, -0.002126, 6964.861816 $label: Alpha +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: 2017.387573, 99.999306, 7441.552246 $label: Beta +id: 8 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 33 $team: Friendly $class: GTC Aeolus $pos: 83.712776, -0.000613, 14021.709961 $label: Regulas Jump Node +id: 9 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 4 $Formula: ( and ( has-departed-delay 0 "NTT Sunder" ) ( has-departed-delay 0 "GTA Hamako" ) ) $Multi text XSTR("Thanks to our heist, the Sunder is now in allied custody. With our scan of the Iceni and the capture of the rebel transport, the GTVI can begin to unravel the secret of Bosch's ETAK project. The C.O. of the Sevrin has taken the brunt of Bosch's wrath for the Sunder's alleged destruction. The captain and his lieutenants have faced a summary court martial and will be executed at 0700. When you sign up for the wrong outfit, you get what you deserve. This doesn't mean we're out of the woods yet. The rebs are nuts, but they're not slow. It won't take them long to figure out our involvement in this attack and the Vasudan ambush in Polaris was more than just coincidence. If it looks like they're on to you, your duty as an operative of the GTVI is to escape and report everything you know to allied forces. Understood?", 93) $end_multi_text $Voice: LP1-2_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "GTA Hamako" ) ( has-departed-delay 0 "NTT Sunder" ) ) $Multi text XSTR("Thanks to our heist, the Sunder is now in allied custody. With our scan of the Iceni and the capture of the rebel transport, the GTVI can begin to unravel the secret of Bosch's ETAK project. The destruction of the Hamaka forced our hand. The rebs are now fully aware that we're card-carrying members of Galactic Terran-Vasudan Intelligence. As far as I'm concerned, we achieved the objectives of this covert operation. It wouldn't have taken the rebs long to figure out our involvement in this attack and the Vasudan ambush in Polaris was more than just coincidence. We're taking you to Deneb, where you'll catch a transport back to Capella. You'll rendezvous with the Aquitaine there and continue with your next squadron assignment. It's been an honor working with you, pilot. Good luck!", 94) $end_multi_text $Voice: LP1-2_DB_02.wav $Recommendation text: XSTR("You may proceed to the next GTVI mission only if the Hamako and Sunder survive.", 95) $end_multi_text $Formula: ( is-destroyed-delay 0 "NTT Sunder" ) $Multi text XSTR("With the destruction of the Sunder, our heist failed. With only our scan of the Iceni to go on, unraveling the secret of Bosch's ETAK project will be nearly impossible. We invested six months into this operation and came away empty-handed. We're taking you to Deneb, where you'll catch a transport back to Capella. You'll rendezvous with the Aquitaine there and continue with your next squadron assignment. Sorry your tour with the GTVI wasn't more successful, pilot. You had potential.", 96) $end_multi_text $Voice: LP1-2_DB_03.wav $Recommendation text: XSTR("Monitor the status of the Sunder at all times.", 97) $end_multi_text $Formula: ( and ( has-departed-delay 0 "Alpha 1" ) ( and ( not ( has-departed-delay 0 "NTT Sunder" ) ) ( not ( is-destroyed-delay 0 "NTT Sunder" ) ) ) ) $Multi text XSTR("You did not have authorization to return to base. Your actions jeopardized the lives of those involved in this mission and the NTF's objectives in this theatre. Unless Command decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Neo-Terran Front. You will be confined to the brig pending your execution at 2100.", 56) $end_multi_text $Voice: LP1-1_DB_03.wav $Recommendation text: XSTR("Never leave the mission before you receive the order to return to base.", 98) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 1 "GTF Hercules" 1 "GTF Loki" 1 ) +Weaponry Pool: ( "Subach HL-7" 20 "Prometheus R" 5 "Rockeye" 435 "Tempest" 1720 "Hornet" 320 ) #Objects ;! 85 total $Name: Alpha 1 ;! Object #0 $Class: GTF Hercules Mark II $Team: Friendly $Location: -291.638336, -0.000034, -440.699921 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 208 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Hercules Mark II $Team: Friendly $Location: -392.638153, -0.000061, -630.352295 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 3 +Subsystem: Pilot +Primary Banks: ( "" "Prometheus R" ) +Secondary Banks: ( "" "" ) +Sbank Ammo: ( 0 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 208 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Alpha 3 ;! Object #2 $Class: GTF Hercules Mark II $Team: Friendly $Location: -189.088837, -0.000050, -633.245850 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 3 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 208 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Alpha 4 ;! Object #3 $Class: GTF Hercules Mark II $Team: Friendly $Location: -293.238281, -0.000056, -740.503296 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 3 +Subsystem: Pilot +Primary Banks: ( "" "Subach HL-7" ) +Secondary Banks: ( "" "" ) +Sbank Ammo: ( 0 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 208 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Beta 1 ;! Object #4 $Class: GTF Hercules Mark II $Team: Friendly $Location: 314.821869, 100.000069, -506.368683 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Tempest" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 208 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 +Persona Index: 3 $Name: Beta 2 ;! Object #5 $Class: GTF Hercules Mark II $Team: Friendly $Location: 216.138947, 100.000084, -707.567017 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 3 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 208 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Beta 3 ;! Object #6 $Class: GTF Hercules Mark II $Team: Friendly $Location: 317.689911, 100.000114, -809.317871 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 3 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 208 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Beta 4 ;! Object #7 $Class: GTF Hercules Mark II $Team: Friendly $Location: 417.613556, 100.000107, -707.567017 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 3 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 208 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Gamma 1 ;! Object #8 $Class: GTF Hercules Mark II $Team: Friendly $Location: -755.284363, 99.999725, 53.053062 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 3 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 208 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Gamma 2 ;! Object #9 $Class: GTF Hercules Mark II $Team: Friendly $Location: -858.449036, 99.999756, -56.818371 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 3 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "" ) +Secondary Banks: ( "" "" ) +Sbank Ammo: ( 0 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 208 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Gamma 3 ;! Object #10 $Class: GTF Hercules Mark II $Team: Friendly $Location: -959.594788, 99.999718, 50.167137 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 3 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 208 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Gamma 4 ;! Object #11 $Class: GTF Hercules Mark II $Team: Friendly $Location: -855.258606, 99.999741, 251.365387 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 3 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 208 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Delta 1 ;! Object #12 $Class: GTF Hercules Mark II $Team: Friendly $Location: 484.029602, 500.000183, 260.210144 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 3 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Delta 2 ;! Object #13 $Class: GTF Hercules Mark II $Team: Friendly $Location: 388.763977, 500.000153, 80.798340 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 3 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Delta 3 ;! Object #14 $Class: GTF Hercules Mark II $Team: Friendly $Location: 591.430298, 500.000061, 69.506348 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 3 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Delta 4 ;! Object #15 $Class: GTF Hercules Mark II $Team: Friendly $Location: 484.253662, 500.000061, -35.714310 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 3 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Epsilon 1 ;! Object #16 $Class: GTF Hercules Mark II $Team: Friendly $Location: -115.936943, -199.999847, 1553.525635 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 3 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Epsilon 2 ;! Object #17 $Class: GTF Hercules Mark II $Team: Friendly $Location: -216.250732, -199.999878, 1352.897217 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 3 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "" "" ) +Sbank Ammo: ( 0 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Epsilon 3 ;! Object #18 $Class: GTF Hercules Mark II $Team: Friendly $Location: -117.223648, -199.999847, 1249.789795 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 3 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Epsilon 4 ;! Object #19 $Class: GTF Hercules Mark II $Team: Friendly $Location: -13.186989, -199.999863, 1364.172607 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 3 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Theta 1 ;! Object #20 $Class: GTF Hercules Mark II $Team: Friendly $Location: -737.465210, -100.000038, 1338.338257 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 3 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Theta 2 ;! Object #21 $Class: GTF Hercules Mark II $Team: Friendly $Location: -838.157532, -100.000031, 1137.709717 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 3 +Subsystem: Pilot +Primary Banks: ( "" "" ) +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Theta 3 ;! Object #22 $Class: GTF Hercules Mark II $Team: Friendly $Location: -640.415649, -99.999992, 1137.709717 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 3 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Theta 4 ;! Object #23 $Class: GTF Hercules Mark II $Team: Friendly $Location: -739.540771, -100.000000, 1037.989258 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 3 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Zeta 1 ;! Object #24 $Class: GTF Hercules Mark II $Team: Friendly $Location: 888.146606, -99.999855, 98.139969 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 3 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Zeta 2 ;! Object #25 $Class: GTF Hercules Mark II $Team: Friendly $Location: 783.955261, -99.999840, -107.747238 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 3 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Zeta 3 ;! Object #26 $Class: GTF Hercules Mark II $Team: Friendly $Location: 985.071594, -99.999847, -103.988754 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 3 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 +Persona Index: 2 $Name: Zeta 4 ;! Object #27 $Class: GTF Hercules Mark II $Team: Friendly $Location: 886.675781, -99.999863, -211.212570 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 3 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 +Persona Index: 3 $Name: NTT Sunder ;! Object #28 $Class: GTT Argo $Team: Friendly $Location: 1.766860, -0.000241, 203.453537 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 50 ) ) $Cargo 1: XSTR("Unknown", 99) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Waypoint path 1:1" "NTT Sunder" ) 1000 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Iota 1 ;! Object #29 $Class: GTF Hercules $Team: Friendly $Location: -665.263855, 319.999878, 5583.834961 $Orientation: -0.009203, 0.000000, -0.999958, 0.000000, 1.000000, 0.000000, 0.999958, 0.000000, -0.009203 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Hornet#Weak" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 +Persona Index: 4 $Name: Iota 2 ;! Object #30 $Class: GTF Hercules $Team: Friendly $Location: -775.920715, 319.998383, 5798.011230 $Orientation: -0.009203, 0.000000, -0.999958, 0.000000, 1.000000, 0.000000, 0.999958, 0.000000, -0.009203 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Hornet#Weak" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Iota 3 ;! Object #31 $Class: GTF Hercules $Team: Friendly $Location: -484.585876, 319.999542, 5761.240234 $Orientation: -0.009203, 0.000000, -0.999958, 0.000000, 1.000000, 0.000000, 0.999958, 0.000000, -0.009203 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Hornet#Weak" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Skull Beta 4 ;! Object #32 $Class: GTF Erinyes $Team: Friendly $Location: 553.340637, -340.000000, 7812.997559 $Orientation: 0.010796, 0.000000, 0.999942, 0.000000, 1.000000, 0.000000, -0.999942, 0.000000, 0.010796 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Kappa 1 ;! Object #33 $Class: GTF Hercules $Team: Friendly $Location: -1305.036987, 149.997116, 5732.334473 $Orientation: -0.009203, 0.000000, -0.999958, 0.000000, 1.000000, 0.000000, 0.999958, 0.000000, -0.009203 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Hornet#Weak" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Kappa 2 ;! Object #34 $Class: GTF Hercules $Team: Friendly $Location: -1478.576416, 149.999939, 5961.312500 $Orientation: -0.009203, 0.000000, -0.999958, 0.000000, 1.000000, 0.000000, 0.999958, 0.000000, -0.009203 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Hornet#Weak" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Kappa 3 ;! Object #35 $Class: GTF Hercules $Team: Friendly $Location: -1583.712646, 149.999878, 5708.888672 $Orientation: -0.009203, 0.000000, -0.999958, 0.000000, 1.000000, 0.000000, 0.999958, 0.000000, -0.009203 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Hornet#Weak" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Skull Alpha 4 ;! Object #36 $Class: GTF Erinyes $Team: Friendly $Location: 548.677185, -339.999969, 7392.871582 $Orientation: 0.110570, 0.000000, 0.993868, 0.000000, 1.000000, 0.000000, -0.993868, 0.000000, 0.110570 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: NTF Centaur ;! Object #37 $Class: GTS Hygeia $Team: Friendly $Location: -1130.635010, 0.001941, 6036.480957 $Orientation: -0.009203, 0.000000, -0.999958, 0.000000, 1.000000, 0.000000, 0.999958, 0.000000, -0.009203 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-stay-near-ship "NTT Sunder" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Near Ship +Arrival Distance: 800 $Arrival Anchor: NTT Sunder $Arrival Cue: ( is-event-true-delay "Freighter Go" 55 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 1536 ;! note that this is a bitfield!!! +Group: 0 +Score: 50 $Name: Skull Alpha 1 ;! Object #38 $Class: GTF Erinyes $Team: Friendly $Location: 302.436646, -339.993622, 7428.482910 $Orientation: 0.010796, 0.000000, 0.999942, 0.000000, 1.000000, 0.000000, -0.999942, 0.000000, 0.010796 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Circe" "Maxim" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Skull Alpha 2 ;! Object #39 $Class: GTF Erinyes $Team: Friendly $Location: 397.945709, -339.993561, 7325.541016 $Orientation: 0.010796, 0.000000, 0.999942, 0.000000, 1.000000, 0.000000, -0.999942, 0.000000, 0.010796 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Circe" "Maxim" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Skull Alpha 3 ;! Object #40 $Class: GTF Erinyes $Team: Friendly $Location: 403.599762, -339.993225, 7527.457031 $Orientation: 0.010796, 0.000000, 0.999942, 0.000000, 1.000000, 0.000000, -0.999942, 0.000000, 0.010796 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Circe" "Maxim" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Skull Beta 1 ;! Object #41 $Class: GTF Erinyes $Team: Friendly $Location: 308.882446, -339.993378, 7830.762207 $Orientation: 0.010796, 0.000000, 0.999942, 0.000000, 1.000000, 0.000000, -0.999942, 0.000000, 0.010796 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Circe" "Maxim" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Skull Beta 2 ;! Object #42 $Class: GTF Erinyes $Team: Friendly $Location: 404.162262, -339.993622, 7729.741699 $Orientation: 0.010796, 0.000000, 0.999942, 0.000000, 1.000000, 0.000000, -0.999942, 0.000000, 0.010796 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Circe" "Maxim" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Skull Beta 3 ;! Object #43 $Class: GTF Erinyes $Team: Friendly $Location: 408.081940, -339.993195, 7928.649414 $Orientation: 0.010796, 0.000000, 0.999942, 0.000000, 1.000000, 0.000000, -0.999942, 0.000000, 0.010796 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Circe" "Maxim" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: NTC Mylae ;! Object #44 $Class: GTC Aeolus $Team: Hostile $Location: -1088.578003, 438.000031, 7105.458008 $Orientation: 0.971338, 0.000000, -0.237703, 0.000000, 1.000000, 0.000000, 0.237703, 0.000000, 0.971338 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +AI Class: Coward +Primary Banks: ( "Terran Huge Turret" ) +Subsystem: turret03 +AI Class: Coward +Subsystem: turret04 +Subsystem: turret05 +AI Class: Coward +Subsystem: turret06 +AI Class: Coward +Primary Banks: ( "Terran Huge Turret" ) +Subsystem: turret07 +Subsystem: turret08 +AI Class: Coward +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 $Arrival Location: Near Ship +Arrival Distance: 974 $Arrival Anchor: NTT Sunder $Arrival Cue: ( is-destroyed-delay 34 "Iota" "Kappa" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Leo 1 ;! Object #45 $Class: GTF Hercules $Team: Hostile $Location: -1588.699585, 438.000305, 7107.038574 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Leo 2 ;! Object #46 $Class: GTF Hercules $Team: Hostile $Location: -1686.970825, 438.000183, 7006.169922 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Leo 3 ;! Object #47 $Class: GTF Hercules $Team: Hostile $Location: -1488.091553, 438.000336, 7006.095215 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Gemini 1 ;! Object #48 $Class: GTF Hercules $Team: Hostile $Location: -1389.841431, 438.000305, 6705.000488 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Gemini 2 ;! Object #49 $Class: GTF Hercules $Team: Hostile $Location: -1487.948730, 438.000275, 6603.928711 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Gemini 3 ;! Object #50 $Class: GTF Hercules $Team: Hostile $Location: -1285.406494, 438.000336, 6607.212891 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Gemini 4 ;! Object #51 $Class: GTF Hercules $Team: Hostile $Location: -1388.746582, 438.000336, 6505.753906 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: GTA Hamako ;! Object #52 $Class: GTA Charybdis $Team: Friendly $Location: 988.948425, -339.999695, 8907.606445 $Orientation: -0.416147, 0.000000, 0.909297, 0.000000, 1.000000, 0.000000, -0.909297, 0.000000, -0.416147 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 $Arrival Location: In front of ship +Arrival Distance: 1000 $Arrival Anchor: NTT Sunder $Arrival Cue: ( has-arrived-delay 46 "Iota" ) $Departure Location: Hyperspace $Departure Cue: ( or ( is-destroyed-delay 5 "Sunder Decoy" ) ( is-destroyed-delay 5 "NTT Sunder" ) ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 50 $Name: Aquarius 1 ;! Object #53 $Class: GTF Hercules Mark II $Team: Hostile $Location: -975.747742, 0.000507, 10712.762695 $Orientation: -0.730602, 0.000000, -0.682803, 0.000000, 1.000000, 0.000000, 0.682803, 0.000000, -0.730602 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Harpoon#Weak" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Pisces 1 ;! Object #54 $Class: GTF Hercules Mark II $Team: Hostile $Location: -1662.785889, -119.999107, 9946.454102 $Orientation: 0.020795, 0.000000, -0.999784, 0.000000, 1.000000, 0.000000, 0.999784, 0.000000, 0.020795 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Harpoon#Weak" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Pisces 2 ;! Object #55 $Class: GTF Hercules Mark II $Team: Hostile $Location: -1462.029541, -119.998840, 10106.504883 $Orientation: 0.020795, 0.000000, -0.999784, 0.000000, 1.000000, 0.000000, 0.999784, 0.000000, 0.020795 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Harpoon#Weak" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Pisces 3 ;! Object #56 $Class: GTF Hercules Mark II $Team: Hostile $Location: -1488.151611, -119.999176, 9798.895508 $Orientation: 0.020795, 0.000000, -0.999784, 0.000000, 1.000000, 0.000000, 0.999784, 0.000000, 0.020795 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Harpoon#Weak" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Aries 1 ;! Object #57 $Class: GTF Hercules $Team: Hostile $Location: 854.101257, 0.000467, 7955.738281 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Aries 2 ;! Object #58 $Class: GTF Hercules $Team: Hostile $Location: 1018.990784, -0.000070, 8052.199707 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Aries 3 ;! Object #59 $Class: GTF Hercules $Team: Hostile $Location: 979.580139, 0.000366, 7902.791016 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Taurus 1 ;! Object #60 $Class: GTF Hercules $Team: Hostile $Location: 1395.017822, 0.000285, 8150.293457 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Taurus 2 ;! Object #61 $Class: GTF Hercules $Team: Hostile $Location: 1475.831299, 0.000121, 7987.491699 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Taurus 3 ;! Object #62 $Class: GTF Hercules $Team: Hostile $Location: 1330.497314, 0.000198, 7987.545898 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: GTCv Naxos ;! Object #63 $Class: GTCv Deimos $Team: Friendly $Location: 1422.165039, 0.001951, 12662.036133 $Orientation: -0.830054, 0.000000, 0.557683, 0.000000, 1.000000, 0.000000, -0.557683, 0.000000, -0.830054 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Aquarius 1" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret17 +Subsystem: turret18 +Primary Banks: ( "AAAf" ) +Subsystem: turret19 +Subsystem: turret20 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 28 "Aquarius 1" ) $Departure Location: Hyperspace $Departure Cue: ( or ( is-destroyed-delay 5 "Sunder Decoy" ) ( is-destroyed-delay 5 "NTT Sunder" ) ( has-departed-delay 0 "Sunder Decoy" ) ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Sunder Decoy ;! Object #64 $Class: GTT Argo $Team: Friendly $Location: -306.148132, 0.001320, 13037.497070 $Orientation: -0.998419, 0.000000, -0.056206, 0.000000, 1.000000, 0.000000, 0.056206, 0.000000, -0.998419 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 2" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 28 "Aquarius 1" ) $Departure Location: Hyperspace $Departure Cue: ( or ( is-destroyed-delay 5 "NTT Sunder" ) ( and ( is-destroyed-delay 5 "GTA Hamako" ) ( has-departed-delay 5 "NTT Sunder" ) ) ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Skull Gamma 1 ;! Object #65 $Class: GTF Erinyes $Team: Friendly $Location: 892.828247, 0.000023, 13089.431641 $Orientation: -0.842760, 0.000000, 0.538290, 0.000000, 1.000000, 0.000000, -0.538290, 0.000000, -0.842760 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Harpoon" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Skull Gamma 2 ;! Object #66 $Class: GTF Erinyes $Team: Friendly $Location: 1001.560425, 0.000109, 13164.038086 $Orientation: -0.842760, 0.000000, 0.538290, 0.000000, 1.000000, 0.000000, -0.538290, 0.000000, -0.842760 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Harpoon" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Skull Gamma 3 ;! Object #67 $Class: GTF Erinyes $Team: Friendly $Location: 918.526611, 0.000021, 13232.002930 $Orientation: -0.842760, 0.000000, 0.538290, 0.000000, 1.000000, 0.000000, -0.538290, 0.000000, -0.842760 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Harpoon" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Skull Gamma 4 ;! Object #68 $Class: GTF Erinyes $Team: Friendly $Location: 1010.876099, 0.000115, 13297.787109 $Orientation: -0.842760, 0.000000, 0.538290, 0.000000, 1.000000, 0.000000, -0.538290, 0.000000, -0.842760 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Harpoon" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Skull Delta 1 ;! Object #69 $Class: GTF Erinyes $Team: Friendly $Location: 1983.992554, 0.000501, 12251.561523 $Orientation: -0.916485, 0.000000, 0.400070, 0.000000, 1.000000, 0.000000, -0.400070, 0.000000, -0.916485 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Harpoon" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Skull Delta 2 ;! Object #70 $Class: GTF Erinyes $Team: Friendly $Location: 2128.420410, 0.000456, 12351.599609 $Orientation: -0.916485, 0.000000, 0.400070, 0.000000, 1.000000, 0.000000, -0.400070, 0.000000, -0.916485 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Harpoon" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Skull Delta 3 ;! Object #71 $Class: GTF Erinyes $Team: Friendly $Location: 2003.625488, 0.000448, 12379.099609 $Orientation: -0.916485, 0.000000, 0.400070, 0.000000, 1.000000, 0.000000, -0.400070, 0.000000, -0.916485 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Harpoon" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Skull Delta 4 ;! Object #72 $Class: GTF Erinyes $Team: Friendly $Location: 2142.638184, 0.000440, 12470.957031 $Orientation: -0.916485, 0.000000, 0.400070, 0.000000, 1.000000, 0.000000, -0.400070, 0.000000, -0.916485 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Harpoon" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: NTCv Sevrin ;! Object #73 $Class: GTCv Deimos $Team: Friendly $Location: 119.202415, 249.999619, 13310.809570 $Orientation: -0.999597, 0.000000, -0.028404, 0.000000, 1.000000, 0.000000, 0.028404, 0.000000, -0.999597 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 $Arrival Location: Hyperspace $Arrival Cue: ( and ( is-destroyed-delay 30 "Sunder Decoy" ) ( has-departed-delay 0 "NTT Sunder" ) ( not ( is-destroyed-delay 0 "GTA Hamako" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Not Happy" 8 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Lambda 1 ;! Object #74 $Class: GTF Hercules Mark II $Team: Friendly $Location: -416.692383, 499.995300, 14264.596680 $Orientation: -0.992998, 0.000000, -0.118131, 0.000000, 1.000000, 0.000000, 0.118131, 0.000000, -0.992998 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Lambda 2 ;! Object #75 $Class: GTF Hercules Mark II $Team: Friendly $Location: -572.598328, 499.995911, 13618.893555 $Orientation: -0.992998, 0.000000, -0.118131, 0.000000, 1.000000, 0.000000, 0.118131, 0.000000, -0.992998 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Lambda 3 ;! Object #76 $Class: GTF Hercules Mark II $Team: Friendly $Location: -806.147888, 499.995117, 14166.992188 $Orientation: -0.992998, 0.000000, -0.118131, 0.000000, 1.000000, 0.000000, 0.118131, 0.000000, -0.992998 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Lambda 4 ;! Object #77 $Class: GTF Hercules Mark II $Team: Friendly $Location: 496.174011, 499.997986, 13643.599609 $Orientation: -0.996928, 0.000000, -0.078327, 0.000000, 1.000000, 0.000000, 0.078327, 0.000000, -0.996928 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Lambda 5 ;! Object #78 $Class: GTF Hercules Mark II $Team: Friendly $Location: 702.507996, 499.997986, 14278.990234 $Orientation: -0.996928, 0.000000, -0.078327, 0.000000, 1.000000, 0.000000, 0.078327, 0.000000, -0.996928 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Lambda 6 ;! Object #79 $Class: GTF Hercules Mark II $Team: Friendly $Location: 337.419678, 499.997864, 14250.439453 $Orientation: -0.996928, 0.000000, -0.078327, 0.000000, 1.000000, 0.000000, 0.078327, 0.000000, -0.996928 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: GTEP Hermes ;! Object #80 $Class: GTEP Hermes $Team: Friendly $Location: -260.831146, 0.000895, 12304.465820 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Near Ship +Arrival Distance: 204 $Arrival Anchor: Sunder Decoy $Arrival Cue: ( is-destroyed-delay 0 "Sunder Decoy" ) $Departure Location: Hyperspace $Departure Cue: ( is-destroyed-delay 5 "Sunder Decoy" ) $Determination: 10 +Flags: ( "cargo-known" "no-arrival-warp" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: NTC Hellespont ;! Object #81 $Class: GTC Aeolus $Team: Hostile $Location: -1673.588989, 79.999245, 11547.901367 $Orientation: -0.702713, 0.000000, -0.711473, 0.000000, 1.000000, 0.000000, 0.711473, 0.000000, -0.702713 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 34 "Leo" "Gemini" "NTC Mylae" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Aquarius 2 ;! Object #82 $Class: GTF Hercules Mark II $Team: Hostile $Location: -1173.674316, 0.000179, 10708.729492 $Orientation: -0.824435, 0.000000, -0.565956, 0.000000, 1.000000, 0.000000, 0.565956, 0.000000, -0.824435 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Harpoon#Weak" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Aquarius 3 ;! Object #83 $Class: GTF Hercules Mark II $Team: Hostile $Location: -1196.965576, 0.000256, 10902.535156 $Orientation: -0.824435, 0.000000, -0.565956, 0.000000, 1.000000, 0.000000, 0.565956, 0.000000, -0.824435 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Harpoon#Weak" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Aquarius 4 ;! Object #84 $Class: GTF Hercules Mark II $Team: Hostile $Location: -991.952576, 0.000243, 10888.750977 $Orientation: -0.824435, 0.000000, -0.565956, 0.000000, 1.000000, 0.000000, 0.565956, 0.000000, -0.824435 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Harpoon#Weak" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 #Wings ;! 20 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( or ( is-event-true-delay "Return to Base" 8 ) ( is-destroyed-delay 5 "NTT Sunder" ) ( and ( has-departed-delay 3 "GTCv Naxos" ) ( not ( has-departed-delay 3 "GTA Hamako" ) ) ) ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) $Name: Delta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Delta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Delta 1" "Delta 2" "Delta 3" "Delta 4" ) +Flags:( ) $Name: Epsilon $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Epsilon 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Epsilon 1" "Epsilon 2" "Epsilon 3" "Epsilon 4" ) +Flags:( ) $Name: Theta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Theta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Theta 1" "Theta 2" "Theta 3" "Theta 4" ) +Flags:( ) $Name: Zeta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Zeta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Zeta 1" "Zeta 2" "Zeta 3" "Zeta 4" ) +Flags:( ) $Name: Iota $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Iota 1 $Arrival Location: Near Ship +Arrival Distance: 800 $Arrival Anchor: NTT Sunder $Arrival Cue: ( is-event-true-delay "Freighter Go" 55 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Iota 1" "Iota 2" "Iota 3" ) $AI Goals: ( goals ( ai-guard "NTT Sunder" 50 ) ) +Flags:( ) $Name: Kappa $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Kappa 1 $Arrival Location: Near Ship +Arrival Distance: 800 $Arrival Anchor: NTT Sunder $Arrival Cue: ( is-event-true-delay "Freighter Go" 55 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Kappa 1" "Kappa 2" "Kappa 3" ) $AI Goals: ( goals ( ai-guard "NTT Sunder" 50 ) ) +Flags:( ) $Name: Skull Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Skull Alpha 1 $Arrival Location: In front of ship +Arrival Distance: 1200 $Arrival Anchor: NTT Sunder $Arrival Cue: ( has-arrived-delay 46 "Iota" ) $Departure Location: Hyperspace $Departure Cue: ( or ( is-destroyed-delay 5 "Sunder Decoy" ) ( is-destroyed-delay 5 "NTT Sunder" ) ) $Ships: ( ;! 4 total "Skull Alpha 1" "Skull Alpha 2" "Skull Alpha 3" "Skull Alpha 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) $Name: Skull Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Skull Beta 1 $Arrival Location: In front of ship +Arrival Distance: 1100 $Arrival Anchor: NTT Sunder $Arrival Cue: ( has-arrived-delay 46 "Iota" ) $Departure Location: Hyperspace $Departure Cue: ( or ( is-destroyed-delay 5 "Sunder Decoy" ) ( is-destroyed-delay 5 "NTT Sunder" ) ) $Ships: ( ;! 4 total "Skull Beta 1" "Skull Beta 2" "Skull Beta 3" "Skull Beta 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) $Name: Leo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Leo 1 $Arrival Location: Near Ship +Arrival Distance: 900 $Arrival Anchor: NTT Sunder $Arrival Cue: ( is-destroyed-delay 34 "Iota" "Kappa" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Leo 1" "Leo 2" "Leo 3" ) +Flags:( ) $Name: Gemini $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gemini 1 $Arrival Location: Near Ship +Arrival Distance: 920 $Arrival Anchor: NTT Sunder $Arrival Cue: ( is-destroyed-delay 34 "Iota" "Kappa" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gemini 1" "Gemini 2" "Gemini 3" "Gemini 4" ) +Flags:( ) $Name: Skull Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Skull Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 28 "Aquarius 1" ) $Departure Location: Hyperspace $Departure Cue: ( or ( is-destroyed-delay 5 "Sunder Decoy" ) ( is-destroyed-delay 5 "NTT Sunder" ) ( has-departed-delay 0 "Sunder Decoy" ) ) $Ships: ( ;! 4 total "Skull Gamma 1" "Skull Gamma 2" "Skull Gamma 3" "Skull Gamma 4" ) $AI Goals: ( goals ( ai-guard "NTT Sunder" 50 ) ) +Flags:( ) $Name: Skull Delta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Skull Delta 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 28 "Aquarius 1" ) $Departure Location: Hyperspace $Departure Cue: ( or ( is-destroyed-delay 5 "Sunder Decoy" ) ( is-destroyed-delay 5 "NTT Sunder" ) ( has-departed-delay 0 "Sunder Decoy" ) ) $Ships: ( ;! 4 total "Skull Delta 1" "Skull Delta 2" "Skull Delta 3" "Skull Delta 4" ) $AI Goals: ( goals ( ai-guard "GTA Hamako" 50 ) ) +Flags:( ) $Name: Aries $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aries 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 34 "Leo" "Gemini" "NTC Mylae" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Aries 1" "Aries 2" "Aries 3" ) $AI Goals: ( goals ( ai-chase "GTA Hamako" 50 ) ) +Flags:( ) $Name: Taurus $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 34 "Leo" "Gemini" "NTC Mylae" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Taurus 1" "Taurus 2" "Taurus 3" ) $AI Goals: ( goals ( ai-chase-wing "Skull Alpha" 50 ) ( ai-chase-wing "Skull Beta" 50 ) ) +Flags:( ) $Name: Pisces $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Pisces 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 34 "Leo" "Gemini" "NTC Mylae" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Pisces 1" "Pisces 2" "Pisces 3" ) $AI Goals: ( goals ( ai-chase "NTT Sunder" 50 ) ) +Flags:( ) $Name: Lambda $Waves: 1 $Wave Threshold: 0 $Special Ship: 3 ;! Lambda 4 $Arrival Location: Hyperspace $Arrival Cue: ( and ( is-destroyed-delay 30 "Sunder Decoy" ) ( has-departed-delay 0 "NTT Sunder" ) ( not ( is-destroyed-delay 0 "GTA Hamako" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Not Happy" 8 ) $Ships: ( ;! 6 total "Lambda 1" "Lambda 2" "Lambda 3" "Lambda 4" "Lambda 5" "Lambda 6" ) +Flags:( ) $Name: Aquarius $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aquarius 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 34 "Leo" "Gemini" "NTC Mylae" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Aquarius 1" "Aquarius 2" "Aquarius 3" "Aquarius 4" ) $AI Goals: ( goals ( ai-chase "NTT Sunder" 50 ) ) +Flags:( ) #Events ;! 106 total $Formula: ( when ( has-time-elapsed 24 ) ( do-nothing ) ) +Name: Timer +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 0 ) ( do-nothing ) ) +Name: Event name +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( is-destroyed-delay 0 "Alpha 2" "Alpha 3" "Alpha 4" "Beta 2" "Beta 3" "Beta 4" "Gamma" "Delta" "Epsilon" "Theta" "Zeta" ) ( do-nothing ) ) +Name: Destroy NTF 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy NTF Fighters", 100) $Formula: ( when ( is-event-true-delay "Timer" 1 ) ( sabotage-subsystem "Alpha 2" "Hull" 79 ) ) +Name: Destruct Alpha 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 2 ) ( self-destruct "Alpha 3" ) ) +Name: Destruct Alpha 3 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 0 ) ( sabotage-subsystem "Alpha 4" "Hull" 68 ) ) +Name: Destruct Alpha 4 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 2 ) ( self-destruct "Beta 2" ) ) +Name: Destruct Beta 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 3 ) ( sabotage-subsystem "Beta 3" "Hull" 82 ) ) +Name: Destruct Beta 3 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 1 ) ( self-destruct "Beta 4" ) ) +Name: Destruct Beta 4 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 0 ) ( self-destruct "Gamma 1" ) ) +Name: Destruct Gamma 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 0 ) ( sabotage-subsystem "Gamma 2" "Hull" 92 ) ) +Name: Destruct Gamma 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 2 ) ( self-destruct "Gamma 3" ) ) +Name: Destruct Gamma 3 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 0 ) ( sabotage-subsystem "Gamma 4" "Hull" 69 ) ( sabotage-subsystem "Gamma 4" "engine" 100 ) ) +Name: Destruct Gamma 4 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 0 ) ( self-destruct "Delta 1" ) ) +Name: Destruct Delta 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 1 ) ( self-destruct "Delta 2" ) ) +Name: Destruct Delta 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 0 ) ( sabotage-subsystem "Delta 3" "Hull" 82 ) ( sabotage-subsystem "Delta 3" "engine" 100 ) ) +Name: Destruct Delta 3 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 3 ) ( self-destruct "Delta 4" ) ) +Name: Destruct Delta 4 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 0 ) ( self-destruct "Epsilon 1" ) ) +Name: Destruct Epsilon 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 0 ) ( sabotage-subsystem "Epsilon 2" "Hull" 97 ) ) +Name: Destruct Epsilon 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 2 ) ( self-destruct "Epsilon 3" ) ) +Name: Destruct Epsilon 3 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 0 ) ( self-destruct "Epsilon 4" ) ) +Name: Destruct Epsilon 4 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 0 ) ( sabotage-subsystem "Theta 1" "Hull" 86 ) ) +Name: Destruct Theta 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 1 ) ( sabotage-subsystem "Theta 2" "Hull" 75 ) ) +Name: Destruct Theta 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 0 ) ( self-destruct "Theta 3" ) ) +Name: Destruct Theta 3 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 2 ) ( sabotage-subsystem "Theta 4" "Hull" 89 ) ) +Name: Destruct Theta 4 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 0 ) ( self-destruct "Zeta 1" ) ) +Name: Destruct Zeta 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 1 ) ( sabotage-subsystem "Zeta 2" "Hull" 84 ) ) +Name: Destruct Zeta 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 2 ) ( sabotage-subsystem "Zeta 3" "Hull" 73 ) ) +Name: Destruct Zeta 3 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 0 ) ( self-destruct "Zeta 4" ) ) +Name: Destruct Zeta 4 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 3 ) ( change-iff "Hostile" "Alpha 2" "Alpha 4" "Beta 3" "Gamma 2" "Gamma 4" "Delta 3" "Epsilon 2" "Theta 1" "Theta 2" "Theta 4" "Zeta 2" "Zeta 3" ) ) +Name: Reveal colors +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Beta 1" ) 47 ) ( ship-invulnerable "Beta 1" ) ) +Name: Protect Bond +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( protect-ship "NTT Sunder" ) ) +Name: Protect Freighter +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Reveal colors" 0 ) ( add-goal "Alpha" ( ai-stay-still "Alpha 1" 88 ) ) ) +Name: Confusion A +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Reveal colors" 10 ) ( add-goal "Alpha" ( ai-chase-any 89 ) ) ) +Name: Attack us A +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Reveal colors" 0 ) ( add-goal "Beta 3" ( ai-stay-still "Beta 1" 88 ) ) ) +Name: Confusion B3 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Reveal colors" 10 ) ( add-goal "Beta" ( ai-chase-any 89 ) ) ) +Name: Attack us B +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Reveal colors" 0 ) ( add-goal "Gamma" ( ai-stay-still "Beta 1" 88 ) ) ) +Name: Confusion G +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Reveal colors" 10 ) ( add-goal "Gamma" ( ai-chase-any 89 ) ) ) +Name: Attack us G +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Reveal colors" 0 ) ( add-goal "Delta" ( ai-stay-still "Alpha 1" 88 ) ) ) +Name: Confusion D +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Reveal colors" 10 ) ( add-goal "Delta" ( ai-chase-any 89 ) ) ) +Name: Attack us D +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Reveal colors" 0 ) ( add-goal "Epsilon" ( ai-stay-still "Alpha 1" 88 ) ) ) +Name: Confusion E +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Reveal colors" 10 ) ( add-goal "Epsilon" ( ai-chase-any 89 ) ) ) +Name: Attack us E +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Reveal colors" 0 ) ( add-goal "Theta" ( ai-stay-still "Alpha 1" 88 ) ) ) +Name: Confusion T +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Reveal colors" 10 ) ( add-goal "Theta" ( ai-chase-any 89 ) ) ) +Name: Attack us T +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Reveal colors" 0 ) ( add-goal "Zeta" ( ai-stay-still "Alpha 1" 88 ) ) ) +Name: Confusion Z +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Reveal colors" 10 ) ( add-goal "Zeta" ( ai-chase-any 89 ) ) ) +Name: Attack us Z +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Timer" 0 ) ( add-goal "NTT Sunder" ( ai-stay-still "Waypoint path 1:1" 89 ) ) ) +Name: Freighter Wait +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Reveal colors" 2 ) ( send-message "Zeta 2" "High" "Assistance" ) ) +Name: Assistance +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "Zeta 3" "High" "Traitors" ) ) +Name: Traitors +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( is-destroyed-delay 0 "Alpha 2" "Alpha 3" "Alpha 4" "Beta 2" "Beta 3" "Beta 4" "Gamma" "Delta" "Epsilon" "Theta" "Zeta" ) ( add-goal "NTT Sunder" ( ai-waypoints-once "Waypoint path 1" 89 ) ) ) +Name: Freighter Go +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Gemini" ) ( do-nothing ) ) +Name: Destroy Gemini +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Gemini", 16) $Formula: ( when ( is-event-true-delay "Freighter Go" 0 ) ( add-goal "Beta 1" ( ai-guard "NTT Sunder" 89 ) ) ) +Name: Bond Protect Freighter +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Freighter Go" 4 ) ( send-message-list "Beta 1" "High" "What happened" 0 "Beta 1" "High" "Explosive effects" 9000 "Beta 1" "High" "Jamming device" 9000 "Beta 1" "High" "Stay on course" 8000 ) ) +Name: What happened +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Freighter Go" 0 ) ( ship-vulnerable "Beta 1" ) ) +Name: Unprotect Bond +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Iota" ) ( send-message-list "Iota 1" "High" "Here to help" 0 "Beta 1" "High" "Don't know where" 6000 "Iota 1" "High" "Good thing" 8000 "Iota 1" "High" "More help" 8000 "Beta 1" "High" "Play along" 8000 ) ) +Name: Here to help__ +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "NTF Centaur" ) ( good-rearm-time "Friendly" 10 ) ) +Name: Repair +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Repair" 0 ) ( add-goal "NTT Sunder" ( ai-stay-still "Waypoint path 1:1" 89 ) ) ) +Name: Freighter wait repair +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Freighter wait repair" 32 ) ( add-goal "NTT Sunder" ( ai-waypoints-once "Waypoint path 1" 89 ) ) ) +Name: Freighter go +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 48 "Iota" ) ( change-iff "Hostile" "Iota 1" "Iota 2" "Iota 3" "Kappa 1" "Kappa 2" "Kappa 3" "NTF Centaur" ) ) +Name: Hostile +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Skull Alpha" ) ( send-message "Beta 1" "High" "Help Arrive" ) ) +Name: Help Arrive +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Iota" "Kappa" ) ( add-goal "Skull Alpha" ( ai-guard "NTT Sunder" 89 ) ) ) +Name: Guard Sunder 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Iota" "Kappa" ) ( add-goal "Skull Beta" ( ai-guard "NTT Sunder" 89 ) ) ) +Name: Guard Sunder 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Guard Sunder 1" 2 ) ( send-message-list "Beta 1" "High" "Guard Sunder" 0 "Beta 1" "High" "Guard Hamako" 11000 "Beta 1" "High" "Guard Hamako 2" 15000 ) ) +Name: Guard Sunder__ +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 20 "Leo" ) ( add-goal "Leo" ( ai-chase "GTA Hamako" 89 ) ) ) +Name: Attack AWAC +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Attack AWAC" 0 ) ( add-goal "Skull Alpha" ( ai-guard "GTA Hamako" 89 ) ) ) +Name: Protect AWAC 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Attack AWAC" 0 ) ( add-goal "Skull Beta" ( ai-guard "GTA Hamako" 89 ) ) ) +Name: Protect AWAC 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "NTC Hellespont" ) ( add-goal "Skull Beta" ( ai-chase "NTC Hellespont" 89 ) ) ) +Name: Attack Hellespont +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Leo" "Gemini" "NTC Mylae" ) ( add-goal "GTA Hamako" ( ai-waypoints-once "Waypoint path 1" 89 ) ) ) +Name: AWAC waypoints +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "NTC Hellespont" ) ( do-nothing ) ) +Name: Destroy Hellespont +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Hellespont", 101) $Formula: ( when ( has-arrived-delay 0 "GTCv Naxos" ) ( add-goal "Aquarius 1" ( ai-chase "GTCv Naxos" 89 ) ) ) +Name: Attack help +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Leo" ) ( do-nothing ) ) +Name: Destroy Leo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Leo", 15) $Formula: ( when ( and ( has-departed-delay 6 "NTT Sunder" ) ( is-destroyed-delay 0 "Pisces" "Aries" "Taurus" "Aquarius 1" "NTC Hellespont" ) ( not ( is-destroyed-delay 0 "GTA Hamako" ) ) ) ( self-destruct "Sunder Decoy" ) ) +Name: Destroy Decoy +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-departed-delay 1 "NTT Sunder" ) ( is-destroyed-delay 0 "Pisces" "Aries" "Taurus" "Aquarius 1" "NTC Hellespont" ) ( not ( is-destroyed-delay 0 "GTA Hamako" ) ) ) ( send-message-list "Beta 1" "High" "Scuttle Decoy" 0 "Beta 1" "High" "Never Suspect" 10000 ) ) +Name: Scuttle Decoy +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Beta 1" ) 30 ) ( ship-invulnerable "Beta 1" ) ) +Name: Protect Bond 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 3 "NTCv Sevrin" ) ( send-message "NTCv Sevrin" "High" "NTF What" ) ) +Name: NTF What +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Beta 1" "High" "Barely Survived" ) ) +Name: Barely Survived +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "NTCv Sevrin" "High" "Not Happy" ) ) +Name: Not Happy +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return to Base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return to base", 66) $Formula: ( when ( has-arrived-delay 5 "GTCv Naxos" ) ( beam-free-all "NTC Mylae" ) ) +Name: Beam 3 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "NTC Mylae" ) ( do-nothing ) ) +Name: Destroy Mylae +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Mylae", 102) $Formula: ( when ( has-arrived-delay 7 "GTCv Naxos" ) ( beam-free-all "Aquarius 1" ) ) +Name: Beam 4 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Aquarius" ) ( do-nothing ) ) +Name: Destroy Auarius +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aquarius", 103) $Formula: ( when ( has-arrived-delay 3 "GTCv Naxos" ) ( beam-free-all "GTCv Naxos" ) ) +Name: Beam 5 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "NTT Sunder" ) ( send-message "Beta 1" "High" "Sunder's Destroyed" ) ) +Name: Sunder's Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return to Base 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return to base", 66) $Formula: ( when ( is-destroyed-delay 0 "Kappa" "Iota" ) ( do-nothing ) ) +Name: Guard Hamako +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Hostile" 0 ) ( do-nothing ) ) +Name: Timed Iota +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Iota" ) ( do-nothing ) ) +Name: Directive Iota +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Iota", 104) $Formula: ( when ( is-destroyed-delay 2 "Gemini" "Leo" "NTC Mylae" ) ( send-message "Beta 1" "High" "Help soon" ) ) +Name: Help Soon +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Hostile" 0 ) ( do-nothing ) ) +Name: Timed Kappa +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Kappa" ) ( do-nothing ) ) +Name: Directive Kappa +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Kappa", 105) $Formula: ( when ( has-departed-delay 0 "NTT Sunder" ) ( do-nothing ) ) +Name: Protect Sunder +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Protect Sunder", 106) $Formula: ( when ( has-departed-delay 0 "GTA Hamako" ) ( do-nothing ) ) +Name: Protect Hamako +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Protect Hamako", 107) $Formula: ( when ( has-arrived-delay 0 "GTA Hamako" ) ( validate-goal "Guard Hamako" ) ) +Name: Validate Hamako +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Taurus" ) ( do-nothing ) ) +Name: Detroy Taurus +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Taurus", 19) $Formula: ( when ( is-destroyed-delay 0 "Pisces" ) ( do-nothing ) ) +Name: Destroy Pisces +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Pisces", 22) $Formula: ( when ( has-arrived-delay 0 "NTC Mylae" ) ( send-message "Beta 1" "High" "Mylae arrived" ) ) +Name: Mylae Arrived +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "NTC Mylae" ) ( send-message "Beta 1" "High" "Mylae Destroyed" ) ) +Name: Mylae Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "NTC Hellespont" ) ( send-message "Beta 1" "High" "Hellespont arrives" ) ) +Name: Hellespont Arrived +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "NTC Hellespont" ) ( send-message "Beta 1" "High" "Hellespont Destroyed" ) ) +Name: Hellespont destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Sunder Decoy" ) ( send-message "Beta 1" "High" "Sunder Decoy arrived" ) ) +Name: Sunder Decoy arrived +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "NTT Sunder" "GTA Hamako" ) ( do-nothing ) ) +Name: Mission progress +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-departed-delay 3 "GTCv Naxos" ) ( has-departed-delay 3 "GTA Hamako" ) ) ( send-message "Beta 1" "High" "Ending Instruction" ) ) +Name: Ending instruction +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 0 "GTA Hamako" ) ( has-departed-delay 0 "NTT Sunder" ) ) ( do-nothing ) ) +Name: Goto main campaign +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-departed-delay 3 "GTCv Naxos" ) ( not ( has-departed-delay 3 "GTA Hamako" ) ) ) ( do-nothing ) ) +Name: Event name +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: RTB (no Hamako) +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return to Base", 60) #Goals ;! 2 total $Type: Primary +Name: Guard Sunder $MessageNew: XSTR("Escort the Sunder", 108) $end_multi_text $Formula: ( has-departed-delay 0 "NTT Sunder" ) $Type: Primary +Name: Guard Hamako $MessageNew: XSTR("Protect the Hamako", 109) $end_multi_text $Formula: ( has-departed-delay 0 "GTA Hamako" ) +Invalid #Waypoints ;! 2 lists total $Jump Node: 0.000000, 0.000000, 14000.000000 $Jump Node Name: Regulas $Name: Waypoint path 1 $List: ( ;! 1 points in list ( 0.000000, 0.000000, 14000.000000 ) ) $Name: Waypoint path 2 $List: ( ;! 1 points in list ( -299.010529, 0.000901, 12300.194336 ) ) #Messages ;! 235 total $Name: What happened $Team: -1 $MessageNew: XSTR("Sorry I couldn't warn you, Alpha 1. I rigged these fighters with jamming devices and core detonators. The crew chief of the 185th is an allied operative, so she helped me out.", 110) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-2_SN_01.wav $Name: Explosive effects $Team: -1 $MessageNew: XSTR("These detonators were a piece of junk. I even followed the directions. At least we mopped up quickly. Spies like us call it 'Sanitizing'.", 111) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-2_SN_02.wav $Name: Jamming device $Team: -1 $MessageNew: XSTR("The jamming devices should've blocked their transmissions to rebel command. But with the luck we're having, the NTF armada will arrive any second now.", 112) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-2_SN_03.wav $Name: Assistance $Team: -1 $MessageNew: XSTR("Mayday! Mayday! Reactor core breach on all fighters! Half the squad is down!", 113) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP7 +Wave Name: LP1-2_Z2_01.wav $Name: Traitors $Team: -1 $MessageNew: XSTR("Command, do you copy? We've been set up! Alpha 1 and Beta 1 are traitors! We've been sabotaged!", 114) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: LP1-2_Z1_01.wav $Name: Here to help $Team: -1 $MessageNew: XSTR("Stand easy, pilots. We received a partial transmission reporting a reactor core breach. What happened to your squad?", 115) $end_multi_text +Persona: Wingman 5 +AVI Name: Head-TP8 +Wave Name: LP1-2_I1_01.wav $Name: Don't know where $Team: -1 $MessageNew: XSTR("We were ambushed by an allied heavy recon unit, flying some new kind of fighter. They splashed my squad and jumped before we could take them down.", 116) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-2_SN_04.wav $Name: Good thing $Team: -1 $MessageNew: XSTR("New kind of fighter, huh? You can tell us all about it at your debriefing. Why don't you rearm and repair, and we'll help you finish your escort.", 117) $end_multi_text +Persona: Wingman 5 +AVI Name: Head-TP8 +Wave Name: LP1-2_I1_02.wav $Name: Play along $Team: -1 $MessageNew: XSTR(" Some of that transmission got through. I can't tell if they're on to us or not. Let's play their game for now. I've got some friends coming, so don't panic.", 118) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-2_SN_05.wav $Name: Stay on course $Team: -1 $MessageNew: XSTR("Our mission, Alpha 1, is to highjack the NTT Sunder. The transport pilot is one of us, so he'll follow course. We need to make the rebels think the Sunder has been destroyed. A decoy transport will arrive in a few minutes.", 119) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-2_SN_06.wav $Name: More help $Team: -1 $MessageNew: XSTR("We've got more backup in transit, Alpha and Beta. We just need to hold down the fort a few minutes.", 120) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-2_I1_03.wav $Name: Help Arrive $Team: -1 $MessageNew: XSTR("Alpha 1, engage rebel fighters! Break to attack! Go! Go! Go!", 121) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-2_SN_07.wav $Name: Guard Sunder $Team: -1 $MessageNew: XSTR("Alpha 1, meet the 99th Skulls, Special Operations Command. The elite of the elite. Those fighters they're flying are the Erinyes class. As far anyone else knows, they don't even exist.", 122) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-2_SN_08.wav $Name: Scuttle Decoy $Team: -1 $MessageNew: XSTR("We'll now scuttle this decoy transport. If the rebs think we destroyed the Sunder, they won't know how much we know. We'll also be able to continue our covert operation.", 123) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-2_SN_09.wav $Name: Never Suspect $Team: -1 $MessageNew: XSTR("Of course, that's if they don't hang us for failing the mission. We might be pushing our luck here, but what the hell.", 124) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-2_SN_10.wav $Name: NTF What $Team: -1 $MessageNew: XSTR("This is the NTCv Sevrin, 2nd Battle Group, Regulus. What is your status, pilots? We were instructed to rendezvous with a transport.", 125) $end_multi_text +AVI Name: Head-CM1 +Wave Name: LP1-2_SEV_01.wav $Name: Barely Survived $Team: -1 $MessageNew: XSTR("Sevrin, you're late! Vasudans blasted my entire squad and two cruisers out here! You want a rendezvous? Scan that debris field! That's the Sunder right there! You're a disgrace to the NTF, Sevrin! I'm filing a report!", 126) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-2_SN_11.wav $Name: Not Happy $Team: -1 $MessageNew: XSTR("Stand down, Beta 1. We followed our orders to the letter. Now get back to base before the Vasudans return. There's nothing more we can do out here.", 127) $end_multi_text +AVI Name: Head-CM1 +Wave Name: LP1-2_SEV_02.wav $Name: Guard Hamako $Team: -1 $MessageNew: XSTR("You see the Hamako? That's the new AWACS ship. We're using it to block all enemy transmissions. As long as that ship remains operational, no one on the outside will know what we're up to. As far as the NTF is concerned, we're still loyal and devoted rebel pilots.", 128) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-2_SN_12.wav $Name: Guard Hamako 2 $Team: -1 $MessageNew: XSTR("So watch the Hamako, all right? If we lose the AWACS, our cover's blown for good.", 129) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-2_SN_13.wav $Name: Help soon $Team: -1 $MessageNew: XSTR("Keep your eye on the ball, kids. We're almost there. But if that decoy doesn't get here real soon, we'll have to bail.", 130) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-2_SN_14.wav $Name: Sunder's Destroyed $Team: -1 $MessageNew: XSTR("The Sunder is going down! All units, return to base. We blew this one big time.", 131) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-2_SN_15.wav $Name: Mylae arrived $Team: -1 $MessageNew: XSTR("The NTC Mylae has jumped in. Watch the flak!", 132) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-2_SN_16.wav $Name: Mylae Destroyed $Team: -1 $MessageNew: XSTR("Nice shooting. The Mylae has been neutralized.", 133) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-2_SN_17.wav $Name: Hellespont arrives $Team: -1 $MessageNew: XSTR("Here comes the Hellespont, Aeolus-class.", 134) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-2_SN_18.wav $Name: Hellespont Destroyed $Team: -1 $MessageNew: XSTR("We've taken out the Hellespont. Well done, people.", 135) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-2_SN_19.wav $Name: Sunder Decoy arrived $Team: -1 $MessageNew: XSTR("Okay, we've got the Naxos jumping in with the decoy! About time you guys made it. Let's secure the area, and bring it on home.", 136) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-2_SN_20.wav $Name: Ending Instruction $Team: -1 $MessageNew: XSTR("All right, Alpha 1. All we need to do is wait for the NTF. Hold your position.", 137) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP1-2_SN_21.wav #Reinforcements ;! 0 total #Background bitmaps ;! 27 total $Num stars: 2000 $Ambient light level: 0 $Sun: SunGold +Angles: 5.393063 0.000000 4.206240 +Scale: 2.000000 $Starbitmap: dneb03 +Angles: 0.000000 0.000000 1.047197 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: planeth +Angles: 0.785398 3.752455 3.490656 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: planetc +Angles: 0.994837 0.000000 3.665189 +ScaleX: 0.400000 +ScaleY: 0.400000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 0.733038 0.733038 0.733038 +ScaleX: 3.000000 +ScaleY: 2.200000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 0.855211 2.146753 0.558505 +ScaleX: 2.200000 +ScaleY: 3.500000 +DivX: 1 +DivY: 2 $Starbitmap: dneb12 +Angles: 0.383972 0.383972 0.733038 +ScaleX: 2.400000 +ScaleY: 3.200000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 1.117010 1.117010 1.117010 +ScaleX: 2.000000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 1.937314 2.146753 1.082103 +ScaleX: 3.200000 +ScaleY: 2.700000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 2.146753 1.937314 2.146753 +ScaleX: 3.400000 +ScaleY: 4.100000 +DivX: 1 +DivY: 2 $Starbitmap: dneb12 +Angles: 1.937314 3.455749 2.321286 +ScaleX: 2.000000 +ScaleY: 3.500000 +DivX: 1 +DivY: 2 $Starbitmap: neb18 +Angles: 1.745328 0.000000 2.146753 +ScaleX: 3.000000 +ScaleY: 2.700000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 1.937314 3.874628 1.745328 +ScaleX: 2.500000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 1.518435 5.811942 0.855211 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 1.256636 0.000000 0.645771 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 1.658062 1.570795 0.488692 +ScaleX: 3.200000 +ScaleY: 1.800000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 1.954767 1.850047 0.383972 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 2.146753 2.146753 0.209439 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 2.286380 4.258600 6.265727 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 2.356193 2.356193 5.951568 +ScaleX: 4.500000 +ScaleY: 3.800000 +DivX: 2 +DivY: 2 $Starbitmap: dneb02 +Angles: 2.216566 1.343902 5.707222 +ScaleX: 3.000000 +ScaleY: 2.200000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 1.937314 3.298670 5.532689 +ScaleX: 2.000000 +ScaleY: 3.200000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 1.675515 1.867501 5.427969 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 1.343902 1.588248 5.480330 +ScaleX: 4.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb18 +Angles: 0.994837 2.146753 5.654862 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb02 +Angles: 0.767944 3.961894 5.951568 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 0.575958 0.000000 6.230820 +ScaleX: 4.000000 +ScaleY: 2.200000 +DivX: 2 +DivY: 1 $Starbitmap: dneb12 +Angles: 0.645771 2.565632 0.191986 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 7: Revelation $Briefing Music: None #End #Mission Info $Version: 0.10 $Name: XSTR("...But Hate the Traitor", 138) $Author: Jim Boone $Created: 03/18/99 at 17:26:14 $Modified: 10/13/99 at 15:40:54 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("Alpha 1 and the 185th attack a GTVA cargo depot. ", 139) $end_multi_text +Game Type Flags: 1 +Flags: 24 +Red Alert: 0 +Scramble: 0 +Disallow Support: 1 +Player Entry Delay: 2.000000 +Viewer pos: 694.159668, 4104.623047, -3371.152588 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.530404, 0.847745, 0.000000, -0.847745, 0.530404 +SquadReassignName: Scorpians +SquadReassignLogo: scorpsquadc.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("I'm Lieutenant Commander Jack Niven, your new squadron leader. Commander Snipes has been reassigned, so until further notice, you'll get your orders from me. With the 13th and 11th Vasudan battle groups advancing, we have a hard fight ahead of us. If we lose Sirius, our backs will be against the wall. The NTF has fought too hard to surrender now.", 140) $end_multi_text $voice: LP1-3_MB_01.wav $camera_pos: 1842.608887, 1932.191040, -317.522095 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.008613, 0.999963, 0.000000, -0.999963, 0.008613 $camera_time: 1500 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: GTF Myrmidon $pos: 1876.226440, 149.998459, -291.436676 $label: Alpha +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The 4th Fleet, based in Vega, is providing the Vasudans with logistical support. They've established a cargo depot near the Alpha Centauri jump node. Recon reports a perimeter defense of 16 sentry guns, and fighter patrols inspect the depot at regular intervals. The 185th has been called in to sever that supply line. All targets are of Terran construction.", 141) $end_multi_text $voice: LP1-3_MB_02.wav $camera_pos: 694.159668, 4104.623047, -3371.152588 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.530404, 0.847745, 0.000000, -0.847745, 0.530404 $camera_time: 500 $num_lines: 0 $num_icons: 4 $Flags: 0 $Formula: ( true ) $start_icon $type: 3 $team: Hostile $class: TAC 1 $pos: -578.073059, 30.000301, -758.838257 $label: Cargo +id: 1 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Myrmidon $pos: 2227.756592, 100.000183, -834.766113 $label: Gamma +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Myrmidon $pos: 1294.083862, 49.999428, -803.097595 $label: Beta +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Myrmidon $pos: 1876.226440, 149.998459, -291.436676 $label: Alpha +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Our attack will be timed between fighter patrols. Our objective is to destroy all cargo and sentry guns. Once we secure the area, we'll be in a position to ambush allied targets. The attack should lure the enemy to the depot and improve our odds in more critical engagements deeper in the system.", 142) $end_multi_text $voice: LP1-3_MB_03.wav $camera_pos: 694.159668, 4104.623047, -3371.152588 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.530404, 0.847745, 0.000000, -0.847745, 0.530404 $camera_time: 500 $num_lines: 0 $num_icons: 4 $Flags: 0 $Formula: ( true ) $start_icon $type: 3 $team: Hostile $class: TAC 1 $pos: -578.073059, 30.000301, -758.838257 $label: Cargo +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Myrmidon $pos: 341.133118, 99.999168, -719.851135 $label: Gamma +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Myrmidon $pos: -599.480225, 49.999798, -1559.157959 $label: Beta +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Myrmidon $pos: -803.655640, 149.997192, -30.140236 $label: Alpha +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 2 $Formula: ( and ( is-event-true-delay "Trap" 0 ) ( not ( is-destroyed-delay 0 "GTT Omega" ) ) ) $Multi text XSTR("We are lucky to get you back alive, pilot. Our deep-cover operatives stashed vital schematic data in your fighter's on board computer. With this information, GTVI analysts will be able to unravel the enigma of Bosch's ETAK project. These operatives also advised us of your impending execution. Unfortunately, we have no information concerning the whereabouts or status of Lieutenant Commander Snipes. We fear the odds of his survival are not favorable. In recognition of your outstanding service to the Galactic Terran-Vasudan Intelligence and Special Operations Command, you are hereby awarded the Distinguished Intelligence Cross. With this honor, you are now one of an elite few. We will bring you as far as Vega, where you'll catch a transport back to Capella. You'll rendezvous with the Aquitaine and continue with your next squadron assignment. Congratulations on a successful tour with the GTVI.", 143) $end_multi_text $Voice: LP1-3_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-event-true-delay "Trap" 0 ) ( is-destroyed-delay 0 "GTT Omega" ) ) $Multi text XSTR("You willfully fired upon and destroyed a civilian transport. Allied Command has expressed its shock and dismay that an allied officer would indulge in the slaughter of innocent people. When you received your commission in the GTVA, you swore a solemn oath to lay down your life for all citizens of the Alliance. You swore to uphold the Beta Aquilae Convention, which explicitly forbids attacks against civilian vessels. Your actions violate every ethical principle we as a civilization hold sacred, and you will be made to answer for these crimes. You will be held in custody pending your preliminary hearing. If you are indicted, you will be brought before the war crimes tribunal in Beta Aquilae. ", 144) $end_multi_text $Voice: LP1-3_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( ) +Weaponry Pool: ( "Subach HL-7" 12 "Prometheus R" 2 "Rockeye" 135 "Tempest" 1560 "Hornet" 100 ) #Objects ;! 49 total $Name: Alpha 1 ;! Object #0 $Class: GTF Myrmidon $Team: Friendly $Location: 2675.485840, 150.000000, -911.366882 $Orientation: 0.050775, 0.000000, 0.998710, 0.000000, 1.000000, 0.000000, -0.998710, 0.000000, 0.050775 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #1 $Class: GTF Myrmidon $Team: Friendly $Location: 2010.292114, 49.999767, -866.463318 $Orientation: 0.050775, 0.000000, 0.998710, 0.000000, 1.000000, 0.000000, -0.998710, 0.000000, 0.050775 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Tempest" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Beta 2 ;! Object #2 $Class: GTF Myrmidon $Team: Friendly $Location: 2105.288574, 49.999741, -1062.289063 $Orientation: 0.050775, 0.000000, 0.998710, 0.000000, 1.000000, 0.000000, -0.998710, 0.000000, 0.050775 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Tempest" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Beta 3 ;! Object #3 $Class: GTF Myrmidon $Team: Friendly $Location: 2106.734375, 49.999966, -672.612000 $Orientation: 0.050775, 0.000000, 0.998710, 0.000000, 1.000000, 0.000000, -0.998710, 0.000000, 0.050775 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Tempest" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Skull Gamma 2 ;! Object #4 $Class: GTF Erinyes $Team: Friendly $Location: 1120.782227, -199.999756, -297.253479 $Orientation: -0.323290, 0.000000, 0.946300, 0.000000, 1.000000, 0.000000, -0.946300, 0.000000, -0.323290 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Circe" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Skull Gamma 3 ;! Object #5 $Class: GTF Erinyes $Team: Friendly $Location: 1062.001709, -199.999802, 0.501216 $Orientation: -0.323290, 0.000000, 0.946300, 0.000000, 1.000000, 0.000000, -0.946300, 0.000000, -0.323290 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Circe" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Skull Beta 2 ;! Object #6 $Class: GTF Erinyes $Team: Friendly $Location: 825.599976, 100.000000, 194.699997 $Orientation: -0.323290, 0.000000, 0.946300, 0.000000, 1.000000, 0.000000, -0.946300, 0.000000, -0.323290 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Circe" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Skull Alpha 2 ;! Object #7 $Class: GTF Erinyes $Team: Friendly $Location: 318.784058, -10.000041, 3.452372 $Orientation: -0.323290, 0.000000, 0.946300, 0.000000, 1.000000, 0.000000, -0.946300, 0.000000, -0.323290 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Circe" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Skull Alpha 3 ;! Object #8 $Class: GTF Erinyes $Team: Friendly $Location: 251.638733, -9.999912, 308.276794 $Orientation: -0.323290, 0.000000, 0.946300, 0.000000, 1.000000, 0.000000, -0.946300, 0.000000, -0.323290 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Circe" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: GTT Omega ;! Object #9 $Class: GTT Elysium $Team: Neutral $Location: 196.163361, 0.001166, -2199.222900 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Civilians", 145) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Primary Banks: ( "" ) $Arrival Location: Near Ship +Arrival Distance: 1146 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-destroyed-delay 13 "TAC 2" "TAC 4" "TAC 3" "TAC 1" "TTC 6" "TTC 5" "TTC 4" "TTC 3" "TTC 2" "TTC 1" ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "GTT Omega" "Waypoint path 1" 0 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Alpha 2 ;! Object #10 $Class: GTF Myrmidon $Team: Friendly $Location: 2495.448975, 149.999954, -1091.685913 $Orientation: 0.050775, 0.000000, 0.998710, 0.000000, 1.000000, 0.000000, -0.998710, 0.000000, 0.050775 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Tempest" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Alpha 3 ;! Object #11 $Class: GTF Myrmidon $Team: Friendly $Location: 2493.913086, 150.000107, -725.917053 $Orientation: 0.050775, 0.000000, 0.998710, 0.000000, 1.000000, 0.000000, -0.998710, 0.000000, 0.050775 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Tempest" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: TTC 6 ;! Object #12 $Class: TTC 1 $Team: Hostile $Location: -1097.554199, 29.999990, -994.580872 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Subach HL-7", 146) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 5 $Name: TTC 5 ;! Object #13 $Class: TTC 1 $Team: Hostile $Location: -1002.127869, 30.000013, -996.105225 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Scrap Metal", 147) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 5 $Name: TTC 4 ;! Object #14 $Class: TTC 1 $Team: Hostile $Location: -897.183838, 30.000015, -993.054993 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Electronics", 59) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 5 $Name: TTC 3 ;! Object #15 $Class: TTC 1 $Team: Hostile $Location: -897.947205, 30.000084, -746.584473 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Subach HL-7", 146) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 5 $Name: TTC 2 ;! Object #16 $Class: TTC 1 $Team: Hostile $Location: -999.250488, 30.000093, -749.841309 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Electronics", 59) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 5 $Name: TTC 1 ;! Object #17 $Class: TTC 1 $Team: Hostile $Location: -1096.546143, 30.000015, -746.584473 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Electronics", 59) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 5 $Name: TAC 2 ;! Object #18 $Class: TAC 1 $Team: Hostile $Location: -797.153259, 30.000000, -647.310547 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Medical Supplies", 148) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 5 $Name: TAC 4 ;! Object #19 $Class: TAC 1 $Team: Hostile $Location: -794.599976, 30.000000, -1094.800049 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Medical Supplies", 148) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 5 $Name: TAC 3 ;! Object #20 $Class: TAC 1 $Team: Hostile $Location: -1197.924561, 29.999989, -1094.800049 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Food", 149) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 5 $Name: TAC 1 ;! Object #21 $Class: TAC 1 $Team: Hostile $Location: -1198.477783, 30.000021, -645.572876 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Food", 149) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 5 $Name: GTSG Alastor 1 ;! Object #22 $Class: GTSG Alastor $Team: Hostile $Location: -1400.000000, 200.000000, -1300.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +AI Class: Lieutenant +Primary Banks: ( "Akheton SDG" ) +Subsystem: turret02a +AI Class: Lieutenant $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: GTSG Alastor 2 ;! Object #23 $Class: GTSG Alastor $Team: Hostile $Location: -600.000000, 200.000000, -1300.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Primary Banks: ( "Akheton SDG" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: GTSG Alastor 3 ;! Object #24 $Class: GTSG Alastor $Team: Hostile $Location: -1400.000000, 200.000000, -400.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Primary Banks: ( "Akheton SDG" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: GTSG Alastor 4 ;! Object #25 $Class: GTSG Alastor $Team: Hostile $Location: -600.000000, 200.000000, -400.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Primary Banks: ( "Akheton SDG" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: GTSG Alastor 5 ;! Object #26 $Class: GTSG Alastor $Team: Hostile $Location: -1505.000000, 200.000000, -850.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Primary Banks: ( "Akheton SDG" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: GTSG Alastor 7 ;! Object #27 $Class: GTSG Alastor $Team: Hostile $Location: -1000.000000, 200.000000, -300.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Primary Banks: ( "Akheton SDG" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: Skull Alpha 4 ;! Object #28 $Class: GTF Erinyes $Team: Friendly $Location: 92.809189, -9.999873, 206.429428 $Orientation: -0.425219, 0.000000, 0.905091, 0.000000, 1.000000, 0.000000, -0.905091, 0.000000, -0.425219 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Circe" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Skull Alpha 1 ;! Object #29 $Class: GTF Erinyes $Team: Friendly $Location: 175.461288, -9.999978, 6.922055 $Orientation: -0.342150, 0.000000, 0.939646, 0.000000, 1.000000, 0.000000, -0.939646, 0.000000, -0.342150 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Circe" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Skull Beta 3 ;! Object #30 $Class: GTF Erinyes $Team: Friendly $Location: 600.394958, 99.999886, 389.439423 $Orientation: -0.469923, 0.000000, 0.882707, 0.000000, 1.000000, 0.000000, -0.882707, 0.000000, -0.469923 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Circe" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Skull Beta 1 ;! Object #31 $Class: GTF Erinyes $Team: Friendly $Location: 681.586182, 99.999947, 196.053894 $Orientation: -0.332736, 0.000000, 0.943020, 0.000000, 1.000000, 0.000000, -0.943020, 0.000000, -0.332736 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Circe" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Skull Gamma 4 ;! Object #32 $Class: GTF Erinyes $Team: Friendly $Location: 899.500000, -200.000000, -100.099998 $Orientation: -0.342150, 0.000000, 0.939645, 0.000000, 1.000000, 0.000000, -0.939645, 0.000000, -0.342150 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Circe" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Skull Gamma 1 ;! Object #33 $Class: GTF Erinyes $Team: Friendly $Location: 977.410706, -200.000092, -298.199493 $Orientation: -0.304300, 0.000000, 0.952576, 0.000000, 1.000000, 0.000000, -0.952576, 0.000000, -0.304300 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Circe" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: GTSG Alastor 9 ;! Object #34 $Class: GTSG Alastor $Team: Hostile $Location: -1400.000000, -200.000000, -400.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Primary Banks: ( "Morning Star" ) +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: GTSG Alastor 10 ;! Object #35 $Class: GTSG Alastor $Team: Hostile $Location: -600.000000, -200.000000, -400.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Primary Banks: ( "Morning Star" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: GTSG Alastor 12 ;! Object #36 $Class: GTSG Alastor $Team: Hostile $Location: -1300.000000, -200.000000, -1300.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Primary Banks: ( "Morning Star" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: GTSG Alastor 13 ;! Object #37 $Class: GTSG Alastor $Team: Hostile $Location: -600.000000, -200.000000, -1300.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Primary Banks: ( "Morning Star" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: GTSG Alastor 14 ;! Object #38 $Class: GTSG Alastor $Team: Hostile $Location: -1000.000000, -200.000000, -1400.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Primary Banks: ( "Morning Star" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: GTSG Alastor 16 ;! Object #39 $Class: GTSG Alastor $Team: Hostile $Location: -500.000000, -200.000000, -850.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Primary Banks: ( "Morning Star" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: NTFC Saharan ;! Object #40 $Class: GTC Aeolus $Team: Hostile $Location: -3096.856201, 0.000389, 1104.133057 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Alpha 1" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +AI Class: Coward +Primary Banks: ( "Terran Turret" ) +Subsystem: turret03 +AI Class: Coward +Primary Banks: ( "Terran Turret" ) +Subsystem: turret04 +Subsystem: turret05 +AI Class: Coward +Primary Banks: ( "Terran Turret" ) +Subsystem: turret06 +AI Class: Coward +Primary Banks: ( "Terran Turret" ) +Subsystem: turret07 +Primary Banks: ( "AAAh" ) +Subsystem: turret08 +AI Class: Coward +Subsystem: turret09 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret10 +AI Class: Coward +Primary Banks: ( "Terran Turret" ) +Subsystem: turret11 +Subsystem: turret12 $Arrival Location: Near Ship +Arrival Distance: 1121 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-destroyed-delay 10 "Alpha 2" "Alpha 3" "Beta" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Cancer 1 ;! Object #41 $Class: GTF Myrmidon $Team: Hostile $Location: -2695.593018, 0.000208, 1401.843262 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Cancer 2 ;! Object #42 $Class: GTF Myrmidon $Team: Hostile $Location: -2796.995117, 0.000003, 1203.024414 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Cancer 3 ;! Object #43 $Class: GTF Myrmidon $Team: Hostile $Location: -2596.750977, -0.000158, 1201.392822 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Cancer 4 ;! Object #44 $Class: GTF Myrmidon $Team: Hostile $Location: -2695.957031, 0.000132, 1000.069580 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Gemini 1 ;! Object #45 $Class: GTF Myrmidon $Team: Hostile $Location: -3601.379639, -0.000326, 1398.056885 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Gemini 2 ;! Object #46 $Class: GTF Myrmidon $Team: Hostile $Location: -3700.983398, -0.000141, 1203.024658 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Gemini 3 ;! Object #47 $Class: GTF Myrmidon $Team: Hostile $Location: -3499.517822, 0.000351, 1206.293823 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Gemini 4 ;! Object #48 $Class: GTF Myrmidon $Team: Hostile $Location: -3609.985596, -0.000223, 994.894836 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 #Wings ;! 7 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Alpha 1" "Alpha 2" "Alpha 3" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Beta 1" "Beta 2" "Beta 3" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Hotkey: 1 +Flags:( ) +Wave Delay Min: 7 +Wave Delay Max: 21 $Name: Skull Alpha $Waves: 3 $Wave Threshold: 0 $Special Ship: 0 ;! Skull Alpha 1 $Arrival Location: Near Ship +Arrival Distance: 600 $Arrival Anchor: Alpha 1 +Arrival delay: 6 $Arrival Cue: ( has-arrived-delay 9 "NTFC Saharan" ) $Departure Location: Hyperspace $Departure Cue: ( is-destroyed-delay 0 "NTFC Saharan" "Gemini" "Cancer" ) $Ships: ( ;! 4 total "Skull Alpha 1" "Skull Alpha 2" "Skull Alpha 3" "Skull Alpha 4" ) $AI Goals: ( goals ( ai-guard "Alpha 1" 89 ) ( ai-chase-any 89 ) ) +Flags:( ) $Name: Skull Beta $Waves: 3 $Wave Threshold: 0 $Special Ship: 0 ;! Skull Beta 1 $Arrival Location: Near Ship +Arrival Distance: 700 $Arrival Anchor: Alpha 1 $Arrival Cue: ( has-arrived-delay 9 "NTFC Saharan" ) $Departure Location: Hyperspace $Departure Cue: ( is-destroyed-delay 0 "NTFC Saharan" "Gemini" "Cancer" ) $Ships: ( ;! 3 total "Skull Beta 1" "Skull Beta 2" "Skull Beta 3" ) $AI Goals: ( goals ( ai-guard "Alpha 1" 89 ) ( ai-chase-any 89 ) ) +Flags:( ) $Name: Skull Gamma $Waves: 3 $Wave Threshold: 0 $Special Ship: 0 ;! Skull Gamma 1 $Arrival Location: Near Ship +Arrival Distance: 800 $Arrival Anchor: Alpha 1 $Arrival Cue: ( has-arrived-delay 9 "NTFC Saharan" ) $Departure Location: Hyperspace $Departure Cue: ( is-destroyed-delay 0 "NTFC Saharan" "Gemini" "Cancer" ) $Ships: ( ;! 4 total "Skull Gamma 1" "Skull Gamma 2" "Skull Gamma 3" "Skull Gamma 4" ) $AI Goals: ( goals ( ai-chase-any 89 ) ( ai-guard "Alpha 1" 89 ) ) +Flags:( ) $Name: Gemini $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gemini 1 $Arrival Location: Near Ship +Arrival Distance: 1002 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-destroyed-delay 8 "Alpha 2" "Alpha 3" "Beta" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gemini 1" "Gemini 2" "Gemini 3" "Gemini 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) $Name: Cancer $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Near Ship +Arrival Distance: 1292 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-destroyed-delay 12 "Alpha 2" "Alpha 3" "Beta" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Cancer 1" "Cancer 2" "Cancer 3" "Cancer 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) #Events ;! 39 total $Formula: ( when ( true ) ( protect-ship "GTT Omega" ) ) +Name: Omega Protect +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( or ( has-arrived-delay 82 "GTT Omega" ) ( and ( > ( hits-left "GTT Omega" ) 92 ) ( has-arrived-delay 52 "GTT Omega" ) ) ) ( is-event-true-delay "Good job" 13 ) ) ( change-iff "Hostile" "Alpha 2" "Alpha 3" "Beta 1" "Beta 2" "Beta 3" ) ) +Name: Turn +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( break-warp "Alpha 1" ) ) +Name: No Jump +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Turn" 0 ) ( change-iff "Friendly" "GTT Omega" ) ) +Name: Turn Omega 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Turn Omega 1" 0 ) ( add-goal "GTT Omega" ( ai-waypoints-once "Waypoint path 1" 89 ) ) ) +Name: Turn Omega 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( protect-ship "Alpha 2" ) ) +Name: Protect Alpha 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "GTT Omega" ) ( unprotect-ship "Alpha 2" ) ) +Name: Unprotect Alpha 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 3 "GTT Omega" ) ( send-message "Alpha 2" "High" "Omega Arrive" ) ) +Name: Omega Arrive +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Alpha 2" "High" "Destroy Omega" ) ) +Name: Destroy Omega +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( not ( is-destroyed-delay 0 "GTT Omega" ) ) ( send-message "GTT Omega" "High" "No Wait" ) ) +Name: No Wait +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( not ( is-destroyed-delay 0 "GTT Omega" ) ) ( send-message "Alpha 2" "High" "Show them" ) ) +Name: Show Them +Repeat Count: 1 +Interval: 1 +Chained: 13 $Formula: ( when ( and ( has-arrived-delay 36 "GTT Omega" ) ( > ( hits-left "GTT Omega" ) 99 ) ) ( send-message "Alpha 2" "High" "Alligence" ) ) +Name: Alligence +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-event-true-delay "Turn" 0 ) ( not ( is-destroyed-delay 0 "GTT Omega" ) ) ) ( send-message "Alpha 2" "Normal" "Stalled" ) ) +Name: Allied Scum +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Alpha 2" "Normal" "Allied Scum" ) ) +Name: AS 2 +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( and ( is-event-false-delay "Turn" 0 ) ( has-arrived-delay 55 "GTT Omega" ) ) ( send-message "Alpha 2" "High" "Hurry" ) ) +Name: Hurry +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-event-false-delay "Turn" 0 ) ( has-arrived-delay 65 "GTT Omega" ) ) ( change-iff "Hostile" "Alpha 2" "Alpha 3" "Beta 1" "Beta 2" "Beta 3" ) ( send-message "Alpha 2" "High" "Stalled" ) ) +Name: Turn 2 / Stalled +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( key-pressed "Alt-J" ) ( not ( is-destroyed-delay 0 "NTFC Saharan" "Gemini" "Cancer" ) ) ) ( send-message "Alpha 2" "High" "Jump" ) ) +Name: Jump +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "GTT Omega" ) ( send-message "Alpha 2" "High" "Good job" ) ) +Name: Good job +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "NTFC Saharan" "Cancer" "Gemini" ) ( fix-warp "Alpha 1" ) ) +Name: Fix Jump +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Fix Jump" 0 ) ( send-message "#Command" "High" "Jump fixed" ) ) +Name: Jump Fixed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Jump Fixed" 10 ) ( send-message "#Command" "High" "Trap" ) ) +Name: Trap +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return to Base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return to Base", 60) $Formula: ( when ( is-event-true-delay "Turn" 0 ) ( add-goal "Alpha" ( ai-chase "Alpha 1" 89 ) ) ) +Name: Attack Alpha 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Turn" 0 ) ( add-goal "Beta" ( ai-chase "Alpha 1" 89 ) ) ) +Name: Attack Alpha 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Turn" 0 ) ( do-nothing ) ) +Name: Destroy Alpha 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Alpha 2" "Alpha 3" ) ( do-nothing ) ) +Name: Destroy Alpha 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Alpha", 150) $Formula: ( when ( true ) ( do-nothing ) ) +Name: Event name +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Turn" 0 ) ( do-nothing ) ) +Name: Destroy Beta 1 +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( is-destroyed-delay 0 "Beta" ) ( do-nothing ) ) +Name: Destroy Beta 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Beta", 151) $Formula: ( when ( true ) ( do-nothing ) ) +Name: Event name +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "TTC 6" "TTC 5" "TTC 4" "TTC 3" "TTC 2" "TTC 1" "TAC 2" "TAC 4" "TAC 3" "TAC 1" ) ( do-nothing ) ) +Name: Destroy Cargo +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "NTFC Saharan" ) ( beam-free-all "NTFC Saharan" ) ) +Name: Beam Saharan +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "GTSG Alastor 1" "GTSG Alastor 2" "GTSG Alastor 3" "GTSG Alastor 4" "GTSG Alastor 5" "GTSG Alastor 7" "GTSG Alastor 9" "GTSG Alastor 10" "GTSG Alastor 12" "GTSG Alastor 13" "GTSG Alastor 14" "GTSG Alastor 16" ) ( do-nothing ) ) +Name: Destroy Alastor +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Alastor", 152) $Formula: ( when ( or ( is-event-true-delay "Turn" 20 ) ( is-event-true-delay "Turn 2 / Stalled" 20 ) ) ( send-message "#Command" "High" "Hold On" ) ) +Name: Hold On +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "NTFC Saharan" ) ( do-nothing ) ) +Name: Destroy Saharan +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Saharan", 153) $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Destroy Cancer +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( is-destroyed-delay 0 "Gemini" ) ( do-nothing ) ) +Name: Destroy Gemini +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Gemini", 16) $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( grant-medal "Intelligence Cross" ) ) +Name: Give Medal +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( allow-ship "GTB Artemis D.H." ) ) +Name: Give Artemis DH +Repeat Count: 1 +Interval: 1 #Goals ;! 1 total $Type: Primary +Name: Goal name $MessageNew: XSTR("Destroy targets of opportunity", 154) $end_multi_text $Formula: ( is-event-true-delay "Jump Fixed" 0 ) #Waypoints ;! 1 lists total $Jump Node: -12.856800, -0.000421, -3248.291992 $Jump Node Name: Jump Node $Name: Waypoint path 1 $List: ( ;! 1 points in list ( 0.000000, 0.000000, 5000.000000 ) ) #Messages ;! 220 total $Name: Destroy Omega $Team: -1 $MessageNew: XSTR("This one's all yours, Alpha 1. We'll cover you while you destroy the transport.", 155) $end_multi_text +AVI Name: Head-TP1 +Wave Name: LP1-3_NV_01.wav $Name: Omega Arrive $Team: -1 $MessageNew: XSTR("Hostile target inbound. It's a troop transport. Elysium-class.", 156) $end_multi_text +AVI Name: Head-TP1 +Wave Name: LP1-3_NV_02.wav $Name: Alligence $Team: -1 $MessageNew: XSTR("So whose side are you on, Alpha 1? Whose orders are you gonna follow? Make your decision now, pilot.", 157) $end_multi_text +AVI Name: Head-TP1 +Wave Name: LP1-3_NV_03.wav $Name: Allied Scum $Team: -1 $MessageNew: XSTR("Sorry you won't live to get your medal, pilot.", 158) $end_multi_text +AVI Name: Head-TP1 +Wave Name: LP1-3_NV_04.wav $Name: Hurry $Team: -1 $MessageNew: XSTR("Destroy that transport, Alpha 1. That's a direct order.", 159) $end_multi_text +AVI Name: Head-TP1 +Wave Name: LP1-3_NV_05.wav $Name: Stalled $Team: -1 $MessageNew: XSTR("Time's up, pilot. We know all about you. You set us up in Polaris, and you destroyed the Sunder. Now you'll face the firing squad.", 160) $end_multi_text +AVI Name: Head-TP1 +Wave Name: LP1-3_NV_06.wav $Name: Jump $Team: -1 $MessageNew: XSTR("No use engaging your jump drive, pilot. You don't have the authorization codes.", 161) $end_multi_text +AVI Name: Head-TP1 +Wave Name: LP1-3_NV_07.wav $Name: Good job $Team: -1 $MessageNew: XSTR("You're a cold-blooded killer, Alpha 1. But we know all about you. You set us up in Polaris, and you destroyed the Sunder. You are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Neo-Terran Front.", 162) $end_multi_text +AVI Name: Head-TP1 +Wave Name: LP1-3_NV_08.wav $Name: Jump fixed $Team: -1 $MessageNew: XSTR("Alpha 1, we are now transmitting the authorization codes and jump coordinates to your navigation computer. Your subspace drive should be back on line.", 163) $end_multi_text +AVI Name: Head-CM2 +Wave Name: LP1-3_AC_01.wav $Name: Trap $Team: -1 $MessageNew: XSTR("Sorry you've outlived your usefulness as a deep-cover operative, pilot. Return to base for reassignment.", 164) $end_multi_text +AVI Name: Head-CM2 +Wave Name: LP1-3_AC_02.wav $Name: No Wait $Team: -1 $MessageNew: XSTR("Hold your fire! No military personnel are on board this transport! We are evacuating civilians to Alpha Centauri. An attack on this vessel is a violation of the Beta Aquilae Convention.", 165) $end_multi_text +AVI Name: Head-CM4 +Wave Name: LP1-3_OM_01.wav $Name: Hold On $Team: -1 $MessageNew: XSTR("Alpha 1, this is Allied Command. We are deploying reinforcements now. Hang in there. Help is on the way.", 166) $end_multi_text +AVI Name: Head-CM2 +Wave Name: LP1-3_AC_03.wav $Name: Show them $Team: -1 $MessageNew: XSTR("Show them what you think of the Beta Aquilae Convention, pilot.", 167) $end_multi_text +AVI Name: Head-TP1 +Wave Name: LP1-3_NV_09.wav #Reinforcements ;! 0 total #Background bitmaps ;! 27 total $Num stars: 2000 $Ambient light level: 0 $Sun: SunGold +Angles: 5.393063 0.000000 4.206240 +Scale: 2.000000 $Starbitmap: dneb03 +Angles: 0.000000 0.000000 1.047197 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: planetg +Angles: 0.785398 0.000000 3.490656 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: planetc +Angles: 1.012290 0.000000 3.490656 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 0.733038 0.733038 0.733038 +ScaleX: 3.000000 +ScaleY: 2.200000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 0.855211 2.146753 0.558505 +ScaleX: 2.200000 +ScaleY: 3.500000 +DivX: 1 +DivY: 2 $Starbitmap: dneb18 +Angles: 0.383972 0.383972 0.733038 +ScaleX: 2.400000 +ScaleY: 3.200000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 1.117010 1.117010 1.117010 +ScaleX: 2.000000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 1.937314 2.146753 1.082103 +ScaleX: 3.200000 +ScaleY: 2.700000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 2.146753 1.937314 2.146753 +ScaleX: 3.400000 +ScaleY: 4.100000 +DivX: 1 +DivY: 2 $Starbitmap: dneb18 +Angles: 1.937314 3.455749 2.321286 +ScaleX: 2.000000 +ScaleY: 3.500000 +DivX: 1 +DivY: 2 $Starbitmap: dneb01 +Angles: 1.745328 0.000000 2.146753 +ScaleX: 3.000000 +ScaleY: 2.700000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 1.937314 3.874628 1.745328 +ScaleX: 2.500000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 1.518435 5.811942 0.855211 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb18 +Angles: 1.256636 0.000000 0.645771 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 1.658062 1.570795 0.488692 +ScaleX: 3.200000 +ScaleY: 1.800000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 1.954767 1.850047 0.383972 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 2.146753 2.146753 0.209439 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb18 +Angles: 2.286380 4.258600 6.265727 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 2.356193 2.356193 5.951568 +ScaleX: 4.500000 +ScaleY: 3.800000 +DivX: 2 +DivY: 2 $Starbitmap: dneb03 +Angles: 2.216566 1.343902 5.707222 +ScaleX: 3.000000 +ScaleY: 2.200000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 1.937314 3.298670 5.532689 +ScaleX: 2.000000 +ScaleY: 3.200000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 1.675515 1.867501 5.427969 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb18 +Angles: 1.343902 1.588248 5.480330 +ScaleX: 4.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb01 +Angles: 0.994837 2.146753 5.654862 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb03 +Angles: 0.767944 3.961894 5.951568 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 0.575958 0.000000 6.230820 +ScaleX: 4.000000 +ScaleY: 2.200000 +DivX: 2 +DivY: 1 $Starbitmap: dneb18 +Angles: 0.645771 2.565632 0.191986 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 7: Revelation $Briefing Music: None #End #Mission Info $Version: 0.10 $Name: XSTR("As Lightning Fall", 168) $Author: Jim Boone $Created: 07/26/99 at 10:00:59 $Modified: 10/13/99 at 15:06:49 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("The 99th Skulls, Special Operations Command, must rescue Snipes and the survivors on board the Grall. ", 169) $end_multi_text +Game Type Flags: 1 +Flags: 28 +NebAwacs: 2500.000000 +Storm: s_emp +Red Alert: 0 +Scramble: 0 +Disallow Support: 1 +Player Entry Delay: 2.000000 +Viewer pos: 2596.056641, 20901.242188, 5803.539063 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.018033, 0.999837, 0.000000, -0.999837, 0.018033 +SquadReassignName: 99th Skulls +SquadReassignLogo: jollyroger.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing $Stage Text: XSTR("Special Operations Command You have been selected for a covert assignment with Special Operations Command (SOC), in conjunction with Galactic Terran-Vasudan Intelligence (GTVI). Our primary objective is to provide the Alliance with accurate and comprehensive information regarding the tactics, technologies, activities, and strategic objectives of forces hostile to the GTVA.", 170) $end_multi_text $Ani Filename: Cb_loop-a_e.ani +Wave Filename: LP2-1_CB_01.wav $Stage Text: XSTR("Lieutenant Commander Snipes At 0437 reconnaissance units received a coded transmission from Lieutenant Commander Snipes. The Commander's vessel, the NTT Grall, is now adrift in a Shivan-infested region of the nebula and will not survive much longer. The Grall was docked to the NTC Alexandria when the cruiser ran our blockade of the Knossos portal in Gamma Draconis.", 171) $end_multi_text $Ani Filename: Cb_loop-b_b.ani +Wave Filename: LP2-1_CB_02a.wav $Stage Text: XSTR("S.O.S. Here is part of the actual transmission. We processed the message to enable better comprehension: Granite Mountain, this is Black Dove requesting immediate extraction. Engines and jump drives are inoperative. Location, Delta 429 by 372. Deployed Pharos beacons to assist search. Heavy Shivan presence. Severe nebula storms. Probability of survival not good.", 172) $end_multi_text $Ani Filename: Cb_loop-b_b.ani +Wave Filename: LP2-1_CB_03a.wav $Stage Text: XSTR("Allied Retreat As you know, Allied forces are in full retreat to Gamma Draconis, so logistical support will be virtually non-existent. We have no available reinforcements and only one recovery ship. We're operating in a Shivan-infested area, so expect a fierce enemy offensive. The odds are against you on this one, pilot.", 173) $end_multi_text $Ani Filename: Cb_loop-a_a.ani +Wave Filename: LP2-1_CB_04.wav #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("You know why you're here, pilot, so let's get down to work. Recon located a Pharos navigation buoy not far from where Snipes's transmission was received. Your wing will be inserted at that position to find the Grall and make contact with Snipes. His transport has been incapacitated, and there's a high probability he's already a goner.", 174) $end_multi_text $voice: LP2-1_MB_01.wav $camera_pos: 420.264740, 13972.686523, 6672.515625 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.018033, 0.999837, 0.000000, -0.999837, 0.018033 $camera_time: 1500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: GTF Erinyes $pos: -90.148552, 0.000358, 6119.705078 $label: Alpha +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 34 $team: Friendly $class: GTT Argo $pos: 2215.048096, -100.014305, 8054.871582 $label: NTT Grall +id: 5 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("This sector of the nebula is extremely volatile. Recon reports heavy EM interference, scrambling sensors and communications. These buoys are the only chance we have of finding Snipes and the Grall. The EM storm will make aspect lock difficult to acquire and maintain, so we recommend you loadout with Tempests and Rockeyes.", 175) $end_multi_text $voice: LP2-1_MB_02.wav $camera_pos: 842.049438, 14636.061523, 5293.390137 $camera_orient: 0.713730, 0.000000, 0.700421, -0.700380, 0.010803, 0.713689, -0.007567, -0.999942, 0.007711 $camera_time: 1500 $num_lines: 0 $num_icons: 4 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: GTF Erinyes $pos: -90.148552, 0.000358, 6119.705078 $label: Alpha +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 9 $team: Unknown $class: GTNB Pharos $pos: -1068.463867, 0.000460, 2020.335205 $label: Nav Buoy +id: 2 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 9 $team: Unknown $class: GTNB Pharos $pos: 3940.264404, -0.000232, 7010.935547 $label: Nav Buoy +id: 4 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 34 $team: Friendly $class: GTT Argo $pos: 2215.048096, -100.014305, 8054.871582 $label: NTT Grall +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Once you locate Snipes, call in Lambda 1. This is critical. Do not deploy the recovery craft until you are ready. Our transport will dock with the Grall and extract the survivors. You'll need to buy them some time as they complete this procedure. Good hunting. ", 176) $end_multi_text $voice: LP2-1_MB_03.wav $camera_pos: 1039.498047, 15408.145508, 6231.711914 $camera_orient: -0.000239, 0.000000, 1.000000, -0.999976, -0.006898, -0.000239, 0.006898, -0.999976, 0.000001 $camera_time: 1500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: GTF Erinyes $pos: -90.148552, 0.000358, 6119.705078 $label: Alpha +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 9 $team: Unknown $class: GTNB Pharos $pos: -1068.463867, 0.000460, 2020.335205 $label: Nav Buoy +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 9 $team: Unknown $class: GTNB Pharos $pos: 3940.264404, -0.000232, 7010.935547 $label: Nav Buoy +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 34 $team: Friendly $class: GTT Argo $pos: 2215.048096, -100.014305, 8054.871582 $label: NTT Grall +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 34 $team: Friendly $class: GTT Elysium $pos: 467.153198, -0.000353, 9516.170898 $label: GTT Teloron +id: 6 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 3 $Formula: ( has-departed-delay 0 "GTT Lambda 1" ) $Multi text XSTR("Congratulations, pilot. You saved my life, and I owe you big. If I had more clout with the brass, I'd have them give you a Service Medallion, but they don't just hand those out. You didn't have to volunteer for this assignment, but I'm damn glad you did. Now here's an important lesson. SOC didn't mount a rescue op because they liked me. They did it because I had information they needed, and information is what keeps you alive out here. Now I'm heading up the 99th for another mission, and I think we're going need you on this one. I already cleared it with Command, so it's your call, pilot. Hope you do the right thing.", 177) $end_multi_text $Voice: LP2-1_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "NTT Grall" ) ( not ( is-event-true-delay "Swap Cargo" 0 ) ) ) $Multi text XSTR("Lieutenant Commander Christopher Snipes distinguished himself as one of the best operatives ever to serve in the SOC. His courage, resourcefulness, and determination helped us defeat Admiral Bosch and his Neo-Terran Front. Snipes worked deep-cover for over six months, advising the GTVI of the enemy's movements, strategies, and capabilities. His career will stand as a shining example of service and sacrifice to the GTVA and the ideals for which the Alliance stands. Lieutenant Commander Snipes is hereby posthumously awarded the SOC Service Medallion, the most prestigious honor bestowed by the GTVA Special Operations Command. I know of no officer more worthy of such recognition.", 178) $end_multi_text $Voice: LP2-1_DB_02.wav $Recommendation text: XSTR("Protect the Grall as its passengers are being transferred to the recovery craft.", 179) $end_multi_text $Formula: ( and ( has-departed-delay 0 "Alpha 1" ) ( not ( has-departed-delay 0 "GTT Lambda 1" ) ) ) $Multi text XSTR("You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.", 180) $end_multi_text $Voice: 9_JOE.wav $Recommendation text: XSTR("Do not leave the mission until Snipes and the recovery craft have safely departed.", 181) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( ) +Weaponry Pool: ( "Subach HL-7" 24 "Akheton SDG" 16 "Morning Star" 16 "Prometheus R" 16 "Prometheus S" 16 "Maxim" 16 "UD-8 Kayser" 16 "Circe" 16 "Rockeye" 500 "Tempest" 2100 "Hornet" 900 "Tornado" 500 "Harpoon" 612 "Trebuchet" 500 ) #Objects ;! 53 total $Name: Alpha 1 ;! Object #0 $Class: GTF Erinyes $Team: Friendly $Location: 0.000000, 0.000000, 0.000000 $Orientation: 0.999550, 0.000000, -0.029996, 0.000000, 1.000000, 0.000000, 0.029996, 0.000000, 0.999550 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Tempest" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Erinyes $Team: Friendly $Location: -200.472977, -0.000015, 112.389565 $Orientation: 0.999550, 0.000000, -0.029995, 0.000000, 1.000000, 0.000000, 0.029995, 0.000000, 0.999550 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Tempest" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 +Persona Index: 1 $Name: Alpha 3 ;! Object #2 $Class: GTF Erinyes $Team: Friendly $Location: 203.399567, 0.000062, 100.269554 $Orientation: 0.999550, 0.000000, -0.029995, 0.000000, 1.000000, 0.000000, 0.029995, 0.000000, 0.999550 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Tempest" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 +Persona Index: 0 $Name: Alpha 4 ;! Object #3 $Class: GTF Erinyes $Team: Friendly $Location: -67.425529, -0.000102, 203.654953 $Orientation: 0.999550, 0.000000, -0.029995, 0.000000, 1.000000, 0.000000, 0.029995, 0.000000, 0.999550 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Tempest" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 +Persona Index: 4 $Name: NB 2 ;! Object #4 $Class: GTNB Pharos $Team: Unknown $Location: 0.000000, 0.000000, 2275.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 $Name: Virgo 1 ;! Object #5 $Class: SF Aeshma $Team: Hostile $Location: -14.408112, -219.998856, 2812.892578 $Orientation: -0.996095, 0.000000, -0.088292, 0.000000, 1.000000, 0.000000, 0.088292, 0.000000, -0.996095 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 2 ;! Object #6 $Class: SF Aeshma $Team: Hostile $Location: -233.800064, -149.998856, 2991.721191 $Orientation: -0.996095, 0.000000, -0.088292, 0.000000, 1.000000, 0.000000, 0.088292, 0.000000, -0.996095 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 3 ;! Object #7 $Class: SF Aeshma $Team: Hostile $Location: 248.859238, 110.001266, 2920.163574 $Orientation: -0.996095, 0.000000, -0.088292, 0.000000, 1.000000, 0.000000, 0.088292, 0.000000, -0.996095 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 4 ;! Object #8 $Class: SF Aeshma $Team: Hostile $Location: -150.066971, -19.998825, 3191.335449 $Orientation: -0.996095, 0.000000, -0.088292, 0.000000, 1.000000, 0.000000, 0.088292, 0.000000, -0.996095 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: NB 8 ;! Object #9 $Class: GTNB Pharos $Team: Unknown $Location: 474.247528, -100.010590, 10624.154297 $Orientation: 0.000797, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, -1.000000, 0.000000, 0.000797 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 10 "Virgo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "no-arrival-music" "no-arrival-warp" )+Respawn priority: 0 +Group: 0 $Name: NTT Grall ;! Object #10 $Class: GTT Argo $Team: Hostile $Location: 497.799866, -100.013245, 11541.656250 $Orientation: 0.000796, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, -1.000000, 0.000000, 0.000796 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Personel", 182) +Initial Hull: 89 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: engine $Damage: 100 +Subsystem: navigation $Damage: 57 +Subsystem: sensors $Damage: 25 +Subsystem: weapons $Damage: 19 +Subsystem: turret01 $Damage: 11 +Subsystem: turret02 $Damage: 32 $Arrival Location: Hyperspace $Arrival Cue: ( < ( distance "Alpha 1" "NB 8" ) 1292 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" "no-arrival-music" "no-arrival-warp" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Zeta 1 ;! Object #11 $Class: GTF Hercules $Team: Hostile $Location: 315.444824, -100.010223, 10803.296875 $Orientation: 0.408487, 0.000000, -0.912764, 0.000000, 1.000000, 0.000000, 0.912764, 0.000000, 0.408487 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Zeta 2 ;! Object #12 $Class: GTF Hercules $Team: Hostile $Location: 3.521484, -100.010445, 10540.424805 $Orientation: 0.408487, 0.000000, -0.912764, 0.000000, 1.000000, 0.000000, 0.912764, 0.000000, 0.408487 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Iota 4 ;! Object #13 $Class: GTF Hercules $Team: Hostile $Location: 660.999878, -100.010269, 10994.196289 $Orientation: 0.000796, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, -1.000000, 0.000000, 0.000796 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-guard "NTT Grall" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( < ( distance "Alpha 1" "NB 8" ) 1292 ) $Departure Location: Hyperspace $Departure Cue: ( has-departed-delay 0 "GTT Lambda 1" ) $Determination: 10 +Flags: ( "cargo-known" "no-arrival-music" "no-arrival-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Taurus 1 ;! Object #14 $Class: SB Nahema $Team: Hostile $Location: -480.283447, -99.999939, 12035.541016 $Orientation: -0.996095, 0.000000, -0.088292, 0.000000, 1.000000, 0.000000, 0.088292, 0.000000, -0.996095 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Taurus 2 ;! Object #15 $Class: SB Nahema $Team: Hostile $Location: -357.806519, -99.999947, 11823.291992 $Orientation: -0.942222, 0.000000, -0.334989, 0.000000, 1.000000, 0.000000, 0.334989, 0.000000, -0.942222 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Taurus 3 ;! Object #16 $Class: SB Nahema $Team: Hostile $Location: -257.491241, -100.009529, 12099.397461 $Orientation: -0.992998, 0.000000, -0.118131, 0.000000, 1.000000, 0.000000, 0.118131, 0.000000, -0.992998 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Taurus 4 ;! Object #17 $Class: SB Nahema $Team: Hostile $Location: -136.102997, -100.009483, 11866.640625 $Orientation: -0.992998, 0.000000, -0.118131, 0.000000, 1.000000, 0.000000, 0.118131, 0.000000, -0.992998 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Libra 1 ;! Object #18 $Class: SF Basilisk $Team: Hostile $Location: -299.541229, -100.009865, 12462.509766 $Orientation: -0.999933, 0.000000, 0.011593, 0.000000, 1.000000, 0.000000, -0.011593, 0.000000, -0.999933 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 2 ;! Object #19 $Class: SF Basilisk $Team: Hostile $Location: -500.198151, -100.010338, 12663.008789 $Orientation: -0.999933, 0.000000, 0.011593, 0.000000, 1.000000, 0.000000, -0.011593, 0.000000, -0.999933 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: NB 1 ;! Object #20 $Class: GTNB Pharos $Team: Friendly $Location: 0.000000, 0.000000, -300.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 $Name: GTT Lambda 1 ;! Object #21 $Class: GTT Elysium $Team: Friendly $Location: 172.567749, -0.000243, -246.229767 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 $Arrival Location: Near Ship +Arrival Distance: 222 $Arrival Anchor: Alpha 1 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( has-undocked-delay "GTT Lambda 1" "NTT Grall" 1 2 ) $Determination: 10 +Flags: ( "cargo-known" "reinforcement" "no-shields" "escort" "no-arrival-warp" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: NB 3 ;! Object #22 $Class: GTNB Pharos $Team: Unknown $Location: 1954.708862, 0.001432, 3536.630371 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 $Name: Aquarius 1 ;! Object #23 $Class: SF Basilisk $Team: Hostile $Location: 2862.078857, 0.000305, 4013.499268 $Orientation: -0.807088, 0.000000, 0.590431, 0.000000, 1.000000, 0.000000, -0.590431, 0.000000, -0.807088 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Trebuchet" "Enemy MX-64" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aquarius 2 ;! Object #24 $Class: SF Basilisk $Team: Hostile $Location: 2783.728760, 0.000425, 3712.335449 $Orientation: -0.807088, 0.000000, 0.590431, 0.000000, 1.000000, 0.000000, -0.590431, 0.000000, -0.807088 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Trebuchet" "Enemy MX-64" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aquarius 3 ;! Object #25 $Class: SF Basilisk $Team: Hostile $Location: 2539.974854, 0.000782, 3912.114990 $Orientation: -0.807088, 0.000000, 0.590431, 0.000000, 1.000000, 0.000000, -0.590431, 0.000000, -0.807088 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Trebuchet" "Enemy MX-64" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aquarius 4 ;! Object #26 $Class: SF Basilisk $Team: Hostile $Location: 2581.351807, 0.000684, 3599.121094 $Orientation: -0.807088, 0.000000, 0.590431, 0.000000, 1.000000, 0.000000, -0.590431, 0.000000, -0.807088 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Trebuchet" "Enemy MX-64" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Sagittarius 1 ;! Object #27 $Class: SF Basilisk $Team: Hostile $Location: 2607.815186, 0.000401, 4584.834961 $Orientation: -0.807088, 0.000000, 0.590431, 0.000000, 1.000000, 0.000000, -0.590431, 0.000000, -0.807088 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Trebuchet" "Enemy MX-64" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Sagittarius 2 ;! Object #28 $Class: SF Basilisk $Team: Hostile $Location: 2559.905029, 0.000264, 4357.944336 $Orientation: -0.807088, 0.000000, 0.590431, 0.000000, 1.000000, 0.000000, -0.590431, 0.000000, -0.807088 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Trebuchet" "Enemy MX-64" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Sagittarius 3 ;! Object #29 $Class: SF Basilisk $Team: Hostile $Location: 2294.155762, 0.000599, 4544.647461 $Orientation: -0.807088, 0.000000, 0.590431, 0.000000, 1.000000, 0.000000, -0.590431, 0.000000, -0.807088 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Trebuchet" "Enemy MX-64" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Sagittarius 4 ;! Object #30 $Class: SF Basilisk $Team: Hostile $Location: 2203.325195, 0.000467, 4243.760742 $Orientation: -0.807088, 0.000000, 0.590431, 0.000000, 1.000000, 0.000000, -0.590431, 0.000000, -0.807088 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Trebuchet" "Enemy MX-64" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: NB 4 ;! Object #31 $Class: GTNB Pharos $Team: Unknown $Location: 3560.060547, -0.001453, 5230.275879 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 $Name: NB 5 ;! Object #32 $Class: GTNB Pharos $Team: Unknown $Location: 4913.130859, -0.001081, 7159.305664 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 $Name: NB 6 ;! Object #33 $Class: GTNB Pharos $Team: Unknown $Location: 4958.223633, 0.002199, 9498.863281 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 $Name: NB 7 ;! Object #34 $Class: GTNB Pharos $Team: Unknown $Location: 2753.612305, 0.000736, 10208.427734 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 $Name: Cancer 1 ;! Object #35 $Class: SF Aeshma $Team: Hostile $Location: 3981.323975, -0.000992, 5424.536621 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 2 ;! Object #36 $Class: SF Aeshma $Team: Hostile $Location: 3913.000977, -0.000232, 5741.755859 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 3 ;! Object #37 $Class: SF Aeshma $Team: Hostile $Location: 4345.435547, -0.000330, 5453.078613 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 4 ;! Object #38 $Class: SF Aeshma $Team: Hostile $Location: 4175.469727, -0.000890, 5917.844238 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 1 ;! Object #39 $Class: SF Aeshma $Team: Hostile $Location: 5411.552734, -0.000721, 8123.533691 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 2 ;! Object #40 $Class: SF Aeshma $Team: Hostile $Location: 5653.260254, -0.000148, 8123.531738 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 3 ;! Object #41 $Class: SF Aeshma $Team: Hostile $Location: 5379.070313, -0.000648, 8681.884766 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 4 ;! Object #42 $Class: SF Aeshma $Team: Hostile $Location: 5692.311523, -0.000409, 8681.884766 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 1 ;! Object #43 $Class: SF Basilisk $Team: Hostile $Location: 3803.215820, 0.000486, 10458.208984 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 2 ;! Object #44 $Class: SF Basilisk $Team: Hostile $Location: 3734.934814, 0.001251, 11037.147461 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 3 ;! Object #45 $Class: SF Basilisk $Team: Hostile $Location: 4211.507324, 0.001103, 10869.694336 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 4 ;! Object #46 $Class: SF Basilisk $Team: Hostile $Location: 4080.502686, 0.000805, 11549.635742 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Lepus 1 ;! Object #47 $Class: SF Mara $Team: Hostile $Location: 2000.790161, 0.000660, 989.470276 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Lepus 2 ;! Object #48 $Class: SF Mara $Team: Hostile $Location: 2252.763672, 0.000424, 999.019165 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Lepus 3 ;! Object #49 $Class: SF Mara $Team: Hostile $Location: 2500.796875, 0.000536, 997.626953 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Lepus 4 ;! Object #50 $Class: SF Mara $Team: Hostile $Location: 1998.932373, 0.000397, 699.813721 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Lepus 5 ;! Object #51 $Class: SF Mara $Team: Hostile $Location: 2254.875732, -0.000779, 700.568726 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Lepus 6 ;! Object #52 $Class: SF Mara $Team: Hostile $Location: 2500.285889, -0.000583, 698.310486 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 #Wings ;! 11 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( has-departed-delay 0 "GTT Lambda 1" ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Hotkey: 0 +Flags:( ) $Name: Virgo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Hyperspace $Arrival Cue: ( < ( distance "Alpha 1" "NB 2" ) 1247 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Virgo 1" "Virgo 2" "Virgo 3" "Virgo 4" ) +Flags:( "no-arrival-music" "no-arrival-message" "no-arrival-warp" ) $Name: Zeta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Zeta 1 $Arrival Location: Hyperspace $Arrival Cue: ( < ( distance "Alpha 1" "NB 8" ) 1292 ) $Departure Location: Hyperspace $Departure Cue: ( has-departed-delay 0 "GTT Lambda 1" ) $Ships: ( ;! 2 total "Zeta 1" "Zeta 2" ) $AI Goals: ( goals ( ai-guard "NTT Grall" 50 ) ) +Flags:( "no-arrival-music" "no-arrival-message" ) $Name: Taurus $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: Hyperspace $Arrival Cue: ( < ( distance "Alpha 1" "NB 8" ) 1252 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Taurus 1" "Taurus 2" "Taurus 3" "Taurus 4" ) +Flags:( "no-arrival-music" "no-arrival-message" "no-arrival-warp" ) +Wave Delay Min: 13 +Wave Delay Max: 20 $Name: Libra $Waves: 3 $Wave Threshold: 0 $Special Ship: 0 ;! Libra 1 $Arrival Location: Near Ship +Arrival Distance: 1312 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-destroyed-delay 2 "Taurus" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Libra 1" "Libra 2" ) +Flags:( "no-arrival-music" "no-arrival-message" "no-arrival-warp" ) +Wave Delay Min: 11 +Wave Delay Max: 16 $Name: Aquarius $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aquarius 1 $Arrival Location: Hyperspace $Arrival Cue: ( < ( distance "Alpha 1" "NB 3" ) 1447 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Aquarius 1" "Aquarius 2" "Aquarius 3" "Aquarius 4" ) +Flags:( "no-arrival-music" "no-arrival-message" "no-arrival-warp" ) $Name: Sagittarius $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Sagittarius 1 $Arrival Location: Hyperspace $Arrival Cue: ( < ( distance "Alpha 1" "NB 3" ) 1447 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Sagittarius 1" "Sagittarius 2" "Sagittarius 3" "Sagittarius 4" ) +Flags:( "no-arrival-music" "no-arrival-message" "no-arrival-warp" ) $Name: Cancer $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Near Ship +Arrival Distance: 1025 $Arrival Anchor: Alpha 1 $Arrival Cue: ( < ( distance "Alpha 1" "NB 4" ) 1047 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Cancer 1" "Cancer 2" "Cancer 3" "Cancer 4" ) +Flags:( "no-arrival-music" "no-arrival-message" "no-arrival-warp" ) $Name: Gemini $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gemini 1 $Arrival Location: Near Ship +Arrival Distance: 974 $Arrival Anchor: Alpha 1 $Arrival Cue: ( < ( distance "Alpha 1" "NB 5" ) 1347 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gemini 1" "Gemini 2" "Gemini 3" "Gemini 4" ) +Flags:( "no-arrival-music" "no-arrival-message" "no-arrival-warp" ) $Name: Pisces $Waves: 3 $Wave Threshold: 0 $Special Ship: 0 ;! Pisces 1 $Arrival Location: Near Ship +Arrival Distance: 949 $Arrival Anchor: Alpha 1 $Arrival Cue: ( < ( distance "Alpha 1" "NB 7" ) 1247 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Pisces 1" "Pisces 2" "Pisces 3" "Pisces 4" ) +Flags:( "no-arrival-music" "no-arrival-message" "no-arrival-warp" ) $Name: Lepus $Waves: 9 $Wave Threshold: 0 $Special Ship: 0 ;! Lepus 1 $Arrival Location: Near Ship +Arrival Distance: 1300 $Arrival Anchor: GTT Lambda 1 $Arrival Cue: ( and ( not ( < ( distance "NTT Grall" "GTT Lambda 1" ) 2000 ) ) ( has-arrived-delay 0 "GTT Lambda 1" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Lepus 1" "Lepus 2" "Lepus 3" "Lepus 4" "Lepus 5" "Lepus 6" ) $AI Goals: ( goals ( ai-chase "GTT Lambda 1" 50 ) ) +Flags:( "no-arrival-music" "no-arrival-message" "no-arrival-warp" ) #Events ;! 35 total $Formula: ( when ( < ( distance "NTT Grall" "GTT Lambda 1" ) 2100 ) ( add-goal "GTT Lambda 1" ( ai-dock "NTT Grall" "topside docking" "Frontside dock" 89 ) ) ) +Name: Dock +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-docked-delay "GTT Lambda 1" "NTT Grall" 1 27 ) ( add-goal "GTT Lambda 1" ( ai-undock 89 ) ) ) +Name: Undock +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-docked-delay "GTT Lambda 1" "NTT Grall" 1 20 ) ( transfer-cargo "NTT Grall" "GTT Lambda 1" ) ) +Name: Swap Cargo +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and-in-sequence ( has-arrived-delay 0 "GTT Lambda 1" ) ( has-departed-delay 0 "GTT Lambda 1" ) ) ( do-nothing ) ) +Name: Teloron Depart +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return to base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return to base", 66) $Formula: ( when ( < ( distance "Alpha 1" "NTT Grall" ) 1252 ) ( change-iff "Friendly" "NTT Grall" ) ) +Name: IFF Grall +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Alpha 1" "NTT Grall" ) 1252 ) ( change-iff "Friendly" "Zeta 1" ) ) +Name: IFF Odin 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Alpha 1" "NTT Grall" ) 1252 ) ( change-iff "Friendly" "Zeta 2" ) ) +Name: IFF Odin 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Alpha 1" "NTT Grall" ) 1252 ) ( change-iff "Friendly" "Iota 4" ) ) +Name: IFF Baldur +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 4 ) ( send-message-list "Alpha 2" "High" "Whoa!" 0 "Alpha 4" "High" "Havoc on Sensors" 7000 "Alpha 3" "High" "Trouble hearing" 7000 "Alpha 4" "High" "Quit chatter" 7000 ) ) +Name: Whoa!__ +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "NTT Grall" ) ( do-nothing ) ) +Name: Find Grall +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Find Grall", 183) $Formula: ( when ( and ( has-time-elapsed 45 ) ( < ( distance "Alpha 1" "NB 1" ) 1000 ) ) ( send-message-list "Alpha 2" "High" "Follow Bouy" 0 "Alpha 2" "High" "Follow Bouy 2" 17000 ) ) +Name: Follow Bouy +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 10 "NTT Grall" ) ( send-message "Alpha 2" "High" "SOC Hail" ) ) +Name: SOC Hail +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "NTT Grall" "High" "Hey there" ) ) +Name: Hey There +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( and ( has-arrived-delay 0 "GTT Lambda 1" ) ( < ( distance "NTT Grall" "GTT Lambda 1" ) 2000 ) ) ( send-message-list "NTT Grall" "High" "Commence docking" 0 "NTT Grall" "High" "Commence docking 2" 7000 ) ) +Name: Commence Docking +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Undock" 0 ) ( send-message-list "GTT Lambda 1" "High" "Received Crew" 0 "GTT Lambda 1" "High" "Outta here" 7000 "Alpha 2" "High" "Outta here 2" 7000 ) ) +Name: Received Crew +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-arrived-delay 0 "NTT Grall" ) ( is-event-true-delay "Swap Cargo" 0 ) ) ( do-nothing ) ) +Name: Protect Grall +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Protect Grall", 184) $Formula: ( when ( has-departed-delay 0 "GTT Lambda 1" ) ( do-nothing ) ) +Name: Protect Teloron +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Protect Lambda 1", 185) $Formula: ( when ( is-event-true-delay "IFF Grall" 0 ) ( add-goal "Taurus" ( ai-chase "NTT Grall" 89 ) ) ) +Name: Attack Grall +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "IFF Grall" 0 ) ( add-goal "Libra" ( ai-chase "NTT Grall" 89 ) ) ) +Name: Attack Grall 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "NTT Grall" ) ( do-nothing ) ) +Name: Follow Nav Buoys +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Follow Nav Buoys", 186) $Formula: ( when ( < ( hits-left "Alpha 2" ) 40 ) ( ship-invulnerable "Alpha 2" ) ) +Name: Protect Alpha 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Hey There" 10 ) ( send-message "Alpha 2" "High" "You're lucky" ) ) +Name: You're Lucky +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "You're Lucky" 4 ) ( send-message "NTT Grall" "High" "Alexandria was" ) ) +Name: Alexandria was +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Alexandria was" 4 ) ( send-message "Alpha 2" "High" "No other survivors" ) ) +Name: No other survivors +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "No other survivors" 2 ) ( send-message "NTT Grall" "High" "17 of us" ) ) +Name: 17 of us +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "17 of us" 8 ) ( send-message "Alpha 2" "High" "What about the" ) ) +Name: What about the +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "What about the" 2 ) ( send-message "NTT Grall" "High" "The Alexandria deployed" ) ) +Name: The Alexandria deployed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "The Alexandria deployed" 6 ) ( send-message "Alpha 2" "High" "You have any" ) ) +Name: You have any +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "You have any" 2 ) ( send-message "NTT Grall" "High" "Yeah, but I" ) ) +Name: Yeah, but I +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "NTT Grall" ) ( do-nothing ) ) +Name: Event name +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( < ( distance "Alpha 1" "NTT Grall" ) 1100 ) ( has-arrived-delay 0 "GTT Lambda 1" ) ) ( do-nothing ) ) +Name: Call in transport +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Call In Lambda 1", 187) $Formula: ( when ( is-destroyed-delay 0 "GTT Lambda 1" ) ( send-message "Alpha 2" "High" "Outta here 2" ) ) +Name: bad ending +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: RTB +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( is-goal-true-delay "Rescue Snipes" 0 ) ( grant-medal "SOC Unit Crest" ) ) +Name: Give medal +Repeat Count: 1 +Interval: 1 #Goals ;! 2 total $Type: Primary +Name: Rescue Snipes $MessageNew: XSTR("Rescue Lt. Commander Snipes", 188) $end_multi_text $Formula: ( has-departed-delay 0 "GTT Lambda 1" ) $Type: Secondary +Name: find grall $MessageNew: XSTR("Locate and recover the Grall", 189) $end_multi_text $Formula: ( has-arrived-delay 0 "NTT Grall" ) #Waypoints ;! 0 lists total #Messages ;! 228 total $Name: Whoa! $Team: -1 $MessageNew: XSTR("Recon wasn't kidding when they called this a volatile sector.", 190) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: LP2-1_A2_01.wav $Name: Havoc on Sensors $Team: -1 $MessageNew: XSTR("My sensors are scrambled, sir. Experiencing EM interference.", 191) $end_multi_text +Persona: Wingman 5 +AVI Name: Head-TP8 +Wave Name: LP2-1_A4_01.wav $Name: Trouble hearing $Team: -1 $MessageNew: XSTR("Say again, Alpha 4? Having trouble reading you.", 192) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: LP2-1_A3_02.wav $Name: Quit chatter $Team: -1 $MessageNew: XSTR("Cut the chatter, pilots. We need situational awareness here. Stay focused.", 193) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: LP2-1_A4_02.wav $Name: Follow Bouy 2 $Team: -1 $MessageNew: XSTR("Maybe you didn't copy the first time, sir. I recommend we follow the nav buoys.", 194) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: LP2-1_A2_02.wav $Name: Follow Bouy $Team: -1 $MessageNew: XSTR("Let's follow these nav buoys. If the Grall is still alive, these beacons will lead us straight to them.", 195) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: LP2-1_A2_03.wav $Name: Hey there $Team: -1 $MessageNew: XSTR("Roger that, SOC. Snipes here. Much obliged. Hope you brought a transport.", 196) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-1_SN_01.wav $Name: Commence docking $Team: -1 $MessageNew: XSTR("Call in the transport when you are ready, Alpha 1.", 197) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-1_SN_02.wav $Name: Commence docking 2 $Team: -1 $MessageNew: XSTR("I say again. Call in the transport when ready. We must initiate the recovery procedure ASAP.", 198) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-1_SN_03.wav $Name: Received Crew $Team: -1 $MessageNew: XSTR("Survivors are on board, sir. Release docking point now.", 199) $end_multi_text +AVI Name: Head-CM1 +Wave Name: L2-1_LA_01.wav $Name: Outta here $Team: -1 $MessageNew: XSTR("Extraction complete. Return to base.", 200) $end_multi_text +AVI Name: Head-CM1 +Wave Name: L2-1_LA_02.wav $Name: Outta here 2 $Team: -1 $MessageNew: XSTR("All units, return to base pronto!", 201) $end_multi_text +AVI Name: Head-CM1 +Wave Name: L2-1_LA_03.wav $Name: SOC Hail $Team: -1 $MessageNew: XSTR("NTT Grall, this is GTVA Special Operations Command. We are here to recover your craft. Do you copy?", 202) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: LP2-1_A2_04.wav $Name: You're lucky $Team: -1 $MessageNew: XSTR("You're lucky we found you, Snipes. What happened out here?", 203) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: LP2-1_A2_05.wav $Name: Alexandria was $Team: -1 $MessageNew: XSTR("The Shivans swarmed us near Gamma Drac, so we made an emergency jump. The rest is history.", 204) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-1_SN_04.wav $Name: No other survivors $Team: -1 $MessageNew: XSTR("How many survivors?", 205) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: LP2-1_A2_06.wav $Name: 17 of us $Team: -1 $MessageNew: XSTR("17 of us made it to the transport. The shockwave banged us up pretty bad. Comm and life support were all we had to work with out here.", 206) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-1_SN_05.wav $Name: What about the $Team: -1 $MessageNew: XSTR("What about the nav buoys?", 207) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: LP2-1_A2_07.wav $Name: The Alexandria deployed $Team: -1 $MessageNew: XSTR("The Alexandria deployed them. We couldn't rely on navigation or sensors, so that was our best option.", 208) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-1_SN_06.wav $Name: You have any $Team: -1 $MessageNew: XSTR("You have any information for us?", 209) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: LP2-1_A2_08.wav $Name: Yeah, but I $Team: -1 $MessageNew: XSTR("Yeah, but I classified that on a need-to-know basis. And until you get us outta here, you don't need to know. ", 210) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-1_SN_07.wav #Reinforcements ;! 1 total $Name: GTT Lambda 1 $Type: Attack/Protect $Num times: 1 +Arrival Delay: 0 +No Messages: ( ) +Yes Messages: ( ) #Background bitmaps ;! 0 total $Num stars: 100 $Ambient light level: 0 +Neb2: nbackblack +Neb2Flags: 12 $Sun: SunViolet +Angles: 0.785398 0.000000 0.785398 +Scale: 1.000000 #Asteroid Fields #Music $Event Music: 1: Genesis $Briefing Music: Brief2 #End #Mission Info $Version: 0.10 $Name: XSTR("Into the Lion's Den", 211) $Author: Jim Boone $Created: 08/07/99 at 13:49:08 $Modified: 10/27/99 at 11:03:23 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("Snipes leads Alpha wing of the 99th Skulls on a mission through the second Knossos portal. ", 212) $end_multi_text +Game Type Flags: 1 +Flags: 24 +Red Alert: 0 +Scramble: 0 +Disallow Support: 1 +Player Entry Delay: 2.000000 +Viewer pos: 84827.523438, 165256.203125, -128975.156250 +Viewer orient: 0.999999, -0.000001, -0.001597, 0.000972, 0.793980, 0.607943, 0.001267, -0.607944, 0.793979 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Sexp_variables $Variables: ( 82 "SC 3" "500" "block" 83 "SC 3" "4400" "block" 84 "SC 3" "475" "block" 85 "SC 3" "3500" "block" 86 "SC 3" "1" "block" 87 "SC 3" "600" "block" 88 "SC 2" "500" "block" 89 "SC 2" "4400" "block" 90 "SC 2" "475" "block" 91 "SC 2" "3500" "block" 92 "SC 2" "1" "block" 93 "SC 2" "600" "block" 94 "SC 1" "500" "block" 95 "SC 1" "4400" "block" 96 "SC 1" "475" "block" 97 "SC 1" "3500" "block" 98 "SC 1" "1" "block" 99 "SC 1" "600" "block" ) #Command Briefing #Briefing $start_briefing $num_stages: 5 $start_stage $multi_text XSTR("Here's the situation. Allied Command has ordered the full retreat of all GTVA forces. They've written off Gamma Draconis, so they're moving the armada into Capella to hold down the system. Meanwhile, SOC needs a unit to fly suicide to check out a second Knossos device the Vasudans found deep in the nebula.", 213) $end_multi_text $voice: LP2-2_MB_01.wav $camera_pos: 3663.853027, 15076.041016, 4885.098633 $camera_orient: 0.999999, -0.000001, -0.001104, 0.001104, -0.001986, 0.999998, -0.000004, -0.999998, -0.001986 $camera_time: 1000 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 26 $team: Friendly $class: Knossos $pos: 5667.966309, -0.002388, 4860.940430 $label: Knossos 2 +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: SF Mara (terrans) $pos: 1106.729492, -3.002385, 3444.048340 $label: Alpha +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("To give us a fighting chance, our unit will fly a wing of Shivan fighters SOC forces captured early in the nebula campaign. Our engineers have modified and optimized these craft. They'll handle even better than the Shivan original, and if you play it right, you might even avoid enemy detection. ", 214) $end_multi_text $voice: LP2-2_MB_02.wav $camera_pos: 3663.853027, 15076.041016, 4885.098633 $camera_orient: 0.999999, -0.000001, -0.001104, 0.001104, -0.001986, 0.999998, -0.000004, -0.999998, -0.001986 $camera_time: 1000 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 26 $team: Friendly $class: Knossos $pos: 5667.966309, -0.002388, 4860.940430 $label: Knossos 2 +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: SF Mara (terrans) $pos: 1106.729492, -3.002385, 3444.048340 $label: Alpha +id: 3 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("We're going in with a handpicked squad. You'll fly Alpha 1. I've got Alpha 2. Two of our top pilots, Xinny and Zero, will cover Alphas 3 and 4, respectively. Our Maras will be equipped with intersystem jump drives so we can use the node.", 215) $end_multi_text $voice: LP2-2_MB_03.wav $camera_pos: 6821.267578, 10072.799805, 5038.605469 $camera_orient: 0.003999, -0.000001, 0.999992, -0.996566, 0.082703, 0.003986, -0.082703, -0.996574, 0.000329 $camera_time: 1500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 26 $team: Friendly $class: Knossos $pos: 5667.966309, -0.002388, 4860.940430 $label: Knossos 2 +id: 2 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: SF Mara (terrans) $pos: 5622.083008, -3.002423, 4858.297363 $label: Alpha +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The timetable for this mission is 15 minutes. We'll jump in, gather data, hold down the fort, then jump out. Your drives will be inoperative inside a window of exactly 15 seconds. If we miss our jump, the recovery ship will leave us behind. There's no room for error.", 216) $end_multi_text $voice: LP2-2_MB_04.wav $camera_pos: 5347.727539, 5366.963379, -2451.401611 $camera_orient: 0.999999, -0.000001, -0.001597, 0.000972, 0.793980, 0.607943, 0.001267, -0.607944, 0.793979 $camera_time: 2500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: SF Mara (terrans) $pos: 5622.083008, -3.002423, 4858.297363 $label: Alpha +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: SF Mara $pos: 8014.742188, -0.000130, 4948.705078 $label: Unknown +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: SF Mara $pos: 3111.625244, 0.000599, 4894.117188 $label: Unknown +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Here's something else to think about. By the time we launch, we'll be the only allied operatives left in the nebula. There'll be no reinforcement, no support, and no base to run to. That's why this mission has to be carried out by the numbers. We have fifteen minutes. No more. No less.", 217) $end_multi_text $voice: LP2-2_MB_05.wav $camera_pos: 5347.727539, 5366.963379, -2451.401611 $camera_orient: 0.999999, -0.000001, -0.001597, 0.000972, 0.793980, 0.607943, 0.001267, -0.607944, 0.793979 $camera_time: 1500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: SF Mara (terrans) $pos: 5622.083008, -3.002423, 4858.297363 $label: Alpha +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: SF Mara $pos: 8014.742188, -0.000130, 4948.705078 $label: Unknown +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: SF Mara $pos: 3111.625244, 0.000599, 4894.117188 $label: Unknown +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 3 $Formula: ( and ( has-departed-delay 0 "Alpha 1" ) ( and ( not ( is-destroyed-delay 0 "SC 1" ) ) ( not ( is-destroyed-delay 0 "SC 2" ) ) ( not ( is-destroyed-delay 0 "SC 3" ) ) ) ) $Multi text XSTR("Good work, Alpha 1. Most pilots only get to fly one suicide mission. We survived what should've been our last sortie. GTVA analysts are now reviewing our flight data. Unfortunately, we failed to destroy a single one of those Shivan devices. The Alliance demands top-notch flying from its elite squads, and our performance out there was a little disappointing. At least we were able to warn the Alliance. It's been a privilege and an honor, pilot. Allied Command has reassigned you to the GTD Aquitaine. Rumor has it you'll be leading the 70th Blue Lions, and I can't think of a better pilot for the job. Good luck.", 218) $end_multi_text $Voice: LP2-2_DB_01.wav $Recommendation text: XSTR("It is possible to destroy the Shivan device that you discovered.", 219) $end_multi_text $Formula: ( and ( has-departed-delay 0 "Alpha 1" ) ( not ( percent-ships-destroyed 65 "SC 1" "SC 2" "SC 3" ) ) ( not ( is-destroyed-delay 0 "SC 1" "SC 2" "SC 3" ) ) ) $Multi text XSTR("Good work, Alpha 1. Most pilots only get to fly one suicide mission. We survived what should've been our last sortie. I've advised the GTVI that multiple Juggernaut-class warships are now en route to the Capella system. We'll have our hands full getting everyone out of there alive. By the way, nice work destroying that Shivan technology. Analysts are poring over the scan data now, but you can rest assured the results will be classified beyond your level of clearance. They always are. For helping to provide the Alliance with accurate and comprehensive information regarding the tactics, technologies, activities, and strategic objectives of forces hostile to the GTVA, you are hereby awarded the SOC Service Medallion, the most prestigious honor bestowed by Special Operations Command. Congratulations. It's been a privilege and an honor, pilot. Allied Command has reassigned you to the GTD Aquitaine. Rumor has it you'll be leading the 70th Blue Lions, and I can't think of a better pilot for the job. Good luck.", 220) $end_multi_text $Voice: LP2-2_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( has-departed-delay 0 "Alpha 1" ) ( is-destroyed-delay 0 "SC 1" "SC 2" "SC 3" ) ) $Multi text XSTR("Outstanding job. Most pilots only fly one suicide mission. We survived what should've been our last sortie. I've advised the GTVI that multiple Juggernaut-class warships are now en route to the Capella system. We'll have our hands full getting everyone out of there alive. Great work neutralizing those Shivan devices. You delivered a top-notch performance. Analysts are poring over the scan data now, but you can rest assured the results will be classified beyond your level of clearance. They always are. One more thing. For helping to provide the Alliance with accurate and comprehensive information regarding the tactics, technologies, activities, and strategic objectives of forces hostile to the GTVA, you are hereby awarded the SOC Service Medallion, the most prestigious honor bestowed by Special Operations Command. Congratulations. It's been a privilege and an honor, pilot. Allied Command has reassigned you to the GTD Aquitaine. Rumor has it you'll be leading the 70th Blue Lions, and I can't think of a better pilot for the job. Good luck.", 221) $end_multi_text $Voice: LP2-2_DB_03.wav $Recommendation text: XSTR("", 10) $end_multi_text #Alternate Types: $Alt: Unknown #end #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( ) +Weaponry Pool: ( "Subach HL-7" 16 "Akheton SDG" 16 "Morning Star" 16 "Prometheus S" 16 "Maxim" 16 "UD-8 Kayser" 24 "Circe" 16 "Lamprey" 16 "Rockeye" 500 "Tempest" 3360 "Hornet" 500 "Tornado" 500 "Harpoon" 500 "Trebuchet" 500 "EMP Adv." 500 ) #Objects ;! 60 total $Name: Alpha 1 ;! Object #0 $Class: SF Mara (terrans) $Team: Friendly $Location: 0.000000, -5.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 66 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" ) +Secondary Banks: ( "Tempest" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: SF Mara (terrans) $Team: Friendly $Location: 111.127342, -13.000010, 76.123024 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 66 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" ) +Secondary Banks: ( "Tempest" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 3 $Name: Alpha 3 ;! Object #2 $Class: SF Mara (terrans) $Team: Friendly $Location: 50.770756, 0.000002, 112.518661 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 66 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" ) +Secondary Banks: ( "Tempest" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 2 $Name: Alpha 4 ;! Object #3 $Class: SF Mara (terrans) $Team: Friendly $Location: -22.281942, 7.000002, 103.527313 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 66 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" ) +Secondary Banks: ( "Tempest" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Capricorn 1 ;! Object #4 $Class: SF Astaroth $Team: Hostile $Location: -1169.860107, -0.006112, 1574.815063 $Orientation: -0.881582, 0.000000, -0.472031, 0.000000, 1.000000, 0.000000, 0.472031, 0.000000, -0.881582 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Capricorn 2 ;! Object #5 $Class: SF Astaroth $Team: Hostile $Location: -1104.214355, -0.005927, 1556.941040 $Orientation: -0.881582, 0.000000, -0.472031, 0.000000, 1.000000, 0.000000, 0.472031, 0.000000, -0.881582 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: SJD Sathanas 4 ;! Object #6 $Class: SJD Sathanas $Team: Hostile $Location: 108829.968750, 8749.992188, 93294.703125 $Orientation: -0.685900, 0.000000, 0.727695, -0.046146, 0.997987, -0.043495, -0.726231, -0.063413, -0.684520 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 3" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: In front of ship +Arrival Distance: 500 $Arrival Anchor: Knossos 3 +Arrival Delay: 19 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "SJD Sathanas 4" "Waypoint path 2" 0 ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Capricorn 3 ;! Object #7 $Class: SF Astaroth $Team: Hostile $Location: -1209.099365, -0.005941, 1493.448853 $Orientation: -0.881582, 0.000000, -0.472031, 0.000000, 1.000000, 0.000000, 0.472031, 0.000000, -0.881582 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: SJ Sathanas 3 ;! Object #8 $Class: SJ Sathanas $Team: Hostile $Location: 2070.330566, 109.999466, 5472.881348 $Orientation: -0.947367, 0.000000, 0.320151, 0.019198, 0.998201, 0.056808, -0.319575, 0.059964, -0.945662 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 +Subsystem: turret27 +Subsystem: turret28 +Subsystem: turret29 +Subsystem: turret30 +Subsystem: turret31 +Subsystem: turret32 +Subsystem: turret33 +Subsystem: turret34 +Subsystem: turret35 +Subsystem: turret36 +Subsystem: turret37 +Subsystem: turret38 +Subsystem: turret39 +Subsystem: turret40 +Subsystem: turret41 +Subsystem: turret42 +Subsystem: turret43 +Subsystem: turret44 +Subsystem: turret45 +Subsystem: turret46 +Subsystem: turret47 +Subsystem: turret48 +Subsystem: turret49 +Subsystem: turret50 +Subsystem: turret51 +Subsystem: turret52 +Subsystem: turret53 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace +Departure delay: 2 $Departure Cue: ( true ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SC 1 ;! Object #9 $Class: Shivan Comm Node $Alt: Unknown $Team: Hostile $Location: -1875.473389, 59.998287, 5721.119629 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: None $Cargo 1: XSTR("rtuyj64kj", 222) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "scannable" )+Respawn priority: 0 +Special Exp index: 94 +Group: 0 $Name: SC Rakshasa 17 ;! Object #10 $Class: SC Rakshasa $Team: Hostile $Location: -1357.166870, 0.000739, 1356.753052 $Orientation: -0.843246, 0.000000, -0.537528, 0.000000, 1.000000, 0.000000, 0.537528, 0.000000, -0.843246 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 2" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "SC Rakshasa 17" "Waypoint path 2:1" ) 800 ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: SC Rakshasa 19 ;! Object #11 $Class: SC Rakshasa $Team: Hostile $Location: -1286.066772, 0.000739, 327.653198 $Orientation: -0.697211, 0.000000, -0.716866, 0.000000, 1.000000, 0.000000, 0.716866, 0.000000, -0.697211 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 2" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "SC Rakshasa 19" "Waypoint path 2:1" ) 800 ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Virgo 1 ;! Object #12 $Class: SF Astaroth $Team: Hostile $Location: -1600.122559, -139.998291, 41.863281 $Orientation: 0.857709, 0.000000, 0.514136, 0.000000, 1.000000, 0.000000, -0.514136, 0.000000, 0.857709 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Subsystem: Pilot +Primary Banks: ( "Shivan Heavy Laser" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 2 ;! Object #13 $Class: SF Astaroth $Team: Hostile $Location: -1705.497192, -139.998199, 416.739624 $Orientation: 0.857709, 0.000000, 0.514136, 0.000000, 1.000000, 0.000000, -0.514136, 0.000000, 0.857709 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Subsystem: Pilot +Primary Banks: ( "Shivan Heavy Laser" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 3 ;! Object #14 $Class: SF Astaroth $Team: Hostile $Location: -1902.515747, -139.998184, 279.498657 $Orientation: 0.857709, 0.000000, 0.514136, 0.000000, 1.000000, 0.000000, -0.514136, 0.000000, 0.857709 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Subsystem: Pilot +Primary Banks: ( "Shivan Heavy Laser" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 1 ;! Object #15 $Class: SF Aeshma $Team: Hostile $Location: -2016.123901, 459.998535, 8268.103516 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 2 ;! Object #16 $Class: SF Aeshma $Team: Hostile $Location: -2126.741699, 459.998596, 8723.316406 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 3 ;! Object #17 $Class: SF Aeshma $Team: Hostile $Location: -1859.612549, 459.998535, 8638.931641 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 1 ;! Object #18 $Class: SF Astaroth $Team: Hostile $Location: -1263.904541, 159.999313, 6480.688965 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Primary Banks: ( "Shivan Heavy Laser" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 2 ;! Object #19 $Class: SF Astaroth $Team: Hostile $Location: -1346.136841, 159.998978, 6753.123047 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Primary Banks: ( "Shivan Heavy Laser" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 3 ;! Object #20 $Class: SF Astaroth $Team: Hostile $Location: -1076.372803, 159.998550, 6727.148438 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Primary Banks: ( "Shivan Heavy Laser" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 2 ;! Object #21 $Class: SF Aeshma $Team: Hostile $Location: -2391.269531, -0.006236, 6823.842773 $Orientation: 0.090672, 0.000000, -0.995881, 0.000000, 1.000000, 0.000000, 0.995881, 0.000000, 0.090672 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 3 ;! Object #22 $Class: SF Aeshma $Team: Hostile $Location: -2364.520996, -0.006648, 6522.803711 $Orientation: 0.090672, 0.000000, -0.995881, 0.000000, 1.000000, 0.000000, 0.995881, 0.000000, 0.090672 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 1 ;! Object #23 $Class: SF Aeshma $Team: Hostile $Location: -2172.805176, -0.006295, 6684.553711 $Orientation: 0.090672, 0.000000, -0.995881, 0.000000, 1.000000, 0.000000, 0.995881, 0.000000, 0.090672 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: SJD Sathanas 5 ;! Object #24 $Class: SJD Sathanas $Team: Hostile $Location: 126521.070313, 570.029358, 118835.984375 $Orientation: -0.568212, 0.000000, 0.822882, -0.003264, 0.999992, -0.002254, -0.822876, -0.003966, -0.568208 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 4" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: In front of ship +Arrival Distance: 500 $Arrival Anchor: Knossos 3 +Arrival Delay: 61 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "SJD Sathanas 5" "Waypoint path 2" 0 ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 9 ;! Object #25 $Class: SJD Sathanas $Team: Hostile $Location: 172932.765625, -3089.964111, 172498.203125 $Orientation: -0.446602, 0.000000, 0.894733, 0.024941, 0.999611, 0.012449, -0.894385, 0.027875, -0.446429 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 2" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: In front of ship +Arrival Distance: 500 $Arrival Anchor: Knossos 3 +Arrival Delay: 753 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "SJD Sathanas 9" "Waypoint path 2" 0 ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Knossos 3 ;! Object #26 $Class: Knossos $Team: Hostile $Location: 123304.882813, -0.019858, 105596.148438 $Orientation: -0.607253, 0.000000, 0.794509, 0.000000, 1.000000, 0.000000, -0.794509, 0.000000, -0.607253 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 1000 $Name: SC 2 ;! Object #27 $Class: Shivan Comm Node $Alt: Unknown $Team: Hostile $Location: 6059.872559, 59.996025, 11291.554688 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 0.010796, 0.999942, 0.000000, -0.999942, 0.010796 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Special Exp index: 88 +Group: 0 +Score: 1000 $Name: SC 3 ;! Object #28 $Class: Shivan Comm Node $Alt: Unknown $Team: Hostile $Location: 12366.474609, 59.999512, 6103.536621 $Orientation: -0.029200, 0.999574, 0.000000, -0.999574, -0.029200, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Special Exp index: 82 +Group: 0 +Score: 1000 $Name: Aquarius 1 ;! Object #29 $Class: SF Aeshma $Team: Hostile $Location: 2075.505371, -0.001141, 12911.660156 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aquarius 2 ;! Object #30 $Class: SF Aeshma $Team: Hostile $Location: 1944.098145, -0.001567, 12591.355469 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aquarius 3 ;! Object #31 $Class: SF Aeshma $Team: Hostile $Location: 2293.859131, -0.002279, 12529.148438 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aquarius 4 ;! Object #32 $Class: SF Aeshma $Team: Hostile $Location: 2120.295654, -0.002111, 12276.726563 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Sagittarius 1 ;! Object #33 $Class: SF Aeshma $Team: Hostile $Location: 3156.734619, -0.001037, 12786.886719 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Sagittarius 2 ;! Object #34 $Class: SF Aeshma $Team: Hostile $Location: 2983.760010, -0.002136, 12468.298828 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Sagittarius 3 ;! Object #35 $Class: SF Aeshma $Team: Hostile $Location: 3337.077881, -0.001425, 12343.603516 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Sagittarius 4 ;! Object #36 $Class: SF Aeshma $Team: Hostile $Location: 3050.363525, -0.002182, 12155.109375 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 1 ;! Object #37 $Class: SF Basilisk $Team: Hostile $Location: 2569.275146, -0.002085, 11061.525391 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Sbank Ammo: ( 100 20 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 2 ;! Object #38 $Class: SF Basilisk $Team: Hostile $Location: 2512.483643, -0.000875, 10709.496094 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Sbank Ammo: ( 100 20 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 3 ;! Object #39 $Class: SF Basilisk $Team: Hostile $Location: 2715.622314, -0.002979, 10652.132813 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Sbank Ammo: ( 100 20 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 4 ;! Object #40 $Class: SF Basilisk $Team: Hostile $Location: 2593.321045, -0.001096, 10306.656250 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Sbank Ammo: ( 100 20 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: SJD Sathanas 6 ;! Object #41 $Class: SJD Sathanas $Team: Hostile $Location: 136334.750000, 2000.028442, 130379.570313 $Orientation: -0.758073, 0.000000, 0.652170, -0.010381, 0.999873, -0.012066, -0.652087, -0.015917, -0.757977 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 5" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: In front of ship +Arrival Distance: 500 $Arrival Anchor: Knossos 3 +Arrival Delay: 324 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "SJD Sathanas 6" "Waypoint path 2" 0 ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 8 ;! Object #42 $Class: SJD Sathanas $Team: Hostile $Location: 164540.250000, -4849.956543, 167214.453125 $Orientation: -0.604129, 0.000000, 0.796887, 0.037765, 0.998876, 0.028630, -0.795991, 0.047391, -0.603450 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 3" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: In front of ship +Arrival Distance: 500 $Arrival Anchor: Knossos 3 +Arrival Delay: 597 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "SJD Sathanas 8" "Waypoint path 2" 0 ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 7 ;! Object #43 $Class: SJD Sathanas $Team: Hostile $Location: 150859.500000, -2939.985352, 150687.093750 $Orientation: -0.729371, 0.000000, 0.684118, 0.023427, 0.999414, 0.024977, -0.683717, 0.034244, -0.728943 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 6" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: In front of ship +Arrival Distance: 500 $Arrival Anchor: Knossos 3 +Arrival Delay: 459 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "SJD Sathanas 7" "Waypoint path 2" 0 ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SC Rakshasa 45 ;! Object #44 $Class: SC Rakshasa $Team: Hostile $Location: 13590.167969, -0.002258, 4986.092285 $Orientation: -0.019202, 0.000000, 0.999816, 0.000000, 1.000000, 0.000000, -0.999816, 0.000000, -0.019202 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Alpha 4" 50 ) ( ai-chase "Alpha 3" 50 ) ( ai-chase "Alpha 2" 50 ) ( ai-chase "Alpha 1" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Primary Banks: ( "SAAA" ) +Subsystem: turret09 +Subsystem: turret10 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 $Arrival Location: Hyperspace $Arrival Cue: ( < ( distance "" "SC 3" ) 1000 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Gemini 1 ;! Object #45 $Class: SB Nahema $Team: Hostile $Location: 5983.754395, -0.000232, 3067.788086 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Tempest" "Hornet" "Piranha" ) +Sbank Ammo: ( 100 20 100 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Gemini 2 ;! Object #46 $Class: SB Nahema $Team: Hostile $Location: 5864.341797, -0.000396, 2896.671631 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Tempest" "Hornet" "Piranha" ) +Sbank Ammo: ( 100 20 100 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Gemini 3 ;! Object #47 $Class: SB Nahema $Team: Hostile $Location: 6078.326660, 0.000082, 2868.004150 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Tempest" "Hornet" "Piranha" ) +Sbank Ammo: ( 100 20 100 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Gemini 4 ;! Object #48 $Class: SB Nahema $Team: Hostile $Location: 5959.961426, -0.000145, 2755.535889 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Tempest" "Hornet" "Piranha" ) +Sbank Ammo: ( 100 20 100 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: SD Nebiros ;! Object #49 $Class: SD Ravana $Team: Hostile $Location: -2597.035645, -0.000722, -3890.549072 $Orientation: 0.676817, 0.000000, -0.736151, 0.000000, 1.000000, 0.000000, 0.736151, 0.000000, 0.676817 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Alpha 4" 50 ) ( ai-chase "Alpha 3" 50 ) ( ai-chase "Alpha 2" 50 ) ( ai-chase "Alpha 1" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +AI Class: Coward +Subsystem: turret02 +AI Class: Coward +Subsystem: turret03 +AI Class: Coward +Subsystem: turret04 +AI Class: Coward +Subsystem: turret05 +AI Class: Coward +Subsystem: turret06 +AI Class: Coward +Primary Banks: ( "SAAA" ) +Subsystem: turret07 +AI Class: Coward +Subsystem: turret08 +AI Class: Coward +Subsystem: turret09 +AI Class: Coward +Subsystem: turret10 +AI Class: Coward +Subsystem: turret11 +AI Class: Coward +Primary Banks: ( "SAAA" ) +Subsystem: turret12 +AI Class: Coward +Subsystem: turret13 +AI Class: Coward +Primary Banks: ( "SAAA" ) +Subsystem: turret14 +AI Class: Coward +Primary Banks: ( "SAAA" ) +Subsystem: turret15 +AI Class: Coward +Subsystem: turret16 +AI Class: Coward +Subsystem: turret17 +AI Class: Coward +Subsystem: turret18 +AI Class: Coward +Subsystem: turret19 +AI Class: Coward +Subsystem: turret20 +AI Class: Coward +Subsystem: turret21 +AI Class: Coward +Subsystem: turret22 +AI Class: Coward +Subsystem: turret23 +AI Class: Coward +Subsystem: turret24 +AI Class: Coward +Subsystem: turret25 +AI Class: Coward +Subsystem: turret26 +AI Class: Coward +Sbank Ammo: ( 0 ) +Subsystem: turret27 +AI Class: Coward +Subsystem: turret28 +AI Class: Coward +Subsystem: turret29 +AI Class: Coward +Subsystem: turret30 +AI Class: Coward $Arrival Location: Hyperspace $Arrival Cue: ( has-time-elapsed 847 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 5000 $Name: Taurus 1 ;! Object #50 $Class: SF Dragon $Team: Hostile $Location: 1999.873901, -0.000474, -1898.297607 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Taurus 2 ;! Object #51 $Class: SF Dragon $Team: Hostile $Location: 1797.827759, 0.000686, -2099.390137 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Taurus 3 ;! Object #52 $Class: SF Dragon $Team: Hostile $Location: 2203.751221, 0.000767, -2098.528076 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Taurus 4 ;! Object #53 $Class: SF Dragon $Team: Hostile $Location: 2000.984741, 0.000078, -2297.349854 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Taurus 5 ;! Object #54 $Class: SF Dragon $Team: Hostile $Location: 1698.588379, 0.000659, -2297.876709 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Taurus 6 ;! Object #55 $Class: SF Dragon $Team: Hostile $Location: 2302.318848, 0.000060, -2297.831543 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Aries 1 ;! Object #56 $Class: SF Astaroth $Team: Hostile $Location: 8874.042969, -0.006552, 1506.116699 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 2 ;! Object #57 $Class: SF Astaroth $Team: Hostile $Location: 8717.555664, -0.005303, 1258.570557 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 3 ;! Object #58 $Class: SF Astaroth $Team: Hostile $Location: 9047.746094, -0.006013, 1256.333008 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 4 ;! Object #59 $Class: SF Astaroth $Team: Hostile $Location: 8863.791992, -0.005396, 1011.344055 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 #Wings ;! 12 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Fix Jump" 6 ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 89 ) ) +Hotkey: 0 +Flags:( ) $Name: Virgo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( has-departed-delay 0 "SC Rakshasa 19" ) $Ships: ( ;! 3 total "Virgo 1" "Virgo 2" "Virgo 3" ) $AI Goals: ( goals ( ai-guard "SC Rakshasa 19" 89 ) ( ai-ignore "Alpha 1" 50 ) ( ai-ignore "Alpha 2" 50 ) ( ai-ignore "Alpha 3" 50 ) ( ai-ignore "Alpha 4" 50 ) ) +Flags:( ) $Name: Libra $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Libra 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Libra 1" "Libra 2" "Libra 3" ) $AI Goals: ( goals ( ai-guard "SC 1" 50 ) ) +Flags:( ) +Wave Delay Min: 10 +Wave Delay Max: 16 $Name: Leo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Leo 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Leo 1" "Leo 2" "Leo 3" ) $AI Goals: ( goals ( ai-guard "SC 1" 50 ) ) +Flags:( ) +Wave Delay Min: 12 +Wave Delay Max: 18 $Name: Capricorn $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Capricorn 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( has-departed-delay 0 "SC Rakshasa 17" ) $Ships: ( ;! 3 total "Capricorn 1" "Capricorn 2" "Capricorn 3" ) $AI Goals: ( goals ( ai-guard "SC Rakshasa 17" 89 ) ( ai-ignore "Alpha 1" 50 ) ( ai-ignore "Alpha 2" 50 ) ( ai-ignore "Alpha 3" 50 ) ( ai-ignore "Alpha 4" 50 ) ) +Flags:( ) $Name: Scorpio $Waves: 3 $Wave Threshold: 0 $Special Ship: 0 ;! Scorpio 1 $Arrival Location: Hyperspace +Arrival delay: 32 $Arrival Cue: ( < ( distance "Alpha 1" "SC 1" ) 750 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Scorpio 1" "Scorpio 2" "Scorpio 3" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 15 +Wave Delay Max: 20 $Name: Pisces $Waves: 4 $Wave Threshold: 0 $Special Ship: 0 ;! Pisces 1 $Arrival Location: Near Ship +Arrival Distance: 893 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-destroyed-delay 46 "Libra" "Scorpio" "Leo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Pisces 1" "Pisces 2" "Pisces 3" "Pisces 4" ) +Flags:( ) $Name: Aquarius $Waves: 3 $Wave Threshold: 0 $Special Ship: 0 ;! Aquarius 1 $Arrival Location: Near Ship +Arrival Distance: 923 $Arrival Anchor: $Arrival Cue: ( is-destroyed-delay 19 "Libra" "Scorpio" "Leo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Aquarius 1" "Aquarius 2" "Aquarius 3" "Aquarius 4" ) +Flags:( ) $Name: Sagittarius $Waves: 3 $Wave Threshold: 0 $Special Ship: 0 ;! Sagittarius 1 $Arrival Location: Near Ship +Arrival Distance: 1045 $Arrival Anchor: $Arrival Cue: ( is-destroyed-delay 189 "Libra" "Scorpio" "Leo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Sagittarius 1" "Sagittarius 2" "Sagittarius 3" "Sagittarius 4" ) +Flags:( ) $Name: Gemini $Waves: 3 $Wave Threshold: 0 $Special Ship: 0 ;! Gemini 1 $Arrival Location: Near Ship +Arrival Distance: 600 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-destroyed-delay 11 "SC 1" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gemini 1" "Gemini 2" "Gemini 3" "Gemini 4" ) +Flags:( ) $Name: Taurus $Waves: 10 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: Near Ship +Arrival Distance: 600 $Arrival Anchor: Alpha 1 $Arrival Cue: ( has-time-elapsed 945 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Taurus 1" "Taurus 2" "Taurus 3" "Taurus 4" "Taurus 5" "Taurus 6" ) $AI Goals: ( goals ( ai-chase "Alpha 1" 89 ) ) +Flags:( ) $Name: Aries $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aries 1 $Arrival Location: Near Ship +Arrival Distance: 1000 $Arrival Anchor: Alpha 1 $Arrival Cue: ( has-time-elapsed 790 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Aries 1" "Aries 2" "Aries 3" "Aries 4" ) +Flags:( ) #Events ;! 68 total $Formula: ( when ( true ) ( protect-ship "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) ) +Name: Protect Us +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( < ( distance "Alpha 1" "SC 1" ) 750 ) ( key-pressed "Left Ctrl" ) ) ( unprotect-ship "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) ) +Name: Unprotect Us +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( beam-free-all "SC Rakshasa 17" ) ) +Name: Beam 3 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( beam-free-all "SC Rakshasa 19" ) ) +Name: Beam 4 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( protect-ship "SJ Sathanas 3" "SC 1" "SC Rakshasa 17" "SC Rakshasa 19" "Virgo 1" "Virgo 2" "Virgo 3" "Libra 1" "Libra 2" "Libra 3" "Leo 1" "Leo 2" "Leo 3" "Capricorn 1" "Capricorn 2" "Capricorn 3" ) ) +Name: Protect Them +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Alpha 1" "SC 1" ) 750 ) ( unprotect-ship "SJ Sathanas 3" "SC 1" "SC Rakshasa 17" "SC Rakshasa 19" "Virgo 1" "Virgo 2" "Virgo 3" "Libra 1" "Libra 2" "Libra 3" "Leo 1" "Leo 2" "Leo 3" "Capricorn 1" "Capricorn 2" "Capricorn 3" ) ) +Name: Unprotect Them +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 20 ) ( add-goal "Alpha" ( ai-waypoints-once "Waypoint path 7" 89 ) ) ) +Name: Follow me +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Alpha 2" "Waypoint path 7:1" ) 1250 ) ( add-goal "Alpha" ( ai-guard "Alpha 1" 89 ) ) ) +Name: Guard me +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( < ( hits-left "Alpha 2" ) 64 ) ( is-destroyed-delay 0 "SC 1" ) ) ( ship-invulnerable "Alpha 2" ) ) +Name: Save My Men 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Alpha 3" ) 38 ) ( ship-invulnerable "Alpha 3" ) ) +Name: Save My Men 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Alpha 4" ) 36 ) ( ship-invulnerable "Alpha 4" ) ) +Name: Save My Men 3 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-subsystem-destroyed-delay "SC 1" "piece4a" 0 ) ( self-destruct "SC 1" ) ) +Name: Big Bang +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-subsystem-destroyed-delay "SC 2" "piece4a" 0 ) ( self-destruct "SC 2" ) ) +Name: Big Bang 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-subsystem-destroyed-delay "SC 3" "piece4a" 0 ) ( self-destruct "SC 3" ) ) +Name: Big Bang 3 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "SC Rakshasa 45" ) ( beam-free-all "SC Rakshasa 45" ) ) +Name: Free beams +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "SD Nebiros" ) ( beam-free-all "SD Nebiros" ) ) +Name: Free beams 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( break-warp "Alpha 1" ) ) +Name: No Jump +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-time-elapsed 900 ) ( < ( distance "Alpha 1" "Waypoint path 2:1" ) 1500 ) ) ( fix-warp "Alpha 1" ) ) +Name: Fix Jump +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Fix Jump" 1 ) ( send-message "Alpha 2" "High" "Jump Now" ) ) +Name: Jump now +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 1 ) ( send-message "Alpha 2" "High" "Evasive manuevers" ) ) +Name: Evasive maneuvers +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 17 ) ( send-message "Alpha 2" "High" "That was close" ) ) +Name: That was close +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Follow me" 0 ) ( send-message "Alpha 2" "High" "Unidentified Object" ) ) +Name: unidentified object +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Alpha 3" "High" "What is that" ) ) +Name: What is that +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "Alpha 2" "High" "No idea" ) ) +Name: No idea +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( and ( < ( distance "Alpha 2" "Waypoint path 7:1" ) 1300 ) ( is-event-false-delay "Discovered" 0 ) ) ( send-message "Alpha 2" "High" "Shivans notice" ) ) +Name: Shivans notice +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Unprotect Us" 3 ) ( send-message "Alpha 2" "High" "Discovered" ) ) +Name: Discovered +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Alpha 2" "High" "Destroy node" ) ) +Name: Destroy node +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( is-event-true-delay "Destroy node" 0 ) ( validate-goal "kill 1 node" ) ) +Name: Validate destroy node +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( < ( mission-time ) 600 ) ( is-destroyed-delay 0 "SC 1" ) ) ( send-message "Alpha 2" "High" "Outstanding" ) ) +Name: Outstanding +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( < ( mission-time ) 600 ) ( is-destroyed-delay 0 "SC 2" "SC 1" ) ) ( send-message "Alpha 2" "High" "That makes two" ) ) +Name: That makes two +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "SC 1" "SC 2" "SC 3" ) ( send-message "Alpha 2" "High" "Clean Sweep" ) ) +Name: Clean sweep +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "SD Nebiros" ) ( send-message "Alpha 2" "High" "Great" ) ) +Name: Great +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Alpha 2" "High" "Avoid" ) ) +Name: Avoid +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( has-arrived-delay 5 "SJD Sathanas 4" ) ( send-message "Alpha 2" "High" "4 Sathanas" ) ) +Name: 4 Sathanas +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 7 "SJD Sathanas 5" ) ( send-message "Alpha 2" "High" "5 Sathanas" ) ) +Name: 5 Sathanas +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 7 "SJD Sathanas 6" ) ( send-message "Alpha 2" "High" "6 Sathanas" ) ) +Name: 6 Sathanas +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 4 "SJD Sathanas 7" ) ( send-message "Alpha 2" "High" "7 Sathanas" ) ) +Name: 7 Sathanas +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 4 "SJD Sathanas 8" ) ( send-message "Alpha 2" "High" "8 Sathanas" ) ) +Name: 8 Sathanas +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 4 "SJD Sathanas 9" ) ( send-message "Alpha 2" "High" "9 Sathanas" ) ) +Name: 9 Sathanas +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 4 "SC 1" ) ( add-goal "Alpha" ( ai-chase "SC 2" 89 ) ) ) +Name: attack node 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 4 "SC 2" ) ( add-goal "Alpha" ( ai-chase "SC 3" 89 ) ) ) +Name: attack node 3 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "SC 1" "SC 2" "SC 3" ) ( add-goal "Alpha" ( ai-waypoints-once "Waypoint path 2" 89 ) ) ) +Name: Get to the Jump Node +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 300 ) ( send-message "Alpha 2" "High" "10 minutes left" ) ) +Name: 10 minutes left +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 600 ) ( send-message "Alpha 2" "High" "5 minutes left" ) ) +Name: 5 minutes left +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 780 ) ( send-message "Alpha 2" "High" "2 minutes left" ) ) +Name: 2 minutes left +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 840 ) ( send-message "Alpha 2" "High" "1 minute left" ) ) +Name: 1 minute left +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: mission progress +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( is-destroyed-delay 0 "SC 1" ) ( is-destroyed-delay 0 "SC 2" ) ( is-destroyed-delay 0 "SC 3" ) ) ( grant-medal "SOC Service Medallion" ) ) +Name: Give Medal +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( allow-ship "GTF Ares" ) ) +Name: Give Ares +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Destroy node" 0 ) ( add-remove-escort "SC 1" 1 ) ) +Name: Escort SC1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Destroy node" 0 ) ( add-remove-escort "SC 1" 1 ) ) +Name: Escort SC2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Destroy node" 0 ) ( add-remove-escort "SC 1" 1 ) ) +Name: Escort SC3 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Destroy node" 0 ) ( do-nothing ) ) +Name: Event name +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "SC 1" "SC 2" "SC 3" ) ( do-nothing ) ) +Name: Destroy Shivan Devices +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Shivan Devices", 223) $Formula: ( when ( is-event-true-delay "Destroy node" 0 ) ( do-nothing ) ) +Name: Event name +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Scorpio" ) ( do-nothing ) ) +Name: Destroy Scorpio +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Scorpio", 61) $Formula: ( when ( is-event-true-delay "Destroy node" 0 ) ( do-nothing ) ) +Name: Event name +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Leo" ) ( do-nothing ) ) +Name: Destroy Leo +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Leo", 15) $Formula: ( when ( is-event-true-delay "Destroy node" 0 ) ( do-nothing ) ) +Name: Event name +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Libra" ) ( do-nothing ) ) +Name: Destroy Libra +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Libra", 18) $Formula: ( when ( is-destroyed-delay 0 "Pisces" ) ( do-nothing ) ) +Name: Destroy Pisces +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Pisces", 22) $Formula: ( when ( is-destroyed-delay 0 "Aquarius" ) ( do-nothing ) ) +Name: Destroy Aquarius +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aquarius", 103) $Formula: ( when ( is-destroyed-delay 0 "Sagittarius" ) ( do-nothing ) ) +Name: Destroy Sagittarius +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Sagittarius", 63) $Formula: ( when ( is-destroyed-delay 0 "Gemini" ) ( do-nothing ) ) +Name: Destroy Gemini +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Gemini", 16) $Formula: ( when ( is-destroyed-delay 0 "Aries" ) ( do-nothing ) ) +Name: Destroy Aries +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aries", 14) $Formula: ( when ( is-event-true-delay "Fix Jump" 0 ) ( do-nothing ) ) +Name: Event name +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: RTB +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return to Base", 60) $Formula: ( when ( < ( hits-left "SC 1" ) 15 ) ( send-message "Alpha 2" "High" "She's Gonna Blow" ) ) +Name: She's gonna blow +Repeat Count: 1 +Interval: 1 #Goals ;! 3 total $Type: Primary +Name: Reconnoiter $MessageNew: XSTR("Reconnoiter Knossos 2 sector", 224) $end_multi_text $Formula: ( has-departed-delay 0 "Alpha 1" ) $Type: Bonus +Name: kill 3 nodes $MessageNew: XSTR("Destroy Shivan Devices", 223) $end_multi_text $Formula: ( is-destroyed-delay 0 "SC 1" "SC 2" "SC 3" ) $Type: Secondary +Name: kill 1 node $MessageNew: XSTR("Destroy Shivan Device", 225) $end_multi_text $Formula: ( is-destroyed-delay 0 "SC 1" ) +Invalid #Waypoints ;! 7 lists total $Jump Node: 35.382500, 0.003514, -1303.846436 $Jump Node Name: Jump Node $Name: Waypoint path 1 $List: ( ;! 1 points in list ( 122.000000, -900.000000, 434.399994 ) ) $Name: Waypoint path 2 $List: ( ;! 1 points in list ( 35.400002, 0.000000, -1303.800049 ) ) $Name: Waypoint path 3 $List: ( ;! 1 points in list ( 37190.058594, 4999.989746, 77934.492188 ) ) $Name: Waypoint path 4 $List: ( ;! 1 points in list ( 54609.800781, -4000.000000, 59590.699219 ) ) $Name: Waypoint path 5 $List: ( ;! 1 points in list ( 66710.000000, -2000.000000, 38035.199219 ) ) $Name: Waypoint path 6 $List: ( ;! 1 points in list ( 83417.296875, 3000.000000, 28748.699219 ) ) $Name: Waypoint path 7 $List: ( ;! 1 points in list ( -1746.176270, 59.999542, 4785.113281 ) ) #Messages ;! 232 total $Name: Jump Now $Team: -1 $MessageNew: XSTR("Alpha wing, we're in the node and drives are back on line! We'll rendezvous with the recovery ship on the other side! Engage!", 226) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-2_SN_01.wav $Name: Evasive manuevers $Team: -1 $MessageNew: XSTR("Dive! Dive! Dive! Hit your burners, pilot!", 227) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: L2-2_SN_02a.wav $Name: That was close $Team: -1 $MessageNew: XSTR("That was a little too close. We gotta wait fifteen minutes to change our shorts. Well, we've detected a Shivan presence all right, and one more Sathanas heading for Capella.", 228) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-2_SN_03.wav $Name: Unidentified Object $Team: -1 $MessageNew: XSTR("Sensors reading an unidentified object dead ahead. Shivan signature. Let's get a scan of that thing, Alpha 1. We'll cover your back.", 229) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-2_SN_04.wav $Name: What is that $Team: -1 $MessageNew: XSTR("Picking up two more unidentified objects in the immediate vicinity. What do you think they are, Commander?", 230) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: L2-2_A3_01.wav $Name: No idea $Team: -1 $MessageNew: XSTR("What? Do I look Shivan to you? Uh-oh. Take a look at this. Knossos device number three. 150 clicks out in right field. Where the hell are we?", 231) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-2_SN_05.wav $Name: Shivans notice $Team: -1 $MessageNew: XSTR("Do not engage. Repeat. Do not engage. They're just checking us out. Don't fire unless fired upon. Just like swimming with sharks.", 232) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-2_SN_06.wav $Name: Discovered $Team: -1 $MessageNew: XSTR("All units, return fire! IFF status has been revised. The honeymoon is over. Repeat. The honeymoon is over.", 233) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-2_SN_07.wav $Name: Destroy node $Team: -1 $MessageNew: XSTR("Our objective here, pilots, is to neutralize all targets of opportunity before time runs out. Alpha 1, take out that device.", 234) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-2_SN_08.wav $Name: Outstanding $Team: -1 $MessageNew: XSTR("Outstanding, Alpha 1. Whatever that thing was, the Shivans got less of them now. Let's take out what we can before we get back to the node.", 235) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-2_SN_09.wav $Name: That makes two $Team: -1 $MessageNew: XSTR("Okay, that makes two. Good teamwork, squad. Let's go for the triple play. Seek and destroy.", 236) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-2_SN_10.wav $Name: Clean Sweep $Team: -1 $MessageNew: XSTR("And that's clean sweep. Nice work, Alpha wing. Makes me proud to be SOC. Now let's get back to the node. Binary systems give me the creeps.", 237) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-2_SN_11.wav $Name: Great $Team: -1 $MessageNew: XSTR("We got incoming! Ravana-class cruiser. Designation Nebiros. Hit your burners and evade. We gotta reach that jump node, kids.", 238) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-2_SN_12.wav $Name: Avoid $Team: -1 $MessageNew: XSTR("Avoid the beam salvos off that destroyer! We're almost there! Stay inside the node! You miss your window, you're MIA!", 239) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-2_SN_13.wav $Name: 4 Sathanas $Team: -1 $MessageNew: XSTR("This just keeps getting better. Another juggernaut has jumped in from Knossos 3.", 240) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-2_SN_14.wav $Name: 5 Sathanas $Team: -1 $MessageNew: XSTR("Sensors reading a fifth juggernaut. We've got a problem here.", 241) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-2_SN_15.wav $Name: 6 Sathanas $Team: -1 $MessageNew: XSTR("Sathanas number six now in system. At this rate, we'll have a hundred Juggernauts bearing down on Capella in no time.", 242) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-2_SN_16.wav $Name: 7 Sathanas $Team: -1 $MessageNew: XSTR("Juggernaut number seven has jumped in. We've got to warn the Alliance. Don't do anything stupid. Just stay alive.", 243) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-2_SN_17.wav $Name: 8 Sathanas $Team: -1 $MessageNew: XSTR("I'm picking up Sathanas 8 now. ", 244) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-2_SN_18.wav $Name: 9 Sathanas $Team: -1 $MessageNew: XSTR("I've got another reading on sensors. Number nine.", 245) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-2_SN_19.wav $Name: 10 minutes left $Team: -1 $MessageNew: XSTR("Here's a safety tip for you, pilots. We got ten minutes before we jump. Don't stray too far.", 246) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-2_SN_20.wav $Name: 5 minutes left $Team: -1 $MessageNew: XSTR("Clock is down to five minutes. Get ready to make our run.", 247) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-2_SN_21.wav $Name: 2 minutes left $Team: -1 $MessageNew: XSTR("Two minutes and counting! Scramble to the node, Alpha!", 248) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-2_SN_22.wav $Name: 1 minute left $Team: -1 $MessageNew: XSTR("Jump drives will come on line in 1 minute. Stand by to engage.", 249) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP3 +Wave Name: LP2-2_SN_23.wav $Name: She's Gonna Blow $Team: -1 $MessageNew: XSTR("Alpha 1, I'm getting some anomalous energy readings off that device. You better stand clear when that thing blows.", 250) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP3 +Wave Name: L2-2_sn_26.wav #Reinforcements ;! 0 total #Background bitmaps ;! 33 total $Num stars: 2000 $Ambient light level: 0 $Sun: SunBlue +Angles: 2.373646 0.000000 0.750491 +Scale: 1.000000 $Sun: SunBlue +Angles: 2.007127 0.000000 1.047197 +Scale: 3.000000 $Starbitmap: neb18 +Angles: 0.994837 0.000000 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb13 +Angles: 0.994837 1.570795 5.393063 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb12 +Angles: 0.994837 0.000000 0.872664 +ScaleX: 4.500000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb13 +Angles: 1.780234 0.785398 0.000000 +ScaleX: 4.500000 +ScaleY: 4.500000 +DivX: 2 +DivY: 2 $Starbitmap: neb18 +Angles: 1.780234 1.570795 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 6.492620 1.570795 0.663225 +ScaleX: 5.000000 +ScaleY: 4.500000 +DivX: 3 +DivY: 2 $Starbitmap: dneb13 +Angles: 2.234020 0.925024 0.872664 +ScaleX: 1.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb12 +Angles: 0.000000 0.000000 1.047197 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: planetc +Angles: 0.785398 0.000000 3.490656 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: planetg +Angles: 0.994837 0.000000 3.333576 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb12 +Angles: 0.733038 0.733038 0.733038 +ScaleX: 3.000000 +ScaleY: 2.200000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 0.855211 2.111847 0.558505 +ScaleX: 2.200000 +ScaleY: 3.500000 +DivX: 1 +DivY: 2 $Starbitmap: neb13 +Angles: 0.366519 0.366519 0.733038 +ScaleX: 2.400000 +ScaleY: 3.200000 +DivX: 1 +DivY: 1 $Starbitmap: neb12 +Angles: 1.117010 1.117010 1.117010 +ScaleX: 2.000000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: neb12 +Angles: 2.111847 1.937314 2.111847 +ScaleX: 3.400000 +ScaleY: 4.100000 +DivX: 1 +DivY: 2 $Starbitmap: neb13 +Angles: 1.937314 3.455749 2.321286 +ScaleX: 2.000000 +ScaleY: 3.500000 +DivX: 1 +DivY: 2 $Starbitmap: neb18 +Angles: 1.745328 0.000000 2.111847 +ScaleX: 3.000000 +ScaleY: 2.700000 +DivX: 1 +DivY: 1 $Starbitmap: neb12 +Angles: 1.937314 3.874628 1.745328 +ScaleX: 2.500000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 1.256636 0.000000 0.628318 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 1.658062 1.570795 0.488692 +ScaleX: 3.200000 +ScaleY: 1.800000 +DivX: 1 +DivY: 1 $Starbitmap: neb12 +Angles: 1.937314 1.832594 0.366519 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 2.111847 2.111847 0.191986 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 2.286380 4.241147 6.265727 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 2.356193 2.356193 5.951568 +ScaleX: 4.500000 +ScaleY: 3.800000 +DivX: 2 +DivY: 2 $Starbitmap: neb12 +Angles: 2.199113 1.326449 5.707222 +ScaleX: 3.000000 +ScaleY: 2.200000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 1.937314 3.298670 5.532689 +ScaleX: 2.000000 +ScaleY: 3.200000 +DivX: 1 +DivY: 1 $Starbitmap: neb12 +Angles: 1.675515 1.867501 5.410516 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 1.326449 1.570795 5.480330 +ScaleX: 4.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb18 +Angles: 0.994837 2.111847 5.637409 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb12 +Angles: 0.750491 3.944441 5.951568 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 0.558505 0.000000 6.230820 +ScaleX: 4.000000 +ScaleY: 2.200000 +DivX: 2 +DivY: 1 $Starbitmap: neb13 +Angles: 0.628318 2.565632 0.174533 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: planete +Angles: 0.872664 0.000000 3.769908 +ScaleX: 0.300000 +ScaleY: 0.300000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 3: Leviticus $Briefing Music: None #End #Mission Info $Version: 0.10 $Name: XSTR("All Alone", 251) $Author: Brad Johnson $Created: 03/26/99 at 16:13:46 $Modified: 10/27/99 at 11:07:45 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("Alpha wing must destroy the Nosferatu, a Moloch-class Shivan corvette. ", 252) $end_multi_text +Game Type Flags: 10 +Flags: 0 +Num Players: 4 +Num Respawns: 12 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -80.976074, 1452.519775, -1595.757080 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("Reconnaissance has located a Moloch-class Shivan corvette, designation $h Nosferatu, in the Gamma Draconis system. Allied forces have tangled with the $h Nosferatu before in this theater of operations, and we've lost many good pilots in the struggle.", 253) $end_multi_text $voice: M05_MB_01.wav $camera_pos: -80.976074, 1452.519775, -1595.757080 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 28 $team: Hostile $class: SCv Moloch $pos: -214.532547, -151.407745, 1291.598877 $label: Nosferatu +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Intelligence believes the corvette was en route to reinforce the Shivan fleet near the Capella jump node. However, the vessel aborted its subspace jump before it could reach its destination, perhaps because of an engine or navigation subsystem failure.", 254) $end_multi_text $voice: M05_MB_02.wav $camera_pos: -961.621033, 1452.519775, -1595.757080 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 28 $team: Hostile $class: SCv Moloch $pos: -214.532547, -151.407745, 1291.598877 $label: Nosferatu +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 33 $team: Friendly $class: SCv Moloch $pos: -1768.823364, -151.407715, 1242.247314 $label: Capella +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("With the corvette isolated from the main Shivan force, we now have an opportunity to take it out of circulation. Your mission is to destroy the $h Nosferatu and its fighter complement. Command will commit no more than one wing for this sortie, and we have just one chance. Given your exemplary combat record, we are confident you are up to the challenge.", 255) $end_multi_text $voice: M05_MB_03.wav $camera_pos: -196.016663, 1485.348633, -1955.690308 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 900 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 28 $team: Hostile $class: SCv Moloch $pos: -214.532547, -151.407745, 1291.598877 $label: Nosferatu +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: -177.500793, 16.154144, 176.682129 $label: Alpha +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 4 $Formula: ( and ( is-destroyed-delay 0 "Nosferatu" ) ( or ( is-destroyed-delay 0 "Virgo" "Cancer" "Libra" ) ( and ( is-destroyed-delay 0 "Virgo" ) ( not ( has-arrived-delay 0 "Cancer" ) ) ) ( and ( is-destroyed-delay 0 "Cancer" ) ( not ( has-arrived-delay 0 "Libra" ) ) ) ) ) $Multi text XSTR("Well done, Alpha wing. Outnumbered and outgunned, you destroyed the Nosferatu and its fighters before they could wreak havoc on the front lines. Your actions today avenged the deaths of those who lost their lives fighting this warship. Command will be very pleased with this outcome.", 256) $end_multi_text $Voice: M05_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Nosferatu" ) ( or ( and ( has-arrived-delay 0 "Virgo" ) ( not ( is-destroyed-delay 0 "Virgo" ) ) ) ( and ( has-arrived-delay 0 "Cancer" ) ( not ( is-destroyed-delay 0 "Cancer" ) ) ) ( and ( has-arrived-delay 0 "Libra" ) ( not ( is-destroyed-delay 0 "Libra" ) ) ) ) ) $Multi text XSTR("Good work, Alpha. You destroyed the Nosferatu before it could wreak havoc on the front lines. Your actions today avenged the deaths of those who lost their lives fighting this warship. Regrettably, some of the Dragon fighters survived the assault. As you know, Dragons are among the most formidable fighters in the Shivan arsenal, and reducing their numbers is always a high priority. Nevertheless, you achieved your primary objective.", 257) $end_multi_text $Voice: M05_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Virgo" "Cancer" "Libra" ) ( not ( is-destroyed-delay 0 "Nosferatu" ) ) ) $Multi text XSTR("Although you neutralized the Nosferatu's fighter complement, you failed to achieve your primary objective. Consequently, the Nosferatu remains a formidable threat to our forces in the Gamma Draconis system. Needless to say, Command will be disappointed with this outcome.", 258) $end_multi_text $Voice: M05_DB_03.wav $Recommendation text: XSTR("Be sure to take along at least two bombers to destroy the Nosferatu.", 259) $end_multi_text $Formula: ( and ( or ( has-departed-delay 0 "Nosferatu" ) ( not ( is-destroyed-delay 0 "Nosferatu" ) ) ) ( or ( not ( is-destroyed-delay 0 "Virgo" ) ) ( not ( is-destroyed-delay 0 "Cancer" ) ) ( not ( is-destroyed-delay 0 "Libra" ) ) ) ) $Multi text XSTR("Command will not be pleased with your failure to destroy the Nosferatu or its fighters. You were selected for this mission because the Allied leadership had faith in your ability to perform under pressure. Unfortunately, our assessment of your skills is significantly off the mark. The Nosferatu remains a formidable threat to our forces in the Gamma Draconis system.", 260) $end_multi_text $Voice: M05_DB_04.wav $Recommendation text: XSTR("Be sure to take along at least two bombers to destroy the Nosferatu.", 259) $end_multi_text #Players ;! 4 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 4 "GTF Hercules Mark II" 2 "GTF Ares" 4 "GTF Erinyes" 4 "GTF Perseus" 4 "GTF Myrmidon" 4 "GTB Artemis" 2 "GTB Artemis D.H." 4 "GTB Medusa" 4 "GTB Ursa" 4 "GTB Zeus" 4 "GTB Boanerges" 4 "GVF Serapis" 4 "GVF Tauret" 4 "GVB Sekhmet" 4 "GVB Bakha" 4 ) +Weaponry Pool: ( "Subach HL-7" 16 "Akheton SDG" 16 "Morning Star" 16 "Prometheus R" 18 "Prometheus S" 20 "Maxim" 16 "UD-8 Kayser" 16 "Circe" 16 "Lamprey" 16 "Rockeye" 500 "Tempest" 500 "Hornet" 780 "Tornado" 500 "Harpoon" 468 "Trebuchet" 500 "Piranha" 500 "Stiletto II" 500 "Infyrno" 500 "Cyclops#short" 616 "EMP Adv." 500 ) #Objects ;! 14 total $Name: Alpha 1 ;! Object #0 $Class: GTF Hercules Mark II $Team: Friendly $Location: 0.000000, 0.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" "Prometheus R" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Hercules Mark II $Team: Friendly $Location: -103.911118, 28.904663, -101.470985 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" "Prometheus R" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTB Artemis $Team: Friendly $Location: 99.853203, -23.312599, -97.569519 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GTB Artemis $Team: Friendly $Location: 0.000000, 55.621124, -195.946854 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Nosferatu ;! Object #4 $Class: SCv Moloch $Team: Hostile $Location: 11.950749, -151.407776, 2202.013184 $Orientation: 0.966390, 0.000000, -0.257081, 0.000000, 1.000000, 0.000000, 0.257081, 0.000000, 0.966390 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: navigation $Damage: 94 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( > ( hits-left-subsystem "Nosferatu" "navigation" ) 90 ) $Determination: 10 +Flags: ( "no-shields" "escort" )+Respawn priority: 99 +Escort priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Virgo 1 ;! Object #5 $Class: SF Astaroth $Team: Hostile $Location: -261.805359, 0.000014, 2010.383667 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Virgo 2 ;! Object #6 $Class: SF Astaroth $Team: Hostile $Location: -217.485367, 0.000000, 2004.763916 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Virgo 3 ;! Object #7 $Class: SF Astaroth $Team: Hostile $Location: -235.977798, -0.000030, 2113.876709 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Cancer 1 ;! Object #8 $Class: SF Mara $Team: Hostile $Location: -401.351532, -0.000033, 1714.736084 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Cancer 2 ;! Object #9 $Class: SF Mara $Team: Hostile $Location: -300.021179, -0.000024, 1699.254150 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Cancer 3 ;! Object #10 $Class: SF Mara $Team: Hostile $Location: -353.454895, -0.000002, 1564.945801 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Libra 1 ;! Object #11 $Class: SF Astaroth $Team: Hostile $Location: -709.949524, -0.000017, 2032.618042 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Libra 2 ;! Object #12 $Class: SF Astaroth $Team: Hostile $Location: -811.078125, -0.000024, 1909.992188 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Libra 3 ;! Object #13 $Class: SF Astaroth $Team: Hostile $Location: -709.949036, 0.000006, 1893.021851 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 #Wings ;! 4 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Virgo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Nosferatu $Arrival Cue: ( or ( < ( distance "" "Nosferatu" ) 1000 ) ( < ( hits-left "Nosferatu" ) 100 ) ) $Departure Location: Hyperspace $Departure Cue: ( has-departed-delay 5 "Nosferatu" ) $Ships: ( ;! 3 total "Virgo 1" "Virgo 2" "Virgo 3" ) $AI Goals: ( goals ( ai-guard "Nosferatu" 89 ) ) +Flags:( ) $Name: Cancer $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Nosferatu $Arrival Cue: ( is-destroyed-delay 30 "Virgo" ) $Departure Location: Hyperspace $Departure Cue: ( has-departed-delay 4 "Nosferatu" ) $Ships: ( ;! 3 total "Cancer 1" "Cancer 2" "Cancer 3" ) $AI Goals: ( goals ( ai-guard "Nosferatu" 89 ) ) +Flags:( ) $Name: Libra $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Libra 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Nosferatu $Arrival Cue: ( is-destroyed-delay 30 "Cancer" ) $Departure Location: Hyperspace $Departure Cue: ( has-departed-delay 4 "Nosferatu" ) $Ships: ( ;! 3 total "Libra 1" "Libra 2" "Libra 3" ) $AI Goals: ( goals ( ai-guard "Nosferatu" 89 ) ) +Flags:( ) #Events ;! 24 total $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Destroy Virgo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Destroy Cancer +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( is-destroyed-delay 0 "Libra" ) ( do-nothing ) ) +Name: Destroy Libra +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Libra", 18) $Formula: ( when ( has-time-elapsed 45 ) ( repair-subsystem "Nosferatu" "navigation" ( rand 5 9 ) ) ) +Name: Repair +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( repair-subsystem "Nosferatu" "navigation" ( rand 5 9 ) ) ) +Name: Repair 2 +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( repair-subsystem "Nosferatu" "navigation" ( rand 5 9 ) ) ) +Name: Repair 3 +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( repair-subsystem "Nosferatu" "navigation" ( rand 5 9 ) ) ) +Name: Repair 4 +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( repair-subsystem "Nosferatu" "navigation" ( rand 5 9 ) ) ) +Name: Repair 5 +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( repair-subsystem "Nosferatu" "navigation" ( rand 5 9 ) ) ) +Name: Repair 6 +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( repair-subsystem "Nosferatu" "navigation" ( rand 5 9 ) ) ) +Name: Repair 7 +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( repair-subsystem "Nosferatu" "navigation" ( rand 5 9 ) ) ) +Name: Repair 8 +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( repair-subsystem "Nosferatu" "navigation" ( rand 5 9 ) ) ) +Name: Repair 9 +Repeat Count: 10 +Interval: 7 +Chained: 7 $Formula: ( when ( and ( has-time-elapsed 55 ) ( not ( is-destroyed-delay 0 "Nosferatu" ) ) ) ( send-message "#Command" "High" "Navigation Fix" ) ( validate-goal "Disable Nosferatu" ) ) +Name: Navigation Fix +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-disabled-delay 0 "Nosferatu" ) ( do-nothing ) ) +Name: Disable Nosferatu +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Disable Nosferatu", 261) $Formula: ( when ( and ( is-destroyed-delay 5 "Nosferatu" ) ( or ( and ( has-arrived-delay 0 "Virgo" ) ( not ( is-destroyed-delay 0 "Virgo" ) ) ) ( and ( has-arrived-delay 0 "Cancer" ) ( not ( is-destroyed-delay 0 "Cancer" ) ) ) ( and ( has-arrived-delay 0 "Libra" ) ( not ( is-destroyed-delay 0 "Libra" ) ) ) ) ( not ( is-event-true-delay "Nosferatu No Fighters" 0 ) ) ) ( send-message "#Command" "High" "Nosferatu w/fighters" ) ) +Name: Nosferatu w/fighters +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 5 "Nosferatu" ) ( or ( is-destroyed-delay 0 "Virgo" "Cancer" "Libra" ) ( and ( is-destroyed-delay 0 "Virgo" ) ( not ( has-arrived-delay 0 "Cancer" ) ) ) ( and ( is-destroyed-delay 0 "Cancer" ) ( not ( has-arrived-delay 0 "Libra" ) ) ) ) ) ( send-message "#Command" "High" "Return To Base Pilots" ) ) +Name: Fighters Destroyed +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( has-departed-delay 0 "Alpha" ) ( do-nothing ) ) +Name: Return To Base 3 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( and ( is-destroyed-delay 5 "Nosferatu" ) ( or ( is-destroyed-delay 0 "Virgo" "Cancer" "Libra" ) ( and ( is-destroyed-delay 0 "Virgo" ) ( not ( has-arrived-delay 0 "Cancer" ) ) ) ( and ( is-destroyed-delay 0 "Cancer" ) ( not ( has-arrived-delay 0 "Libra" ) ) ) ( not ( has-arrived-delay 0 "Virgo" ) ) ) ( not ( is-event-true-delay "Nosferatu w/fighters" 0 ) ) ) ( send-message "#Command" "High" "Nosferatu No Fighters" ) ) +Name: Nosferatu No Fighters +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha" ) ( do-nothing ) ) +Name: Return To Base 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( > ( hits-left-subsystem "Nosferatu" "navigation" ) 90 ) ( send-message "#Command" "High" "Nosferatu Warps" ) ) +Name: Nosferatu Warps +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Nosferatu" ) ( do-nothing ) ) +Name: Nosferatu Warps 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( has-departed-delay 0 "Alpha" ) ( do-nothing ) ) +Name: Return To Base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( is-destroyed-delay 0 "Nosferatu" ) ( do-nothing ) ) +Name: Destroy Nosferatu +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Nosferatu", 262) $Formula: ( when ( and ( is-destroyed-delay 0 "Nosferatu" ) ( not ( is-goal-true-delay "Disable Nosferatu" 0 ) ) ) ( invalidate-goal "Disable Nosferatu" ) ) +Name: Nosferatu Destroyed Goal +Repeat Count: 1 +Interval: 1 #Goals ;! 2 total $Type: Primary +Name: Destroy The Nosferatu $MessageNew: XSTR("Destroy the Nosferatu", 263) $end_multi_text $Formula: ( and ( is-destroyed-delay 1 "Nosferatu" ) ( not ( has-departed-delay 0 "Nosferatu" ) ) ) +Score: 200 $Type: Secondary +Name: Disable Nosferatu $MessageNew: XSTR("Disable the Nosferatu.", 264) $end_multi_text $Formula: ( or ( is-disabled-delay 3 "Nosferatu" ) ( is-destroyed-delay 4 "Nosferatu" ) ) +Invalid #Waypoints ;! 0 lists total #Messages ;! 212 total $Name: Navigation Fix $Team: -1 $MessageNew: XSTR("Check the status of their navigation subsystem, Alpha. Do not let that ship get away!", 265) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M5_AC_03.wav $Name: Nosferatu w/fighters $Team: -1 $MessageNew: XSTR("Excellent work, Alpha wing. The Nosferatu is history. Destroy the remaining fighters and return to base.", 266) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M5_AC_01.wav $Name: Nosferatu No Fighters $Team: -1 $MessageNew: XSTR("Excellent work, Alpha wing. The Nosferatu is history. You may now return to base.", 267) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M5_AC_02.wav $Name: Nosferatu Warps $Team: -1 $MessageNew: XSTR("The Nosferatu is powering up its subspace drive. Mission aborted. Secure the area and return to base.", 268) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M5_AC_04.wav $Name: Return To Base Pilots $Team: -1 $MessageNew: XSTR("Good work, pilots. Return to base.", 269) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M5_AC_05.wav #Reinforcements ;! 0 total #Background bitmaps ;! 35 total $Num stars: 1260 $Ambient light level: 0 $Sun: SunGold +Angles: 5.235983 0.000000 3.874628 +Scale: 2.000000 $Starbitmap: dneb03 +Angles: 0.558505 0.663225 0.122173 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb13 +Angles: 0.802851 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb18 +Angles: 0.000000 1.308996 0.645771 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb03 +Angles: 5.864302 0.872664 5.777035 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb18 +Angles: 5.777035 2.740165 5.585049 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 0.000000 0.000000 5.846848 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb13 +Angles: 5.881755 5.009091 5.532689 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb03 +Angles: 5.585049 0.366519 5.393063 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb18 +Angles: 0.558505 0.628318 6.126101 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb13 +Angles: 5.218530 0.000000 5.218530 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 5.009091 5.585049 5.218530 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 5.585049 5.585049 0.925024 +ScaleX: 2.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb18 +Angles: 5.777035 2.321286 0.802851 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb13 +Angles: 6.021381 4.468040 0.628318 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 5.585049 0.558505 0.925024 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb03 +Angles: 5.358157 2.740165 0.628318 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb18 +Angles: 5.131264 5.951568 0.488692 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb13 +Angles: 4.991638 0.855211 0.418879 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb03 +Angles: 4.764745 1.692968 0.174533 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb03 +Angles: 5.253437 3.455749 1.117010 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb18 +Angles: 5.078904 1.256636 1.308996 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb13 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 3.508109 0.366519 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb18 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb13 +Angles: 4.886918 4.258600 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 4.345866 0.366519 2.199113 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 3.874628 1.570795 2.391099 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb18 +Angles: 4.014254 0.558505 0.942477 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb13 +Angles: 4.345866 1.797688 0.698131 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 4.520399 2.129300 0.541052 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb13 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb13 +Angles: 3.944441 1.570795 0.488692 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: planete +Angles: 0.000000 0.436332 3.228857 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb18 +Angles: 0.314159 1.727875 0.349066 +ScaleX: 2.500000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 1: Genesis $Briefing Music: Brief1 #End #Mission Info $Version: 0.10 $Name: XSTR("Forward Edge Battle Area", 270) $Author: Chad Nicholas $Created: 08/13/99 at 10:15:34 $Modified: 10/20/99 at 17:33:44 $Notes: 8 player co-op against Shivans$End Notes: $Mission Desc: XSTR("The GTVA must prevent the Shivans from using a jump node. (Max Respawns: 10)", 271) $end_multi_text +Game Type Flags: 10 +Flags: 0 +Num Players: 6 +Num Respawns: 10 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -13369.794922, -41.848148, 7129.448730 +Viewer orient: -0.542294, -0.000000, -0.840189, -0.041758, 0.998764, 0.026952, 0.839150, 0.049700, -0.541624 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Welcome to the $f GVD $f Zednanreh, pilots. Our mission here is simple. We are to guard the jump node to Epsilon Pegasi. Shivan battle groups continually try to gain control of this node and enter the system beyond. We cannot let them. The $f 32nd $f Battle $f Group is engaged with the Shivans on the other side of the node. Our patrol begins in 15 minutes. That is all, pilots.", 272) $end_multi_text $voice: M08_MB_01.wav $camera_pos: -431.945984, 20163.353516, 68.181870 $camera_orient: -0.001114, 0.000000, -0.999999, 0.999998, 0.001649, -0.001114, 0.001649, -0.999999, -0.000002 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Friendly $class: GVD Hatshepsut $pos: 0.000000, 500.000000, 2500.000000 $label: GVD Zednanreh +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GVF Serapis $pos: 2389.662842, 420.000000, 2704.363281 $label: Alpha Wing +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 17 $team: Friendly $class: GVB Sekhmet $pos: -2800.508789, 420.000000, 2625.000000 $label: Beta Wing +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 33 $team: Friendly $class: Knossos $pos: 0.000000, 0.000000, 7403.062988 $label: Jump Node +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 5 $team: Hostile $class: SC Rakshasa $pos: 0.000000, 0.000000, -6000.000000 $label: Shivan cruisers +id: 7 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 4 $Formula: ( is-goal-true-delay "stopTheShivans" 0 ) $Multi text XSTR("You succeeded in stopping the Shivans. The 32nd will have you to thank for making their lives much easier. Well done. ", 273) $end_multi_text $Voice: M08_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-goal-true-delay "protectCruiser" 0 ) ( is-goal-false-delay "stopTheShivans" 0 ) ) $Multi text XSTR("The Shivans have broken through to the Epsilon Pegasi system. You could have prevented this, if you had performed better. The 32nd has failed to report in. We are assuming they have been neutralized by the Shivans. Only you know how much better you might have flown today, pilot. I hope you sleep well tonight.", 274) $end_multi_text $Voice: M08_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-goal-false-delay "protectCruiser" 0 ) ( is-goal-false-delay "stopTheShivans" 0 ) ) $Multi text XSTR("The Shivans have broken through to the Epsilon Pegasi system. You could have prevented this, if you had performed better. The 32nd has failed to report in. We are assuming they have been neutralized by the Shivans. We also lost the Zednanreh, a loss that you perhaps could have prevented. Only you know how much better you might have flown today, pilot. I hope you sleep well tonight.", 275) $end_multi_text $Voice: M08_DB_03.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( not ( is-event-true-delay "End: missionOver" 0 ) ) ( not ( is-event-true-delay "End: missionFailed" 0 ) ) ) $Multi text XSTR("You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.", 180) $end_multi_text $Voice: M08_DB_04.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 6 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GVF Seth" 8 "GVF Horus" 8 "GVF Thoth" 8 "GVF Serapis" 8 "GVF Tauret" 8 "GVB Sekhmet" 8 "GVB Osiris" 8 "GVB Bakha" 8 ) +Weaponry Pool: ( "Mekhu HL-7" 12 "Akheton SDG" 11 "Prometheus R" 6 "Prometheus S" 12 "UD-8 Kayser" 8 "Circe" 8 "Lamprey" 8 "Rockeye" 500 "Tempest" 500 "Hornet" 600 "Tornado" 440 "Harpoon" 312 "Trebuchet" 120 "Piranha" 53 "Stiletto II" 64 "Infyrno" 32 "Cyclops#short" 178 ) #Objects ;! 34 total $Name: Alpha 1 ;! Object #0 $Class: GVF Serapis $Team: Friendly $Location: 1100.000000, 650.000000, 1500.000000 $Orientation: -1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, -1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GVF Serapis $Team: Friendly $Location: 1050.000000, 650.000000, 1450.000000 $Orientation: -0.999999, 0.000000, -0.001680, 0.000000, 1.000000, 0.000000, 0.001680, 0.000000, -0.999999 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GVF Serapis $Team: Friendly $Location: 1150.000000, 650.000000, 1450.000000 $Orientation: -0.999999, 0.000000, 0.001658, 0.000000, 1.000000, 0.000000, -0.001658, 0.000000, -0.999999 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #3 $Class: GVB Sekhmet $Team: Friendly $Location: -1100.000000, 650.000000, 1500.000000 $Orientation: -1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, -1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Beta 2 ;! Object #4 $Class: GVB Sekhmet $Team: Friendly $Location: -1150.000000, 650.000000, 1450.000000 $Orientation: -0.999997, 0.000000, -0.002317, 0.000000, 1.000000, 0.000000, 0.002317, 0.000000, -0.999997 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Beta 3 ;! Object #5 $Class: GVB Sekhmet $Team: Friendly $Location: -1050.000000, 650.000000, 1450.000000 $Orientation: -0.999997, 0.000000, 0.002285, 0.000000, 1.000000, 0.000000, -0.002285, 0.000000, -0.999997 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Zednanreh ;! Object #6 $Class: GVD Hatshepsut $Team: Friendly $Location: 0.000000, 500.000000, 2500.000000 $Orientation: -0.998201, -0.021684, -0.055906, 0.000000, 0.932327, -0.361615, 0.059964, -0.360964, -0.930650 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Sbank Ammo: ( 0 ) +Subsystem: turret06 +Sbank Ammo: ( 0 ) +Subsystem: turret07 +Sbank Ammo: ( 0 ) +Subsystem: turret08 +Sbank Ammo: ( 0 ) +Subsystem: turret09 +Sbank Ammo: ( 0 ) +Subsystem: turret10 +Secondary Banks: ( "" ) +Sbank Ammo: ( 0 ) +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 +Subsystem: turret27 +Subsystem: turret28 +Subsystem: turret29 +Subsystem: turret30 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 $Name: Chamos ;! Object #7 $Class: SC Rakshasa $Team: Hostile $Location: 1000.000000, 0.000000, -3000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "shivanPathRight" 80 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 $Arrival Location: Hyperspace $Arrival Cue: ( has-time-elapsed 8 ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "Chamos" "shivanPathRight" 0 ) $Determination: 10 +Flags: ( "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Rahab ;! Object #8 $Class: SC Rakshasa $Team: Hostile $Location: -1000.000000, 0.000000, -3000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "shivanPathLeft" 80 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 $Arrival Location: Hyperspace $Arrival Cue: ( or ( < ( hits-left "Chamos" ) 20 ) ( is-destroyed-delay 0 "Chamos" ) ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "Rahab" "shivanPathLeft" 0 ) $Determination: 10 +Flags: ( "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Chemosh ;! Object #9 $Class: SD Ravana $Team: Hostile $Location: 0.000000, 0.000000, -8000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 +Sbank Ammo: ( 0 ) +Subsystem: turret27 +Subsystem: turret28 +Subsystem: turret29 +Subsystem: turret30 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 12 "Rahab" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 $Name: Aries 1 ;! Object #10 $Class: SF Mara $Team: Hostile $Location: 497.800049, 0.000000, -2794.959961 $Orientation: 0.900935, 0.000000, 0.433954, 0.037555, 0.996248, -0.077968, -0.432326, 0.086541, 0.897555 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 2 ;! Object #11 $Class: SF Mara $Team: Hostile $Location: 395.349365, -0.000032, -2872.985840 $Orientation: 0.910187, 0.000000, 0.414197, 0.035678, 0.996283, -0.078401, -0.412657, 0.086137, 0.906805 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 3 ;! Object #12 $Class: SF Mara $Team: Hostile $Location: 594.452881, -0.000502, -2799.260254 $Orientation: 0.894465, 0.000000, 0.447138, 0.038389, 0.996308, -0.076793, -0.445487, 0.085854, 0.891162 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 4 ;! Object #13 $Class: SF Mara $Team: Hostile $Location: 512.643066, -0.000252, -2857.582520 $Orientation: 0.901962, 0.000000, 0.431816, 0.036969, 0.996328, -0.077220, -0.430230, 0.085613, 0.898650 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 5 ;! Object #14 $Class: SF Mara $Team: Hostile $Location: 405.940918, 0.000052, -2996.845703 $Orientation: 0.913089, 0.000000, 0.407759, 0.034430, 0.996429, -0.077099, -0.406303, 0.084437, 0.909829 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 1 ;! Object #15 $Class: SF Mara $Team: Hostile $Location: -579.473145, -0.000747, -2793.057617 $Orientation: 0.897976, 0.000000, -0.440044, -0.038326, 0.996200, -0.078210, 0.438372, 0.087096, 0.894564 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 2 ;! Object #16 $Class: SF Mara $Team: Hostile $Location: -464.739258, -0.000599, -2839.226563 $Orientation: 0.907270, 0.000000, -0.420548, -0.036677, 0.996190, -0.079125, 0.418946, 0.087213, 0.903813 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 3 ;! Object #17 $Class: SF Mara $Team: Hostile $Location: -751.582031, -0.001348, -2703.075684 $Orientation: 0.882515, 0.000000, -0.470284, -0.040973, 0.996198, -0.076887, 0.468496, 0.087123, 0.879159 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 4 ;! Object #18 $Class: SF Mara $Team: Hostile $Location: -658.017090, 0.000448, -2871.628906 $Orientation: 0.895242, 0.000000, -0.445579, -0.038112, 0.996335, -0.076574, 0.443947, 0.085534, 0.891962 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 5 ;! Object #19 $Class: SF Mara $Team: Hostile $Location: -754.214600, -0.000873, -2867.348633 $Orientation: 0.888453, 0.000000, -0.458968, -0.038994, 0.996384, -0.075482, 0.457309, 0.084959, 0.885240 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 1 ;! Object #20 $Class: SF Astaroth $Team: Hostile $Location: 412.697388, 0.000587, -5481.784180 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 2 ;! Object #21 $Class: SF Astaroth $Team: Hostile $Location: 529.853516, 0.000023, -5392.996094 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 3 ;! Object #22 $Class: SF Astaroth $Team: Hostile $Location: 520.681824, -0.000619, -5543.878906 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 4 ;! Object #23 $Class: SF Astaroth $Team: Hostile $Location: 387.143402, 0.000481, -5613.242188 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 1 ;! Object #24 $Class: SF Astaroth $Team: Hostile $Location: -747.218262, 0.000800, -5336.179688 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 2 ;! Object #25 $Class: SF Astaroth $Team: Hostile $Location: -670.399536, 0.000899, -5263.609375 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 3 ;! Object #26 $Class: SF Astaroth $Team: Hostile $Location: -640.415100, -0.000341, -5454.485352 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 4 ;! Object #27 $Class: SF Astaroth $Team: Hostile $Location: -770.993958, -0.000704, -5486.413086 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 1 ;! Object #28 $Class: SB Taurvi $Team: Hostile $Location: -154.591766, -0.000028, -5804.324219 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Taurus 2 ;! Object #29 $Class: SB Taurvi $Team: Hostile $Location: -85.085281, -0.000319, -5849.134766 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Taurus 3 ;! Object #30 $Class: SB Taurvi $Team: Hostile $Location: -245.824478, 0.000283, -5942.134766 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Taurus 4 ;! Object #31 $Class: SB Taurvi $Team: Hostile $Location: -274.102692, 0.000409, -5865.079102 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Taurus 5 ;! Object #32 $Class: SB Taurvi $Team: Hostile $Location: -100.520287, -0.000700, -5976.781250 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Taurus 6 ;! Object #33 $Class: SB Taurvi $Team: Hostile $Location: -189.469116, 0.000796, -6095.697266 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 #Wings ;! 7 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Alpha 1" "Alpha 2" "Alpha 3" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Beta 1" "Beta 2" "Beta 3" ) +Hotkey: 1 +Flags:( ) $Name: Aries $Waves: 2 $Wave Threshold: 1 $Special Ship: 0 ;! Aries 1 $Arrival Location: Near Ship +Arrival Distance: 2000 $Arrival Anchor: Chamos $Arrival Cue: ( and ( has-arrived-delay 20 "Chamos" ) ( not ( is-destroyed-delay 0 "Chamos" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 5 total "Aries 1" "Aries 2" "Aries 3" "Aries 4" "Aries 5" ) +Flags:( ) +Wave Delay Min: 10 +Wave Delay Max: 20 $Name: Leo $Waves: 2 $Wave Threshold: 1 $Special Ship: 0 ;! Leo 1 $Arrival Location: Near Ship +Arrival Distance: 2000 $Arrival Anchor: Rahab $Arrival Cue: ( and ( has-arrived-delay 20 "Rahab" ) ( not ( is-destroyed-delay 0 "Rahab" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 5 total "Leo 1" "Leo 2" "Leo 3" "Leo 4" "Leo 5" ) $AI Goals: ( goals ( ai-guard "Rahab" 80 ) ( ai-chase-any 50 ) ) +Hotkey: 4 +Flags:( ) +Wave Delay Min: 10 +Wave Delay Max: 15 $Name: Gemini $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Gemini 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Chemosh $Arrival Cue: ( and ( < ( hits-left "Chemosh" ) 60 ) ( not ( is-destroyed-delay 0 "Chemosh" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gemini 1" "Gemini 2" "Gemini 3" "Gemini 4" ) $AI Goals: ( goals ( ai-guard "Chemosh" 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 7 $Name: Scorpio $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Scorpio 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Chemosh $Arrival Cue: ( and ( < ( hits-left "Chemosh" ) 91 ) ( not ( is-destroyed-delay 0 "Chemosh" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Scorpio 1" "Scorpio 2" "Scorpio 3" "Scorpio 4" ) $AI Goals: ( goals ( ai-guard "Chemosh" 50 ) ) +Flags:( ) +Wave Delay Min: 2 +Wave Delay Max: 7 $Name: Taurus $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Chemosh $Arrival Cue: ( and ( < ( distance "Chemosh" "Zednanreh" ) 3000 ) ( not ( is-destroyed-delay 0 "Chemosh" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Taurus 1" "Taurus 2" "Taurus 3" "Taurus 4" "Taurus 5" "Taurus 6" ) $AI Goals: ( goals ( ai-chase "Zednanreh" 80 ) ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 8 +Wave Delay Max: 20 #Events ;! 17 total $Formula: ( when ( true ) ( beam-free-all "Zednanreh" ) ( beam-lock "Zednanreh" "turret01" "turret02" "turret03" "turret04" ) ) +Name: BeamsOn: Hatshepsut +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Chemosh" ) ( beam-free-all "Zednanreh" ) ) +Name: BeamsOn: HatshepsutAll +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( beam-free-all "Chamos" ) ) +Name: BeamsOn: rakshasaR +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( beam-free-all "Rahab" ) ) +Name: BeamsOn: rakshasaL +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Chemosh" ) ( beam-free-all "Chemosh" ) ) +Name: BeamsOn: ravana +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Chamos" "Rahab" ) ( add-goal "Chemosh" ( ai-waypoints-once "shivanPathMiddle" 89 ) ) ) +Name: MoveOut: demonMoves +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Chemosh" "Chamos" "Rahab" ) ( add-goal "Zednanreh" ( ai-waypoints-once "vasudanCruiserExt" 89 ) ) ) +Name: MoveOut: vasudanMoves +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( add-goal "Zednanreh" ( ai-warp-out 89 ) ) ) +Name: WarpOut: vasudanWarps +Repeat Count: 1 +Interval: 1 +Chained: 80 $Formula: ( when ( true ) ( send-message "Zednanreh" "High" "End_Hatshepsut_missionOver" ) ) +Name: End: missionOver +Repeat Count: 1 +Interval: 1 +Chained: 2 $Formula: ( when ( has-departed-delay 0 "Alpha" "Beta" ) ( do-nothing ) ) +Name: Directive: returnToBase_pass +Repeat Count: 1 +Interval: 1 +Chained: 3 +Objective: XSTR("Return to base", 66) $Formula: ( when ( or ( is-destroyed-delay 0 "Zednanreh" ) ( has-departed-delay 0 "Chamos" ) ( has-departed-delay 0 "Rahab" ) ( has-departed-delay 0 "Chemosh" ) ) ( send-message "#Command" "High" "End_Command_missionFailed" ) ) +Name: End: missionFailed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha" "Beta" ) ( do-nothing ) ) +Name: Directive: returnToBase_fail +Repeat Count: 1 +Interval: 1 +Chained: 3 +Objective: XSTR("Return to base", 66) $Formula: ( when ( is-destroyed-delay 0 "Aries" ) ( do-nothing ) ) +Name: Destroy Aries +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aries", 14) $Formula: ( when ( is-destroyed-delay 0 "Leo" ) ( do-nothing ) ) +Name: Destroy Leo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Leo", 15) $Formula: ( when ( is-destroyed-delay 0 "Gemini" ) ( do-nothing ) ) +Name: Destroy Gemini +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Gemini", 16) $Formula: ( when ( is-destroyed-delay 0 "Scorpio" ) ( do-nothing ) ) +Name: Destroy Scorpio +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Scorpio", 61) $Formula: ( when ( is-destroyed-delay 0 "Taurus" ) ( do-nothing ) ) +Name: Destroy Taurus +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Taurus", 19) #Goals ;! 2 total $Type: Primary +Name: stopTheShivans $MessageNew: XSTR("Prevent the Shivans from using the jump node", 276) $end_multi_text $Formula: ( is-destroyed-delay 0 "Chamos" "Rahab" "Chemosh" ) +Score: 1500 $Type: Primary +Name: protectCruiser $MessageNew: XSTR("Protect the Zednanreh", 277) $end_multi_text $Formula: ( has-departed-delay 0 "Zednanreh" ) +Score: 1000 #Waypoints ;! 4 lists total $Jump Node: 0.000000, 0.000000, 5000.000000 $Jump Node Name: Jump Node 0 $Name: shivanPathRight $List: ( ;! 3 points in list ( 1000.000000, 0.000000, -1000.000000 ) ( 500.000000, 1250.000000, 3000.000000 ) ( 250.000000, 250.000000, 4600.000000 ) ) $Name: shivanPathLeft $List: ( ;! 3 points in list ( -1000.000000, 0.000000, -1000.000000 ) ( -500.000000, 1250.000000, 3000.000000 ) ( -250.000000, 250.000000, 4600.000000 ) ) $Name: shivanPathMiddle $List: ( ;! 3 points in list ( 165.620010, -0.000028, -1003.844788 ) ( 0.000000, 1500.000000, 2750.000000 ) ( 0.000000, 350.000000, 4250.000000 ) ) $Name: vasudanCruiserExt $List: ( ;! 1 points in list ( 0.000000, 0.000000, 5000.000000 ) ) #Messages ;! 209 total $Name: End_Hatshepsut_missionOver $Team: -1 $MessageNew: XSTR("This mission is over. It is time to leave now.", 278) $end_multi_text +Persona: Large Ship Vasudan +AVI Name: Head-VC +Wave Name: M8_Ze_01.wav $Name: End_Command_missionFailed $Team: -1 $MessageNew: XSTR("This mission has failed. 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+DivX: 1 +DivY: 1 $Starbitmap: dneb17 +Angles: 0.314159 1.727875 0.349066 +ScaleX: 2.500000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 6: Joshua $Briefing Music: Brief1 #End #Mission Info $Version: 0.10 $Name: XSTR("Blockade Run", 280) $Author: Chad Nicholas $Created: 07/30/99 at 11:19:51 $Modified: 10/27/99 at 10:48:33 $Notes: $End Notes: $Mission Desc: XSTR("The NTF attempts to penetrate a GTVA blockade of a jump node.", 281) $end_multi_text +Game Type Flags: 10 +Flags: 0 +Num Players: 8 +Num Respawns: 99 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -110.663315, 10.872444, 6439.152832 +Viewer orient: 1.000000, -0.000000, 0.000032, -0.000032, -0.006685, 0.999978, 0.000000, -0.999978, -0.006685 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Sexp_variables $Variables: ( 0 "A1_high" "55" "number" 1 "A1_low" "60" "number" 2 "preDamage_E_high" "80" "number" 3 "preDamage_E_low" "65" "number" 4 "preDamage_H_high" "60" "number" 5 "preDamage_H_low" "45" "number" 6 "preDamage_I_high" "45" "number" 7 "preDamage_I_low" "35" "number" 8 "preDamage_M_high" "70" "number" 9 "preDamage_M_low" "55" "number" 10 "preDamage_VE_high" "93" "number" 11 "preDamage_VE_low" "81" "number" 12 "Sub_high" "100" "number" 13 "Sub_low" "100" "number" ) #Command Briefing #Briefing $start_briefing $num_stages: 5 $start_stage $multi_text XSTR("We have just received a communication from Admiral Bosch. His orders are for every $f NTF battle group to send half its strength to the Deneb system immediately. There's an offensive planned and Bosch wants to gather forces before striking. Our group will send the three warships you helped us capture in your previous mission.", 3412) $end_multi_text $voice: M07_MB_01.wav $camera_pos: -110.663315, 10.872444, 6439.152832 $camera_orient: 1.000000, 0.000000, 0.000032, -0.000032, -0.006685, 0.999978, 0.000000, -0.999978, -0.006685 $camera_time: 10000 $num_lines: 0 $num_icons: 0 $Flags: 0 $Formula: ( true ) $end_stage $start_stage $multi_text XSTR("The ships have been repaired and re-commissioned as the $f Retribution, $f Righteous, and the $f Vindication. I've called you here today because there's a problem. The $h GTVA has apparently gotten wind of Bosch's plans and has moved to prevent him from gathering more force.", 283) $end_multi_text $voice: M07_MB_02.wav $camera_pos: -6.279263, 2465.815674, 6439.144531 $camera_orient: -0.001437, 0.000000, 0.999999, -0.999977, -0.006685, -0.001437, 0.006685, -0.999978, 0.000010 $camera_time: 8000 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 33 $team: Friendly $class: GTF Ulysses $pos: 0.000000, 0.000000, 7000.000000 $label: Jump Node 1 +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 21 $team: Hostile $class: GTC Aeolus $pos: 0.000000, 0.000000, 6000.000000 $label: Blockade +id: 2 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("A $h GTVA battle group is now blocking our path to the Deneb jump node. Our scouts confirmed the presence of a strong force, but could not penetrate the screening cover of fighters to get an accurate ship count. ", 284) $end_multi_text $voice: M07_MB_03.wav $camera_pos: -2.627446, 1793.941162, -1300.591553 $camera_orient: -1.000000, 0.000000, 0.000276, -0.000164, 0.804998, -0.593277, -0.000222, -0.593277, -0.804998 $camera_time: 7000 $num_lines: 0 $num_icons: 8 $Flags: 0 $Formula: ( true ) $start_icon $type: 33 $team: Friendly $class: GTF Ulysses $pos: 0.000000, 0.000000, 7000.000000 $label: Jump Node 1 +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 21 $team: Hostile $class: GTC Aeolus $pos: 0.000000, 0.000000, 6000.000000 $label: Blockade +id: 2 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Friendly $class: GTCv Deimos $pos: 0.000000, 557.402039, -3000.000000 $label: NTF Retribution +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTC Aeolus $pos: -500.000000, 227.399994, -4100.000000 $label: NTF Righteous +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTC Aeolus $pos: 500.000000, 218.500000, -4100.000000 $label: NTF Vindication +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: 0.000000, 572.244446, -2550.000000 $label: Alpha +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Perseus $pos: -300.000000, 712.781616, -2400.000000 $label: Gamma +id: 8 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 17 $team: Friendly $class: GTB Artemis $pos: 300.000000, 739.058960, -2400.000000 $label: Beta +id: 9 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("We have to go in to clear the way for our warships to reach the jump node. Since we're not sure what we'll encounter, individual assignments will be made by me once we arrive. We need to do our job no matter what's out there. The $f Retribution, $f Righteous, and $f Vindication must make it through the blockade. Everything else is secondary.", 285) $end_multi_text $voice: M07_MB_04.wav $camera_pos: -2.627446, 1793.941162, -1300.591553 $camera_orient: -1.000000, 0.000000, 0.000276, -0.000164, 0.804998, -0.593277, -0.000222, -0.593277, -0.804998 $camera_time: 4000 $num_lines: 0 $num_icons: 8 $Flags: 0 $Formula: ( true ) $start_icon $type: 33 $team: Friendly $class: GTF Ulysses $pos: 0.000000, 0.000000, 7000.000000 $label: Jump Node 1 +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 21 $team: Hostile $class: GTC Aeolus $pos: 0.000000, 0.000000, 6000.000000 $label: Blockade +id: 2 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Friendly $class: GTCv Deimos $pos: 0.000000, 557.402039, -3000.000000 $label: NTF Retribution +id: 4 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTC Aeolus $pos: -500.000000, 227.399994, -4100.000000 $label: NTF Righteous +id: 5 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTC Aeolus $pos: 500.000000, 218.500000, -4100.000000 $label: NTF Vindication +id: 6 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: 0.000000, 572.244446, -2550.000000 $label: Alpha +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Perseus $pos: -300.000000, 712.781616, -2400.000000 $label: Gamma +id: 8 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 17 $team: Friendly $class: GTB Artemis $pos: 300.000000, 739.058960, -2400.000000 $label: Beta +id: 9 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The cargo we acquired from the $h GTVA held the parts we needed to repair a few Erinyes-class fighters. You'll find them on the flight deck when you're selecting your ships. Be ready to fly in 15 minutes.", 286) $end_multi_text $voice: M07_MB_05.wav $camera_pos: -2.627446, 1793.941162, -1300.591553 $camera_orient: -1.000000, 0.000000, 0.000276, -0.000164, 0.804998, -0.593277, -0.000222, -0.593277, -0.804998 $camera_time: 4000 $num_lines: 0 $num_icons: 8 $Flags: 0 $Formula: ( false ) $start_icon $type: 33 $team: Friendly $class: GTF Ulysses $pos: 0.000000, 0.000000, 7000.000000 $label: Jump Node 1 +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 21 $team: Hostile $class: GTC Aeolus $pos: 0.000000, 0.000000, 6000.000000 $label: Blockade +id: 2 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Friendly $class: GTCv Deimos $pos: 0.000000, 557.402039, -3000.000000 $label: NTF Retribution +id: 4 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTC Aeolus $pos: -500.000000, 227.399994, -4100.000000 $label: NTF Righteous +id: 5 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTC Aeolus $pos: 500.000000, 218.500000, -4100.000000 $label: NTF Vindication +id: 6 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: 0.000000, 572.244446, -2550.000000 $label: Alpha +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Perseus $pos: -300.000000, 712.781616, -2400.000000 $label: Gamma +id: 8 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 17 $team: Friendly $class: GTB Artemis $pos: 300.000000, 739.058960, -2400.000000 $label: Beta +id: 9 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 3 $Formula: ( and ( is-goal-true-delay "ProtectBigShips" 0 ) ( is-goal-true-delay "DestroyHakiki" 0 ) ) $Multi text XSTR("That was excellent flying, pilots! It was a tough assignment, but you came through with a great performance. Getting our warships past the GTVA blockade is a tremendous boost to NTF morale and can't help but further your career. Stand down, pilots. You've earned a good rest.", 287) $end_multi_text $Voice: M07_DB_01.wav $Recommendation text: XSTR("No recommendation available.", 288) $end_multi_text $Formula: ( is-goal-false-delay "ProtectBigShips" 0 ) $Multi text XSTR("This mission was a complete disaster. Though it was a tough assignment, you should have done much better. Thousands of lives were lost today, and you're at least partly to blame. I'll decide later whether you'll ever fly for us again. Dismissed.", 289) $end_multi_text $Voice: M07_DB_02.wav $Recommendation text: XSTR("Try the mission again. If you can't complete it, perhaps the difficulty setting is too high.", 290) $end_multi_text $Formula: ( and ( is-goal-true-delay "ProtectBigShips" 0 ) ( is-goal-incomplete "DestroyMurakami" ) ) $Multi text XSTR("This mission was a partial success, but we should have done much better. We should eradicate every Vasudan target that presents itself. By letting the Murakami escape, we ensured that it'll make our lives miserable another day. Next time, let's have a clean mission with no loose ends. Dismissed.", 291) $end_multi_text $Voice: M07_DB_03.wav $Recommendation text: XSTR("Merely disabling the blockade isn't enough. If the Murakami had been destroyed, the ensuing explosion might have caused major damage to the cruisers and the corvette.", 292) $end_multi_text #Players ;! 8 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Hercules Mark II" 2 "GTF Erinyes" 4 "GTF Loki" 2 "GTF Perseus" 4 "GTB Artemis" 3 "GTB Medusa" 1 "GTB Ursa" 2 "GTB Zeus" 1 "GTB Boanerges" 1 ) +Weaponry Pool: ( "Subach HL-7" 12 "Morning Star" 5 "Prometheus R" 7 "Maxim" 3 "UD-8 Kayser" 4 "Rockeye" 898 "Tempest" 768 "Hornet" 401 "Tornado" 41 "Harpoon" 136 "Trebuchet" 9 "Piranha" 25 "Stiletto II" 43 "Infyrno" 18 "Cyclops#short" 132 ) #Objects ;! 31 total $Name: Alpha 1 ;! Object #0 $Class: GTF Perseus $Team: Friendly $Location: -150.000000, 300.000000, -2350.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "UD-8 Kayser" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Perseus $Team: Friendly $Location: -199.999954, 325.000000, -2400.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "UD-8 Kayser" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Alpha 3 ;! Object #2 $Class: GTF Perseus $Team: Friendly $Location: -100.000000, 325.000000, -2400.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "UD-8 Kayser" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Alpha 4 ;! Object #3 $Class: GTF Perseus $Team: Friendly $Location: -150.000000, 300.000000, -2450.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "UD-8 Kayser" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Beta 1 ;! Object #4 $Class: GTB Artemis $Team: Friendly $Location: 150.000000, 275.000000, -2350.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Piranha" "Cyclops#short" "Cyclops#short" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Beta 2 ;! Object #5 $Class: GTB Artemis $Team: Friendly $Location: 100.000000, 300.000000, -2400.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Piranha" "Cyclops#short" "Cyclops#short" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Beta 3 ;! Object #6 $Class: GTB Artemis $Team: Friendly $Location: 200.000000, 300.000000, -2400.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Piranha" "Cyclops#short" "Cyclops#short" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Beta 4 ;! Object #7 $Class: GTB Artemis $Team: Friendly $Location: 150.000000, 300.000000, -2450.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Piranha" "Cyclops#short" "Cyclops#short" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Hakiki ;! Object #8 $Class: GVCv Sobek $Team: Hostile $Location: -614.477234, -0.000262, 7428.333496 $Orientation: -0.422081, 0.674288, -0.605958, 0.385398, 0.738469, 0.553294, 0.820560, 0.000000, -0.571562 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "deimosBlocker" 80 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 $Arrival Location: Hyperspace $Arrival Cue: ( has-time-elapsed ( rand 5 10 ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 90 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 1 +Score: 400 $Name: Retribution ;! Object #9 $Class: GTC Aeolus $Team: Friendly $Location: 0.000000, 213.289841, -6000.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "Retribution" "deimosJumpOutPoint" 0 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 99 +Escort priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 50 $Name: Aries 1 ;! Object #10 $Class: GTF Perseus $Team: Hostile $Location: -600.000000, 50.000000, 6100.000000 $Orientation: -0.999933, 0.000000, -0.011592, 0.000000, 1.000000, 0.000000, 0.011592, 0.000000, -0.999933 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Aries 2 ;! Object #11 $Class: GTF Perseus $Team: Hostile $Location: -550.003296, 0.000000, 6100.580078 $Orientation: -0.999933, 0.000000, -0.011593, 0.000000, 1.000000, 0.000000, 0.011593, 0.000000, -0.999933 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Aries 3 ;! Object #12 $Class: GTF Perseus $Team: Hostile $Location: -649.996704, 0.000000, 6099.419922 $Orientation: -0.999933, 0.000000, -0.011593, 0.000000, 1.000000, 0.000000, 0.011593, 0.000000, -0.999933 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Aries 4 ;! Object #13 $Class: GTF Perseus $Team: Hostile $Location: -600.000000, -50.000000, 6100.000000 $Orientation: -0.999933, 0.000000, -0.011593, 0.000000, 1.000000, 0.000000, 0.011593, 0.000000, -0.999933 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Scorpio 1 ;! Object #14 $Class: GTF Perseus $Team: Hostile $Location: 600.000000, 50.000000, 6100.000000 $Orientation: -0.999501, 0.000000, 0.031587, 0.000000, 1.000000, 0.000000, -0.031587, 0.000000, -0.999501 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Scorpio 2 ;! Object #15 $Class: GTF Perseus $Team: Hostile $Location: 649.975952, 0.000000, 6098.419922 $Orientation: -0.999501, 0.000000, 0.031587, 0.000000, 1.000000, 0.000000, -0.031587, 0.000000, -0.999501 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Scorpio 3 ;! Object #16 $Class: GTF Perseus $Team: Hostile $Location: 550.024536, 0.000000, 6101.577637 $Orientation: -0.999501, 0.000000, 0.031587, 0.000000, 1.000000, 0.000000, -0.031587, 0.000000, -0.999501 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Scorpio 4 ;! Object #17 $Class: GTF Perseus $Team: Hostile $Location: 600.000000, -50.000000, 6100.000000 $Orientation: -0.999501, 0.000000, 0.031587, 0.000000, 1.000000, 0.000000, -0.031587, 0.000000, -0.999501 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Righteous ;! Object #18 $Class: GTC Aeolus $Team: Friendly $Location: -546.247803, -99.999878, -5890.294922 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "Righteous" "righteousJumpOutPoint" 0 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 97 +Escort priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Vindication ;! Object #19 $Class: GTC Aeolus $Team: Friendly $Location: 600.082703, -100.000122, -6339.922852 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "Vindication" "vindicationJumpOutPoint" 0 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 98 +Escort priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Murakami ;! Object #20 $Class: GTCv Deimos $Team: Hostile $Location: 0.000000, 500.000000, 9000.000000 $Orientation: -0.998201, -0.014543, -0.058174, 0.000000, 0.970143, -0.242536, 0.059964, -0.242100, -0.968397 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay ( rand 13 23 ) "Hakiki" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 89 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Leo 1 ;! Object #21 $Class: GVF Serapis $Team: Hostile $Location: 37.151096, 0.000121, 7249.290039 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Leo 2 ;! Object #22 $Class: GVF Serapis $Team: Hostile $Location: 144.999115, 0.000200, 7224.818359 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Leo 3 ;! Object #23 $Class: GVF Serapis $Team: Hostile $Location: -7.200291, 0.000626, 7370.929688 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Leo 4 ;! Object #24 $Class: GVF Serapis $Team: Hostile $Location: -116.432007, 0.000349, 7348.607422 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Leo 5 ;! Object #25 $Class: GVF Serapis $Team: Hostile $Location: -205.753998, -0.000009, 7462.728516 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Leo 6 ;! Object #26 $Class: GVF Serapis $Team: Hostile $Location: -95.594360, 0.000346, 7496.440430 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Taurus 1 ;! Object #27 $Class: GVB Sekhmet $Team: Hostile $Location: 333.761017, -0.000506, 7347.934570 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Taurus 2 ;! Object #28 $Class: GVB Sekhmet $Team: Hostile $Location: 246.995392, -0.000009, 7427.832031 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Taurus 3 ;! Object #29 $Class: GVB Sekhmet $Team: Hostile $Location: 350.437469, -0.000128, 7405.859375 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Taurus 4 ;! Object #30 $Class: GVB Sekhmet $Team: Hostile $Location: 453.025543, -0.000227, 7331.754883 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 #Wings ;! 6 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Aries $Waves: 4 $Wave Threshold: 0 $Special Ship: 0 ;! Aries 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 7 "Hakiki" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Aries 1" "Aries 2" "Aries 3" "Aries 4" ) $AI Goals: ( goals ( ai-guard "Hakiki" 80 ) ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 10 +Wave Delay Max: 20 $Name: Scorpio $Waves: 4 $Wave Threshold: 0 $Special Ship: 0 ;! Scorpio 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 7 "Hakiki" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Scorpio 1" "Scorpio 2" "Scorpio 3" "Scorpio 4" ) $AI Goals: ( goals ( ai-guard "Hakiki" 80 ) ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 10 +Wave Delay Max: 20 $Name: Leo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Leo 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 5 "Taurus" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Leo 1" "Leo 2" "Leo 3" "Leo 4" "Leo 5" "Leo 6" ) $AI Goals: ( goals ( ai-guard-wing "Taurus" 80 ) ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 10 +Wave Delay Max: 15 $Name: Taurus $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 10 "Murakami" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Taurus 1" "Taurus 2" "Taurus 3" "Taurus 4" ) $AI Goals: ( goals ( ai-chase "Righteous" 80 ) ( ai-chase "Vindication" 70 ) ( ai-chase "Retribution" 60 ) ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 5 +Wave Delay Max: 15 #Events ;! 44 total $Formula: ( when ( false ) ( subsys-set-random "Retribution" @preDamage_VE_low[81] @preDamage_VE_high[93] ) ( subsys-set-random "Righteous" @preDamage_VE_low[81] @preDamage_VE_high[93] ) ( subsys-set-random "Vindication" @preDamage_VE_low[81] @preDamage_VE_high[93] ) ) +Name: Start: predamageShipsVeryEasy +Repeat Count: 1 +Interval: 1 $Formula: ( when ( false ) ( subsys-set-random "Retribution" @preDamage_E_low[65] @preDamage_E_high[80] ) ( subsys-set-random "Righteous" @preDamage_E_low[65] @preDamage_E_high[80] ) ( subsys-set-random "Vindication" @preDamage_E_low[65] @preDamage_E_high[80] ) ) +Name: Start: predamageShipsEasy +Repeat Count: 1 +Interval: 1 $Formula: ( when ( false ) ( subsys-set-random "Retribution" @preDamage_M_low[55] @preDamage_M_high[70] ) ( subsys-set-random "Righteous" @preDamage_M_low[55] @preDamage_M_high[70] ) ( subsys-set-random "Vindication" @preDamage_M_low[55] @preDamage_M_high[70] ) ) +Name: Start: predamageShipsMedium +Repeat Count: 1 +Interval: 1 $Formula: ( when ( false ) ( subsys-set-random "Retribution" @preDamage_H_low[45] @preDamage_H_high[60] ) ( subsys-set-random "Righteous" @preDamage_H_low[45] @preDamage_H_high[60] ) ( subsys-set-random "Vindication" @preDamage_H_low[45] @preDamage_H_high[60] ) ) +Name: Start: predamageShipsHard +Repeat Count: 1 +Interval: 1 $Formula: ( when ( false ) ( subsys-set-random "Retribution" @preDamage_I_low[35] @preDamage_I_high[45] ) ( subsys-set-random "Righteous" @preDamage_I_low[35] @preDamage_I_high[45] ) ( subsys-set-random "Vindication" @preDamage_I_low[35] @preDamage_I_high[45] ) ) +Name: Start: predamageShipsInsane +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( beam-free-all "Retribution" ) ( beam-free-all "Righteous" ) ( beam-free-all "Vindication" ) ) +Name: Start: turnBeamsOn +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 1 "Hakiki" ) ( add-goal "Hakiki" ( ai-waypoints-once "deimosBlocker" 89 ) ) ( beam-free-all "Hakiki" ) ) +Name: Arrive: hakikiParks +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Hakiki" "High" "Arrive_Hakiki_surrender" ) ) +Name: Arrive: hakikiIssuesWarning +Repeat Count: 1 +Interval: 1 +Chained: 2 $Formula: ( when ( true ) ( send-message "Retribution" "High" "Start_General_issueOrders" ) ) +Name: Start: playersGetOrders +Repeat Count: 1 +Interval: 1 +Chained: 9 $Formula: ( when ( true ) ( add-goal "Alpha" ( ai-chase "Scorpio" 89 ) ) ( add-goal "Beta" ( ai-chase "Hakiki" 89 ) ) ( validate-goal "ProtectBigShips" ) ( validate-goal "DestroyHakiki" ) ( validate-goal "DestroyMurakami" ) ) +Name: Start: aiGetsOrders +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( add-goal "Retribution" ( ai-waypoints-once "deimosToNode" 89 ) ) ( add-goal "Righteous" ( ai-waypoints-once "righteousToNode" 89 ) ) ( add-goal "Vindication" ( ai-waypoints-once "vindicationToNode" 89 ) ) ( beam-free-all "Retribution" ) ( beam-free-all "Righteous" ) ( beam-free-all "Vindication" ) ( send-message "Retribution" "High" "Run_General_startingRun" ) ( cap-waypoint-speed "Retribution" 25 ) ( cap-waypoint-speed "Righteous" 25 ) ( cap-waypoint-speed "Vindication" 25 ) ) +Name: NTFCruisers: startRun +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( is-destroyed-delay 0 "Hakiki" ) ( add-goal "Retribution" ( ai-waypoints-once "deimosJumpOutPoint" 89 ) ) ( add-goal "Righteous" ( ai-waypoints-once "righteousJumpOutPoint" 89 ) ) ( add-goal "Vindication" ( ai-waypoints-once "vindicationJumpOutPoint" 89 ) ) ( cap-waypoint-speed "Retribution" 25 ) ( cap-waypoint-speed "Righteous" 25 ) ( cap-waypoint-speed "Vindication" 25 ) ) +Name: MoveOut: NTFcontinuesOn +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 2 "Murakami" ) ( send-message-list "Murakami" "High" "Part2_Murakami_surrender" 0 "Retribution" "High" "Part2_General_noSurrender" 10000 "Murakami" "High" "Part2_Murakami_asYouWish" 5000 ) ( beam-lock-all "Retribution" ) ( beam-lock-all "Righteous" ) ( beam-lock-all "Vindication" ) ( beam-free-all "Murakami" ) ) +Name: Part2: murakamiArrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Retribution" "High" "Part2_General_betaOrders" ) ( add-goal "Beta" ( ai-disarm-ship "Murakami" 89 ) ) ) +Name: Part2: betaOrders +Repeat Count: 1 +Interval: 1 +Chained: 19 $Formula: ( when ( true ) ( send-message "Retribution" "High" "Part2_General_alphaGammaOrders" ) ( add-goal "Alpha" ( ai-guard "Beta" 89 ) ) ) +Name: Part2: alphaGammaOrders +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( true ) ( send-message-list "Retribution" "High" "Part2_General_removeSafeties" 0 "Righteous" "High" "Part2_Aeolus1_overloadWeapons" 5000 "Retribution" "High" "Part2_General_awareOfRisks" 8000 ) ) +Name: Part2: removeSafeties +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( has-time-elapsed 12 ) ( send-message "Righteous" "High" "OpenFire_Aeolus1_noSafeties" ) ) +Name: OpenFire: safetiesOff +Repeat Count: 1 +Interval: 1 +Chained: 21 $Formula: ( when ( true ) ( send-message "Vindication" "High" "OpenFire_Aeolus2_noSafeties" ) ) +Name: OpenFire: noSafeties +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( true ) ( send-message "Retribution" "High" "OpenFire_General_openFire" ) ) +Name: OpenFire: openFire +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( beam-free-all "Retribution" ) ( beam-free-all "Righteous" ) ( beam-free-all "Vindication" ) ) +Name: Fire: AI_OK_toFire +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( is-event-true-delay "Fire: AI_OK_toFire" 1 ) ( fire-beam "Righteous" "turret11" "Murakami" ) ) +Name: Fire: Righteous_green_11 +Repeat Count: 12 +Interval: 2 $Formula: ( when ( true ) ( fire-beam "Righteous" "turret12" "Murakami" ) ) +Name: Fire: Righteous_green_12 +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( is-event-true-delay "Fire: AI_OK_toFire" 1 ) ( fire-beam "Vindication" "turret11" "Murakami" ) ) +Name: Fire: Vindication_green_11 +Repeat Count: 5 +Interval: 4 $Formula: ( when ( has-time-elapsed 1 ) ( fire-beam "Vindication" "turret12" "Murakami" ) ) +Name: Fire: Vindication_green_12 +Repeat Count: 1 +Interval: 1 +Chained: 2 $Formula: ( when ( is-event-true-delay "Fire: AI_OK_toFire" 1 ) ( fire-beam "Retribution" "turret02" "Murakami" ) ) +Name: Fire: Retribution_slash_11_24 +Repeat Count: 5 +Interval: 4 $Formula: ( when ( has-time-elapsed 1 ) ( fire-beam "Retribution" "turret02" "Murakami" ) ) +Name: Fire: Retribution_slash_23_12 +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( is-event-true-delay "Fire: AI_OK_toFire" 3 ) ( send-message "Righteous" "High" "Death_Aeolus1_takingDamage" ) ) +Name: Death: takingDamage +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Retribution" "High" "Death_General_shutDown" ) ) +Name: Death: shutDown +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( send-message "Righteous" "High" "Death_Aeolus1_controlsFused" ) ) +Name: Death: controlsFused +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( true ) ( send-message "Retribution" "High" "Death_General_scatter" ) ) +Name: Death: scatter +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( true ) ( add-goal "Retribution" ( ai-waypoints-once "deimosDeathPoint" 89 ) ) ( add-goal "Righteous" ( ai-waypoints-once "righteousDeathPoint" 89 ) ) ( add-goal "Vindication" ( ai-waypoints-once "vindicationDeathPoint" 89 ) ) ) +Name: Death: aiScatters +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( true ) ( self-destruct "Righteous" ) ) +Name: Death: righteousDies +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( add-goal "Retribution" ( ai-waypoints-once "deimosJumpOutPoint" 89 ) ) ( add-goal "Vindication" ( ai-waypoints-once "vindicationJumpOutPoint" 89 ) ) ) +Name: Death: aiTurnsToNode +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( is-destroyed-delay 0 "Righteous" ) ( subsys-set-random "Retribution" 29 31 "engine" "turret01" "turret02" "turret03" "navigation" ) ( subsys-set-random "Vindication" 29 31 "engine" "communications" "navigation" ) ( sabotage-subsystem "Retribution" "turret06" 100 ) ( sabotage-subsystem "Retribution" "turret08" 100 ) ( sabotage-subsystem "Vindication" "turret11" 100 ) ( sabotage-subsystem "Vindication" "turret12" 100 ) ) +Name: Death: damageNTF +Repeat Count: 5 +Interval: 4 $Formula: ( when ( and ( or ( is-destroyed-delay 0 "Retribution" ) ( has-departed-delay 0 "Retribution" ) ) ( or ( is-destroyed-delay 0 "Righteous" ) ( has-departed-delay 0 "Righteous" ) ) ( or ( is-destroyed-delay 0 "Vindication" ) ( has-departed-delay 0 "Vindication" ) ) ) ( send-message "#General" "High" "End_General_missionComplete" ) ) +Name: Event name +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha" "Beta" ) ( do-nothing ) ) +Name: Return to base +Repeat Count: 1 +Interval: 1 +Chained: 4 +Objective: XSTR("Return to base", 66) $Formula: ( when ( is-destroyed-delay 0 "Aries" ) ( do-nothing ) ) +Name: Destroy Aries +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aries", 14) $Formula: ( when ( is-destroyed-delay 0 "Scorpio" ) ( do-nothing ) ) +Name: Destroy Scorpio +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Scorpio", 61) $Formula: ( when ( is-destroyed-delay 0 "Leo" ) ( do-nothing ) ) +Name: Destroy Leo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Leo", 15) $Formula: ( when ( is-destroyed-delay 0 "Taurus" ) ( do-nothing ) ) +Name: Destroy Taurus +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Taurus", 19) $Formula: ( when ( is-destroyed-delay 0 "Hakiki" ) ( do-nothing ) ) +Name: Destroy Hakiki +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Hakiki", 293) $Formula: ( when ( is-destroyed-delay 0 "Murakami" ) ( do-nothing ) ) +Name: Destroy Murakami +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Murakami", 294) $Formula: ( when ( has-departed-delay 0 "Retribution" ) ( do-nothing ) ) +Name: Protect Retribution +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Protect Retribution", 295) $Formula: ( when ( has-departed-delay 0 "Vindication" ) ( do-nothing ) ) +Name: Protect Vindication +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Protect Vindication", 296) #Goals ;! 4 total $Type: Primary +Name: ProtectBigShips $MessageNew: XSTR("Escort Retribution, Righteous, and Vindication", 297) $end_multi_text $Formula: ( has-departed-delay 0 "Retribution" "Vindication" ) +Score: 200 $Type: Secondary +Name: DestroyHakiki $MessageNew: XSTR("Destroy the GTC Hakiki", 298) $end_multi_text $Formula: ( is-destroyed-delay 0 "Hakiki" ) +Invalid +Score: 200 $Type: Secondary +Name: DestroyAllFighters $MessageNew: XSTR("Destroy all fighters and bombers", 299) $end_multi_text $Formula: ( is-destroyed-delay 0 "Aries" "Scorpio" "Leo" "Taurus" ) $Type: Secondary +Name: DestroyMurakami $MessageNew: XSTR("Destroy the GVD Murakami", 300) $end_multi_text $Formula: ( is-destroyed-delay 0 "Murakami" ) +Invalid +Score: 500 #Waypoints ;! 10 lists total $Jump Node: 0.000000, 0.000000, 7000.000000 $Jump Node Name: Jump Node 1 $Name: deimosToNode $List: ( ;! 1 points in list ( 0.000000, 100.000000, -1000.000000 ) ) $Name: righteousToNode $List: ( ;! 1 points in list ( -250.000000, -100.000000, -1000.000000 ) ) $Name: vindicationToNode $List: ( ;! 1 points in list ( 250.000000, -100.000000, -1000.000000 ) ) $Name: deimosBlocker $List: ( ;! 2 points in list ( 405.335358, 0.000046, 6018.818359 ) ( 0.000000, 0.000000, 5900.000000 ) ) $Name: deimosJumpOutPoint $List: ( ;! 1 points in list ( 0.000000, 100.000000, 6000.000000 ) ) $Name: righteousJumpOutPoint $List: ( ;! 1 points in list ( -250.000000, -100.000000, 6000.000000 ) ) $Name: vindicationJumpOutPoint $List: ( ;! 1 points in list ( 250.000000, -100.000000, 6000.000000 ) ) $Name: righteousDeathPoint $List: ( ;! 1 points in list ( -3000.000000, -3000.000000, 1000.000000 ) ) $Name: deimosDeathPoint $List: ( ;! 1 points in list ( 5000.000000, 10000.000000, 2000.000000 ) ) $Name: vindicationDeathPoint $List: ( ;! 1 points in list ( 6000.000000, -10000.000000, -1000.000000 ) ) #Messages ;! 227 total $Name: Start_General_issueOrders $Team: -1 $MessageNew: XSTR("Listen up, pilots. Beta wing, neutralize that cruiser ahead. Alpha, cover Beta and take out any fighters that come up. Let's move!", 301) $end_multi_text +Persona: Large Ship +AVI Name: Head-CM3 +Wave Name: M7_Re_01.wav $Name: Run_General_startingRun $Team: -1 $MessageNew: XSTR("We're starting our run now. That blockade had better be down by the time we get there.", 302) $end_multi_text +Persona: Large Ship +AVI Name: Head-CM3 +Wave Name: M7_Re_02.wav $Name: Arrive_Hakiki_surrender $Team: -1 $MessageNew: XSTR("This is the GVC Hakiki. This jump node is sealed to all traffic. Stand down or be destroyed.", 303) $end_multi_text +Persona: Large Ship Vasudan +AVI Name: Head-VC +Wave Name: M7_Ha_01.wav $Name: Part2_Murakami_surrender $Team: -1 $MessageNew: XSTR("NTF vessels, you will not be allowed access to the jump node. Stand down and surrender.", 304) $end_multi_text +Persona: Large Ship Vasudan +AVI Name: Head-VC +Wave Name: M7_Mu_01.wav $Name: Part2_General_noSurrender $Team: -1 $MessageNew: XSTR("I would rather die.", 305) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM3 +Wave Name: M7_Re_03.wav $Name: Part2_Murakami_asYouWish $Team: -1 $MessageNew: XSTR("As you wish.", 306) $end_multi_text +Persona: Large Ship Vasudan +AVI Name: Head-VC +Wave Name: M7_Mu_02.wav $Name: Part2_General_betaOrders $Team: -1 $MessageNew: XSTR("Beta wing, take out the beam turrets on the Murakami.", 307) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM3 +Wave Name: M7_Re_04.wav $Name: Part2_General_alphaGammaOrders $Team: -1 $MessageNew: XSTR("Alpha, engage any fighters that launch from the Murakami.", 308) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM3 +Wave Name: M7_Re_05.wav $Name: Part2_General_removeSafeties $Team: -1 $MessageNew: XSTR("Righteous and Vindication, remove the overload safeties from your main turrets.", 309) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM3 +Wave Name: M7_Re_06.wav $Name: Part2_Aeolus1_overloadWeapons $Team: -1 $MessageNew: XSTR("Righteous here. Are you sure? We might destroy our weapons system or cause a core reactor spike!", 310) $end_multi_text +AVI Name: Head-CM4 +Wave Name: M7_Ri_01.wav $Name: Part2_General_awareOfRisks $Team: -1 $MessageNew: XSTR("I'm well aware of the risks, Righteous. We need all the firepower we can muster to take out the Murakami. Prepare to fire!", 311) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM3 +Wave Name: M7_Re_07.wav $Name: OpenFire_Aeolus1_noSafeties $Team: -1 $MessageNew: XSTR("Righteous's weapon systems are hot and waiting, sir.", 312) $end_multi_text +AVI Name: Head-CM4 +Wave Name: M7_Ri_02.wav $Name: OpenFire_Aeolus2_noSafeties $Team: -1 $MessageNew: XSTR("Vindication here. Weapons ready and the Murakami targeted. Awaiting order to fire.", 313) $end_multi_text +AVI Name: Head-CM1 +Wave Name: M7_Vi_01.wav $Name: OpenFire_General_openFire $Team: -1 $MessageNew: XSTR("Open fire!", 314) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM3 +Wave Name: M7_Re_08.wav $Name: Death_Aeolus1_takingDamage $Team: -1 $MessageNew: XSTR("We're suffering a massive system meltdown! Main batteries are overheating.", 315) $end_multi_text +AVI Name: Head-CM4 +Wave Name: M7_Ri_03.wav $Name: Death_General_shutDown $Team: -1 $MessageNew: XSTR("Shut down your weapon systems, Righteous.", 316) $end_multi_text +AVI Name: Head-CM3 +Wave Name: M7_Re_09.wav $Name: Death_Aeolus1_controlsFused $Team: -1 $MessageNew: XSTR("We can't! The controls have fused!", 317) $end_multi_text +AVI Name: Head-CM4 +Wave Name: M7_Ri_04.wav $Name: Death_General_scatter $Team: -1 $MessageNew: XSTR("Everyone scatter! The Righteous is about to blow!", 318) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM3 +Wave Name: M7_Re_10.wav $Name: End_General_missionComplete $Team: -1 $MessageNew: XSTR("This mission is over, pilots. Return to base.", 319) $end_multi_text +AVI Name: Head-CM3 +Wave Name: M7_Re_11.wav $Name: End_General_missionFail $Team: -1 $MessageNew: XSTR("This mission has failed. Return to base.", 279) $end_multi_text +AVI Name: Head-CM3 +Wave Name: M7_Re_12.wav #Reinforcements ;! 0 total #Background bitmaps ;! 35 total $Num stars: 1260 $Ambient light level: 0 $Sun: SunGold +Angles: 0.959930 0.000000 5.602502 +Scale: 2.000000 $Starbitmap: dneb10 +Angles: 0.558505 0.663225 0.122173 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 0.802851 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb14 +Angles: 0.000000 1.308996 0.645771 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb10 +Angles: 5.864302 0.872664 5.777035 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb14 +Angles: 5.777035 2.740165 5.585049 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 0.000000 0.000000 5.846848 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 5.881755 5.009091 5.532689 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb10 +Angles: 5.585049 0.366519 5.393063 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb14 +Angles: 0.558505 0.628318 6.126101 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb11 +Angles: 5.218530 0.000000 5.218530 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 5.009091 5.585049 5.218530 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 5.585049 5.585049 0.925024 +ScaleX: 2.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb14 +Angles: 5.777035 2.321286 0.802851 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 6.021381 4.468040 0.628318 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 5.585049 0.558505 0.925024 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb10 +Angles: 5.358157 2.740165 0.628318 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb14 +Angles: 5.131264 5.951568 0.488692 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 4.991638 0.855211 0.418879 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb10 +Angles: 4.764745 1.692968 0.174533 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb10 +Angles: 5.253437 3.455749 1.117010 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb14 +Angles: 5.078904 1.256636 1.308996 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 3.508109 0.366519 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb14 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 4.886918 4.258600 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.345866 0.366519 2.199113 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 3.874628 1.570795 2.391099 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb14 +Angles: 4.014254 0.558505 0.942477 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb11 +Angles: 4.345866 1.797688 0.698131 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.520399 2.129300 0.541052 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 3.944441 1.570795 0.488692 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: planeth +Angles: 0.000000 0.000000 0.000000 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb14 +Angles: 0.314159 1.727875 0.349066 +ScaleX: 2.500000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 3: Leviticus $Briefing Music: Brief4 #End #Mission Info $Version: 0.10 $Name: XSTR("Rebel Intercept", 320) $Author: Brad Johnson $Created: 03/23/99 at 16:42:45 $Modified: 10/28/99 at 10:01:50 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("Alpha wing tries to hold off a rebel incursion at the Regulus jump node. ", 321) $end_multi_text +Game Type Flags: 10 +Flags: 0 +Num Players: 4 +Num Respawns: 10 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -3405.981689, 4798.198242, 3083.518311 +Viewer orient: 0.003563, -0.000000, -0.999994, 0.811931, 0.583747, 0.002893, 0.583743, -0.811936, 0.002080 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("As we speak, $f Allied forces are battling the $h Neo-Terran $h Front for control of the planet Sirius III. $f Allied troops are encountering heavy resistance on the surface, and our warships are engaged in a fierce struggle with rebel vessels beyond the planet's orbit.", 322) $end_multi_text $voice: M04_MB_01.wav $camera_pos: -3405.981689, 4798.198242, 3083.518311 $camera_orient: 0.003563, 0.000000, -0.999994, 0.811931, 0.583747, 0.002893, 0.583743, -0.811936, 0.002080 $camera_time: 500 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 33 $team: Friendly $class: GTF Ulysses $pos: 43.695404, -0.000855, 3095.808105 $label: Sirius III +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Our sensors have detected an $h NTF fighter wing, designated $h Virgo, entering the system through the Regulus jump node. Command suspects this wing is running interference for rebel reinforcements. However, because of heavy fighting in the Regulus system, we do not anticipate a major incursion.", 323) $end_multi_text $voice: M04_MB_02.wav $camera_pos: -4292.009766, 6731.295410, 6113.061523 $camera_orient: -0.000465, 0.000000, -1.000000, 0.811936, 0.583746, -0.000378, 0.583746, -0.811936, -0.000272 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 33 $team: Friendly $class: GTF Ulysses $pos: 43.695404, -0.000855, 3095.808105 $label: Regulus +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Neutral $class: GTF Loki $pos: -266.580292, 931.289734, 4657.770508 $label: Virgo +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Your mission is to destroy the rebel fighter wing and patrol the Regulus jump node. Intercept any incoming hostiles and destroy as many as possible before they can jump to Sirius III. Unfortunately, we can spare no reinforcements for this mission. Good luck, Alpha.", 324) $end_multi_text $voice: M04_MB_03.wav $camera_pos: -2042.245117, 3151.211914, 3873.423096 $camera_orient: 0.001744, 0.000000, -0.999999, 0.811935, 0.583746, 0.001416, 0.583746, -0.811936, 0.001018 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 33 $team: Friendly $class: GTF Ulysses $pos: 43.695404, -0.000855, 3095.808105 $label: Regulus +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Neutral $class: GTF Loki $pos: -266.580292, 931.289734, 4657.770508 $label: Virgo +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 5 $Formula: ( is-destroyed-delay 0 "Napoleon" "Lambda 1" "Lambda 2" "Taurus" "Amakuni" "Kappa 1" "Kappa 2" "Vengeance" ) $Multi text XSTR("Outstanding work, pilot. Because you held off rebel reinforcements at the Regulus jump node, our forces achieved a decisive victory on Sirius III. The NTF has been pushed entirely off the planet.", 325) $end_multi_text $Voice: M04_MD_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( percent-ships-destroyed 60 "Napoleon" "Lambda 1" "Lambda 2" "Taurus" "Amakuni" "Kappa 1" "Kappa 2" "Vengeance" ) $Multi text XSTR("Good work, Alpha. You prevented all but a handful of rebel ships from reinforcing NTF troops on Sirius III. The GTVA won a major victory with only minor casualties. Small pockets of NTF resistance are being cleared out as we speak.", 326) $end_multi_text $Voice: M04_MD_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( percent-ships-departed 40 "Napoleon" "Lambda 1" "Lambda 2" "Taurus" "Amakuni" "Kappa 1" "Kappa 2" "Vengeance" ) ( not ( is-destroyed-delay 0 "Napoleon" "Lambda 1" "Lambda 2" "Taurus" "Amakuni" "Kappa 1" "Kappa 2" "Vengeance" ) ) ) $Multi text XSTR("Command regrets that you failed to destroy more hostiles at the Regulus jump node. Allied forces suffered heavy casualties on Sirius III and achieved only a minor victory. NTF strongholds on Sirius III will remain a danger until another offensive can be mounted.", 327) $end_multi_text $Voice: M04_MD_03.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Napoleon" ) ) ( not ( is-destroyed-delay 0 "Lambda 1" ) ) ( not ( is-destroyed-delay 0 "Lambda 2" ) ) ( not ( is-destroyed-delay 0 "Taurus" ) ) ( not ( is-destroyed-delay 0 "Amakuni" ) ) ( not ( is-destroyed-delay 0 "Kappa 1" ) ) ( not ( is-destroyed-delay 0 "Kappa 2" ) ) ( not ( is-destroyed-delay 0 "Vengeance" ) ) ) $Multi text XSTR("The NTF remains firmly entrenched on Sirius III. Allied forces suffered major casualties during our retreat. Perhaps if you had intercepted those rebel warships at the Regulus node, the outcome of this battle would have been very different.", 328) $end_multi_text $Voice: M04_MD_04.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( not ( has-arrived-delay 0 "Vengeance" ) ) $Multi text XSTR("You did not have authorization to leave the Regulus jump node. As a result, the rebels were able to reinforce their troops on Sirius III and decimate our ground forces. Your act of insubordination may have cost us hundreds of casualties.", 329) $end_multi_text $Voice: M04_MD_05.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 4 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 4 "GTF Hercules" 4 "GTF Hercules Mark II" 4 "GTF Ares" 4 "GTF Erinyes" 4 "GTF Loki" 4 "GTF Perseus" 4 "GTF Myrmidon" 4 "GTB Artemis" 4 "GTB Artemis D.H." 4 "GTB Medusa" 4 "GTB Ursa" 4 "GTB Zeus" 4 "GTB Boanerges" 4 "GVF Serapis" 4 "GVF Tauret" 4 "GVB Sekhmet" 4 "GVB Bakha" 4 ) +Weaponry Pool: ( "Subach HL-7" 16 "Akheton SDG" 16 "Morning Star" 16 "Prometheus R" 16 "Prometheus S" 18 "Maxim" 18 "UD-8 Kayser" 18 "Circe" 16 "Lamprey" 16 "Rockeye" 500 "Tempest" 500 "Hornet" 620 "Tornado" 500 "Harpoon" 500 "Trebuchet" 500 "Piranha" 508 "Stiletto II" 100 "Infyrno" 500 "Cyclops#short" 196 "Helios" 200 "EMP Adv." 500 ) #Objects ;! 18 total $Name: Alpha 1 ;! Object #0 $Class: GTF Hercules Mark II $Team: Friendly $Location: 99.441719, -0.000311, 6144.209473 $Orientation: -0.999831, 0.000000, -0.018406, 0.000000, 1.000000, 0.000000, 0.018406, 0.000000, -0.999831 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Prometheus S" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Hercules Mark II $Team: Friendly $Location: 199.115662, -0.000592, 6246.523926 $Orientation: -0.999831, 0.000000, -0.018406, 0.000000, 1.000000, 0.000000, 0.018406, 0.000000, -0.999831 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Prometheus S" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTB Artemis $Team: Friendly $Location: -2.556847, -0.000630, 6241.235840 $Orientation: -0.999831, 0.000000, -0.018406, 0.000000, 1.000000, 0.000000, 0.018406, 0.000000, -0.999831 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" ) +Secondary Banks: ( "Piranha" "Cyclops#short" "Cyclops#short" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GTB Artemis $Team: Friendly $Location: 94.451256, -0.000630, 6341.634766 $Orientation: -0.999831, 0.000000, -0.018406, 0.000000, 1.000000, 0.000000, 0.018406, 0.000000, -0.999831 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" ) +Secondary Banks: ( "Piranha" "Cyclops#short" "Cyclops#short" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Virgo 1 ;! Object #4 $Class: GTF Loki $Team: Neutral $Location: 745.032898, 880.400024, 3471.371826 $Orientation: 0.084785, 0.307190, 0.947864, -0.102840, 0.948907, -0.298329, -0.991078, -0.072184, 0.112044 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Virgo 2 ;! Object #5 $Class: GTF Loki $Team: Neutral $Location: 694.948425, 982.179626, 3732.604004 $Orientation: -0.016818, 0.313668, 0.949384, -0.072073, 0.946668, -0.314047, -0.997258, -0.073707, 0.006686 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Napoleon ;! Object #6 $Class: GTC Fenris $Team: Neutral $Location: 131.556931, 0.001108, 3471.666748 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09a-01-main $Arrival Location: Hyperspace +Arrival Delay: 34 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( has-time-elapsed 65 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 99 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 100 $Name: Lambda 1 ;! Object #7 $Class: GTT Elysium $Team: Neutral $Location: -424.621826, -0.000118, 3615.744629 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 2" 89 ) ) $Cargo 1: XSTR("Marines", 330) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 $Arrival Location: Hyperspace $Arrival Cue: ( destroyed-or-departed-delay 6 "Napoleon" ) $Departure Location: Hyperspace +Departure delay: 68 $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 99 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Lambda 2 ;! Object #8 $Class: GTT Elysium $Team: Neutral $Location: 459.798584, -0.000020, 3483.201660 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 89 ) ) $Cargo 1: XSTR("Marines", 330) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 $Arrival Location: Hyperspace $Arrival Cue: ( destroyed-or-departed-delay 12 "Napoleon" ) $Departure Location: Hyperspace +Departure delay: 70 $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 98 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Taurus 1 ;! Object #9 $Class: GTB Zeus $Team: Neutral $Location: -115.121750, 0.000078, 3950.824707 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "escort" )+Respawn priority: 0 +Escort priority: 99 +Group: 0 +Score: 15 $Name: Taurus 2 ;! Object #10 $Class: GTB Zeus $Team: Neutral $Location: -174.471252, -0.000096, 3847.655518 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "escort" )+Respawn priority: 0 +Escort priority: 99 +Group: 0 +Score: 15 $Name: Taurus 3 ;! Object #11 $Class: GTB Zeus $Team: Neutral $Location: -55.881149, -0.000061, 3865.737549 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "escort" )+Respawn priority: 0 +Escort priority: 99 +Group: 0 +Score: 15 $Name: Amakuni ;! Object #12 $Class: GTCv Deimos $Team: Neutral $Location: -41.756645, 0.002734, 3255.600342 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 $Arrival Location: Hyperspace $Arrival Cue: ( destroyed-or-departed-delay 0 "Taurus" ) $Departure Location: Hyperspace $Departure Cue: ( has-arrived-delay 150 "Amakuni" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 99 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Kappa 1 ;! Object #13 $Class: GTFR Poseidon $Team: Neutral $Location: 371.364075, 17.381620, 3663.180908 $Orientation: 1.000000, 0.000000, -0.000000, -0.000000, 1.000000, -0.000003, -0.000000, 0.000003, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 $Arrival Location: Hyperspace $Arrival Cue: ( destroyed-or-departed-delay 12 "Amakuni" ) $Departure Location: Hyperspace $Departure Cue: ( has-arrived-delay 55 "Kappa 1" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 99 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 $Name: Kappa 2 ;! Object #14 $Class: GTFR Poseidon $Team: Neutral $Location: -333.994141, 17.381746, 3643.239746 $Orientation: 1.000000, 0.000000, -0.000000, -0.000000, 1.000000, -0.000003, -0.000000, 0.000003, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 2" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 $Arrival Location: Hyperspace $Arrival Cue: ( destroyed-or-departed-delay 15 "Amakuni" ) $Departure Location: Hyperspace $Departure Cue: ( has-arrived-delay 60 "Kappa 2" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 99 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 $Name: Vengeance ;! Object #15 $Class: GTC Aeolus $Team: Neutral $Location: -223.128784, 0.000207, 3452.570557 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 $Arrival Location: Hyperspace $Arrival Cue: ( destroyed-or-departed-delay 5 "Kappa 1" "Kappa 2" ) $Departure Location: Hyperspace $Departure Cue: ( has-arrived-delay 65 "Vengeance" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 99 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 100 $Name: TC 2 15 ;! Object #16 $Class: TC 2 $Team: Neutral $Location: 371.359924, 0.000167, 3658.259277 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Heavy Weapons", 331) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Docked With: Kappa 1 $Docker Point: cargo dock $Dockee Point: cargo dock +Group: 0 $Name: TC 2 16 ;! Object #17 $Class: TC 2 $Team: Neutral $Location: -333.998291, 0.000293, 3638.318115 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Armor Units", 332) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Docked With: Kappa 2 $Docker Point: cargo dock $Dockee Point: cargo dock +Group: 0 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Virgo $Waves: 10 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Virgo 1" "Virgo 2" ) $AI Goals: ( goals ( ai-chase-wing "Alpha" 89 ) ( ai-guard "Napoleon" 50 ) ( ai-guard "Lambda 1" 50 ) ( ai-guard "Lambda 2" 50 ) ) +Flags:( ) +Wave Delay Min: 15 +Wave Delay Max: 30 $Name: Taurus $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: Hyperspace $Arrival Cue: ( destroyed-or-departed-delay 5 "Lambda 1" "Lambda 2" ) $Departure Location: Hyperspace $Departure Cue: ( has-arrived-delay 55 "Taurus" ) $Ships: ( ;! 3 total "Taurus 1" "Taurus 2" "Taurus 3" ) $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 89 ) ) +Flags:( ) #Events ;! 31 total $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Destroy Asp +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( is-destroyed-delay 0 "Taurus" ) ( do-nothing ) ) +Name: Destroy Taurus +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Taurus", 19) $Formula: ( when ( and ( percent-ships-destroyed 50 "Napoleon" "Lambda 1" "Lambda 2" "Taurus" "Amakuni" "Kappa 1" "Kappa 2" "Vengeance" ) ( destroyed-or-departed-delay 6 "Napoleon" "Lambda 1" "Lambda 2" "Taurus" "Amakuni" "Kappa 1" "Kappa 2" "Vengeance" ) ) ( send-message "#Command" "High" "Return to Base (Success)" ) ) +Name: 50 percent destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( do-nothing ) ) +Name: -----Arrivals----- +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Napoleon" ) ( send-message "Napoleon" "High" "Fenris Class 1" ) ) +Name: Fenris Class 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 3 "Lambda 1" ) ( send-message "#Command" "High" "Transports" ) ) +Name: Transports +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Taurus" ) ( send-message "#Command" "High" "Bomber Wing" ) ) +Name: Bomber Wing +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Amakuni" ) ( send-message "#Command" "High" "Corvette Arrives" ) ) +Name: Corvette Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Vengeance" ) ( send-message "#Command" "High" "Fenris Class 2" ) ) +Name: Fenris Class 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Kappa 1" ) ( send-message "#Command" "High" "Freighters Kappa Arrives" ) ) +Name: Freighters Kappa Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( do-nothing ) ) +Name: -----Jumps----- +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 2 "Amakuni" ) ( send-message "#Command" "High" "Corvette Jumps" ) ) +Name: Corvette Jumps +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 2 "Kappa 1" ) ( send-message "#Command" "High" "Kappa 1 Jumps" ) ) +Name: Kappa 1 Jumps +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 2 "Kappa 2" ) ( send-message "Kappa 2" "High" "Kappa 2 Jumps" ) ) +Name: Kappa 2 Jumps +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 2 "Napoleon" ) ( send-message "#Command" "High" "Napoleon Jumps" ) ) +Name: Napoleon Jumps +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Vengeance" ) ( send-message "#Command" "High" "Vengence Jumps" ) ) +Name: Vengence Jumps +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 2 "Taurus" ) ( send-message "#Command" "High" "Taurus Jumps" ) ) +Name: Taurus Jumps +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 2 "Lambda 1" ) ( send-message "#Command" "High" "Lambda 1 Jumps" ) ) +Name: Lambda 1 Jumps +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 2 "Lambda 2" ) ( send-message "#Command" "High" "Lambda 2 Jumps" ) ) +Name: Lambda 2 Jumps +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( do-nothing ) ) +Name: -----Destroyed----- +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 3 "Amakuni" ) ( send-message "#Command" "High" "Amakuni Destroyed" ) ) +Name: Amakuni Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Kappa 1" ) ( send-message "#Command" "High" "Kappa 1 Destroyed" ) ) +Name: Kappa 1 Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Kappa 2" ) ( send-message "#Command" "High" "Kappa 2 Jumps" ) ) +Name: Kappa 2 Jumps +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Napoleon" ) ( send-message "#Command" "High" "Napoleon Destroyed" ) ) +Name: Napoleon Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Vengeance" ) ( send-message "#Command" "High" "Vengence Destroyed" ) ) +Name: Vengence Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Taurus" ) ( send-message "#Command" "High" "Taurus Destroyed" ) ) +Name: Taurus Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Lambda 1" ) ( send-message "#Command" "High" "Lambda 1 Destroyed" ) ) +Name: Lambda 1 Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Lambda 2" ) ( send-message "#Command" "High" "Lambda 2 Destroyed" ) ) +Name: Lambda 2 Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Amakuni" ) ( beam-free-all "Amakuni" ) ) +Name: Amakuni Has Arrived +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Vengeance" ) ( beam-free-all "Vengeance" ) ) +Name: Vengeance Has Arrived +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Napoleon" ) ( beam-free-all "Napoleon" ) ) +Name: Napoleon Has Arrived +Repeat Count: 1 +Interval: 1 #Goals ;! 1 total $Type: Primary +Name: Stop The Rebels $MessageNew: XSTR("Intercept all NTF ships", 333) $end_multi_text $Formula: ( destroyed-or-departed-delay 3 "Taurus" "Napoleon" "Lambda 1" "Lambda 2" "Amakuni" "Kappa 1" "Kappa 2" "Vengeance" ) +Score: 300 #Waypoints ;! 2 lists total $Jump Node: 43.695404, -0.000855, 3095.808105 $Jump Node Name: Jump Node 0 $Name: Waypoint path 1 $List: ( ;! 1 points in list ( 384.405273, 0.001099, 10236.439453 ) ) $Name: Waypoint path 2 $List: ( ;! 1 points in list ( -199.583496, 0.000470, 10194.567383 ) ) #Messages ;! 231 total $Name: Fenris Class 1 $Team: -1 $MessageNew: XSTR("A Fenris-class cruiser has just jumped in from Regulus. It's the NTC Napoleon, Alpha. Intercept and destroy.", 334) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M4_AC_03.wav $Name: Transports $Team: -1 $MessageNew: XSTR("Incoming personnel transports. Designation Lambda 1 and Lambda 2. Here come the Marines. Neutralize them.", 335) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M4_AC_06.wav $Name: Bomber Wing $Team: -1 $MessageNew: XSTR("Sensors picking up a wing of hostile Zeus bombers.", 336) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M4_AC_05.wav $Name: Corvette Arrives $Team: -1 $MessageNew: XSTR("New target, Alpha wing! A Deimos-class corvette, designation NTC Amakuni. Looks like our friends in Regulus hit them pretty hard. Let's finish the job!", 337) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M4_AC_01.wav $Name: Fenris Class 2 $Team: -1 $MessageNew: XSTR("The NTC Vengeance now coming through the Regulus node.", 338) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M4_AC_04.wav $Name: Freighters Kappa Arrives $Team: -1 $MessageNew: XSTR("Two Poseidon-class freighters have entered the system. Designation Kappa 1 and Kappa 2.", 339) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M4_AC_02.wav $Name: Corvette Jumps $Team: -1 $MessageNew: XSTR("The Amakuni is jumping to Sirius III. Better luck next time, Alpha.", 340) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M4_AC_07.wav $Name: Kappa 1 Jumps $Team: -1 $MessageNew: XSTR("Kappa 1 has jumped out.", 341) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M4_AC_08.wav $Name: Kappa 2 Jumps $Team: -1 $MessageNew: XSTR("There goes Kappa 2.", 342) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M4_AC_09.wav $Name: Napoleon Jumps $Team: -1 $MessageNew: XSTR("Bad news, Alpha. The Napoleon got away!", 343) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M4_AC_10.wav $Name: Vengence Jumps $Team: -1 $MessageNew: XSTR("The Vengeance is now engaging its subspace drives!", 344) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M4_AC_11.wav $Name: Taurus Jumps $Team: -1 $MessageNew: XSTR("Taurus wing has jumped to Sirius III.", 345) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M4_AC_12.wav $Name: Lambda 1 Jumps $Team: -1 $MessageNew: XSTR("Lambda 1 has escaped!", 346) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M4_AC_13.wav $Name: Lambda 2 Jumps $Team: -1 $MessageNew: XSTR("Lambda 2 has made the jump.", 347) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M4_AC_14.wav $Name: Return to Base (Success) $Team: -1 $MessageNew: XSTR("That'll do, Alpha. Mission accomplished. Return to base.", 348) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M4_AC_15.wav $Name: Return to Base (Failure) $Team: -1 $MessageNew: XSTR("Abort mission and return to base, Alpha. We're pulling you out.", 349) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M4_AC_16.wav $Name: Amakuni Destroyed $Team: -1 $MessageNew: XSTR("Nice job, Alpha! We got the Amakuni!", 350) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M4_AC_17.wav $Name: Kappa 1 Destroyed $Team: -1 $MessageNew: XSTR("Kappa 1 has been destroyed!", 351) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M4_AC_18.wav $Name: Kappa 2 Destroyed $Team: -1 $MessageNew: XSTR("Kappa 2 is down!", 352) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M4_AC_19.wav $Name: Napoleon Destroyed $Team: -1 $MessageNew: XSTR("The Napoleon has been destroyed.", 353) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M4_AC_20.wav $Name: Vengence Destroyed $Team: -1 $MessageNew: XSTR("So much for the Vengeance. Nice shooting, Alpha.", 354) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M4_AC_21.wav $Name: Taurus Destroyed $Team: -1 $MessageNew: XSTR("All Zeus bombers have been neutralized.", 355) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M4_AC_22.wav $Name: Lambda 1 Destroyed $Team: -1 $MessageNew: XSTR("Lambda 1 has been destroyed!", 356) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M4_AC_23.wav $Name: Lambda 2 Destroyed $Team: -1 $MessageNew: XSTR("That's it for Lambda 2.", 357) $end_multi_text +AVI Name: Head-CM2 +Wave Name: M4_AC_24.wav #Reinforcements ;! 0 total #Background bitmaps ;! 35 total $Num stars: 1260 $Ambient light level: 0 $Sun: SunGold +Angles: 5.811942 0.000000 2.879791 +Scale: 2.000000 $Starbitmap: dneb01 +Angles: 0.558505 0.663225 0.122173 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 0.802851 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 0.000000 1.308996 0.645771 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb01 +Angles: 5.864302 0.872664 5.777035 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb03 +Angles: 5.777035 2.740165 5.585049 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 0.000000 0.000000 5.846848 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 5.881755 5.009091 5.532689 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb01 +Angles: 5.585049 0.366519 5.393063 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 0.558505 0.628318 6.126101 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb02 +Angles: 5.218530 0.000000 5.218530 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 5.009091 5.585049 5.218530 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 5.585049 5.585049 0.925024 +ScaleX: 2.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 5.777035 2.321286 0.802851 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 6.021381 4.468040 0.628318 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 5.585049 0.558505 0.925024 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb01 +Angles: 5.358157 2.740165 0.628318 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 5.131264 5.951568 0.488692 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 4.991638 0.855211 0.418879 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb01 +Angles: 4.764745 1.692968 0.174533 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb01 +Angles: 5.253437 3.455749 1.117010 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 5.078904 1.256636 1.308996 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 3.508109 0.366519 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb03 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 4.886918 4.258600 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 4.345866 0.366519 2.199113 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 3.874628 1.570795 2.391099 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb03 +Angles: 4.014254 0.558505 0.942477 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb02 +Angles: 4.345866 1.797688 0.698131 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 4.520399 2.129300 0.541052 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 3.944441 1.570795 0.488692 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: planete +Angles: 0.000000 0.000000 0.000000 +ScaleX: 2.400000 +ScaleY: 2.400000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 0.314159 1.727875 0.349066 +ScaleX: 2.500000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 6: Joshua $Briefing Music: Brief5 #End #Mission Info $Version: 0.10 $Name: XSTR("Installation Dogfight- Heavy", 358) $Author: James Aagy $Created: 02/24/99 at 17:35:31 $Modified: 09/14/99 at 19:48:15 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("Heavy fighter havoc! 12-player dogfight around an Arcadia-class Terran installation.", 359) $end_multi_text +Game Type Flags: 34 +Flags: 0 +Num Players: 12 +Num Respawns: 10 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 1541.577515, 1067.757935, 2235.262695 +Viewer orient: -0.999993, 0.000001, -0.003740, 0.002700, 0.692194, -0.721707, 0.002588, -0.721712, -0.692189 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 360) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: 1541.577515, 1067.757935, 2235.262695 $camera_orient: -0.999993, 0.000001, -0.003740, 0.002700, 0.692194, -0.721707, 0.002588, -0.721712, -0.692189 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 15 $team: Hostile $class: GTI Arcadia $pos: 1525.430542, -0.001781, 1211.302734 $label: Arcadia +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Erinyes $pos: 1867.401245, -359.359589, 1197.338379 $label: Hostile +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Erinyes $pos: 1935.198242, -359.359528, 597.636353 +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Erinyes $pos: 1113.595337, -359.359833, 641.283875 $label: Hostile +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Erinyes $pos: 1282.794312, -359.359650, 1159.265137 $label: Hostile +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Hercules Mark II" 12 "GTF Erinyes" 12 "GVF Tauret" 12 ) +Weaponry Pool: ( "Prometheus D" 99 "UD-D Kayser" 99 "Circe" 99 "Lamprey" 99 "Tempest D" 9999 "Tornado D" 9999 "Harpoon D" 9999 "Piranha" 9999 "Infyrno D" 9999 ) #Objects ;! 13 total $Name: Alpha 1 ;! Object #0 $Class: GTF Erinyes $Team: Friendly $Location: 1218.936646, 206.788895, 1649.725220 $Orientation: 0.736348, 0.000000, 0.676603, -0.192546, 0.958653, 0.209548, -0.648627, -0.284578, 0.705902 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Arcadia ;! Object #1 $Class: GTI Arcadia $Team: Hostile $Location: 810.683411, -0.001922, 1278.448120 $Orientation: 0.305817, 0.000000, -0.952090, 0.000000, 1.000000, 0.000000, 0.952090, 0.000000, 0.305817 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10000 $Name: Alpha 2 ;! Object #2 $Class: GTF Erinyes $Team: Friendly $Location: -34.419334, 307.197754, 2127.037842 $Orientation: -0.914603, 0.000000, 0.404353, -0.321884, 0.605233, -0.728068, -0.244728, -0.796048, -0.553548 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #3 $Class: GTF Erinyes $Team: Friendly $Location: 128.102066, 276.169220, 754.917480 $Orientation: 0.237059, 0.000000, -0.971495, 0.212268, 0.975838, 0.051796, 0.948022, -0.218496, 0.231331 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #4 $Class: GTF Erinyes $Team: Friendly $Location: 669.375671, -110.505554, -41.600037 $Orientation: 0.929528, 0.000000, -0.368752, -0.079657, 0.976389, -0.200795, 0.360045, 0.216018, 0.907581 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #5 $Class: GTF Erinyes $Team: Friendly $Location: 1349.261353, -77.466957, 416.470825 $Orientation: 0.094629, 0.000000, 0.995513, 0.056876, 0.998367, -0.005406, -0.993887, 0.057132, 0.094475 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #6 $Class: GTF Erinyes $Team: Friendly $Location: 1282.794312, -359.359650, 1159.265137 $Orientation: 0.913472, 0.000000, -0.406901, -0.190312, 0.883881, -0.427242, 0.359652, 0.467712, 0.807401 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #7 $Class: GTF Erinyes $Team: Friendly $Location: -272.512024, 256.337891, 1410.585571 $Orientation: 0.876449, 0.000000, -0.481495, 0.423812, 0.474603, 0.771450, 0.228519, -0.880200, 0.415965 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #8 $Class: GTF Erinyes $Team: Friendly $Location: 995.728027, 396.119080, 81.413094 $Orientation: -0.758758, 0.000000, -0.651372, 0.547309, 0.542214, -0.637539, 0.353183, -0.840240, -0.411409 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #9 $Class: GTF Erinyes $Team: Friendly $Location: -277.010101, -130.458466, 1267.909424 $Orientation: -0.130628, 0.000000, -0.991431, -0.096359, 0.995266, 0.012696, 0.986738, 0.097192, -0.130010 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #10 $Class: GTF Erinyes $Team: Friendly $Location: 836.600098, 164.695007, 2685.868164 $Orientation: -0.875948, 0.000000, 0.482405, -0.195041, 0.914622, -0.354156, -0.441218, -0.404311, -0.801161 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #11 $Class: GTF Erinyes $Team: Friendly $Location: 861.337524, -239.931534, 2824.313965 $Orientation: -0.970984, 0.000000, -0.239145, -0.041483, 0.984840, 0.168432, 0.235520, 0.173465, -0.956264 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #12 $Class: GTF Erinyes $Team: Friendly $Location: 398.560547, 101.882393, 398.061096 $Orientation: -0.379340, 0.000000, -0.925257, 0.210672, 0.973734, -0.086372, 0.900954, -0.227690, -0.369376 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 1 ;! Beta 2 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 0 total #Goals ;! 1 total $Type: Primary +Name: Goal name $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999 ) #Waypoints ;! 0 lists total #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 34 total $Num stars: 399 $Ambient light level: 0 $Sun: SunGold +Angles: 2.670352 0.000000 5.811942 +Scale: 2.000000 $Starbitmap: dneb03 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb12 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 0.000000 1.308996 0.558505 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb03 +Angles: 6.021381 0.890117 5.794488 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 5.951568 2.740165 5.602502 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 0.000000 0.000000 5.951568 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 5.881755 5.009091 5.532689 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb03 +Angles: 5.585049 0.383972 5.393063 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 0.558505 0.628318 6.126101 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb01 +Angles: 5.218530 0.000000 5.218530 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 5.009091 5.585049 5.218530 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 5.585049 5.585049 0.925024 +ScaleX: 2.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 5.777035 2.321286 0.802851 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 6.021381 4.468040 0.628318 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 5.585049 0.575958 0.925024 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb03 +Angles: 5.358157 2.740165 0.628318 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 5.131264 5.951568 0.506145 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 4.991638 0.855211 0.418879 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb12 +Angles: 4.764745 1.692968 0.191986 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb03 +Angles: 5.253437 3.455749 1.117010 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 5.078904 1.256636 1.308996 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 3.508109 0.383972 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb02 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 4.886918 4.276053 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 4.345866 0.366519 2.216566 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 3.874628 1.570795 2.408552 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb02 +Angles: 4.031707 0.558505 0.959930 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb01 +Angles: 4.345866 1.797688 0.715584 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: planeth +Angles: 0.000000 0.000000 5.235983 +ScaleX: 2.500000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: planetf +Angles: 0.436332 1.308996 5.323250 +ScaleX: 0.250000 +ScaleY: 0.250000 +DivX: 1 +DivY: 1 $Starbitmap: planeth +Angles: 6.108647 0.000000 4.904371 +ScaleX: 0.100000 +ScaleY: 0.100000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 1: Genesis $Briefing Music: Brief1 #End #Mission Info $Version: 0.10 $Name: XSTR("Heavy Asteroid Dogfight", 362) $Author: James Agay $Created: 03/02/99 at 17:06:58 $Modified: 09/14/99 at 19:48:35 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("12-player heavy fighter dogfight within an asteroid field.", 363) $end_multi_text +Game Type Flags: 34 +Flags: 0 +Num Players: 12 +Num Respawns: 10 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -0.222412, 3496.855469, -5785.210938 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 360) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: -0.222412, 3496.855469, -5785.210938 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 8 $team: Hostile $class: Asteroid $pos: -106.105156, 0.000014, 509.753326 +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Erinyes $pos: -1207.788208, 666.895874, 1203.817017 +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Erinyes $pos: -1164.021118, 806.622375, -863.631714 $label: Hostile +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Erinyes $pos: 1249.862305, 593.899475, -1060.091553 $label: Hostile +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Erinyes $pos: 1153.915649, 617.828857, 1137.598511 $label: Hostile +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Hercules Mark II" 12 "GTF Erinyes" 12 "GVF Tauret" 12 ) +Weaponry Pool: ( "Prometheus D" 99 "UD-D Kayser" 99 "Circe" 99 "Lamprey" 99 "Tempest D" 9999 "Tornado D" 9999 "Harpoon D" 9999 "Piranha" 9999 "Infyrno D" 9999 ) #Objects ;! 12 total $Name: Alpha 1 ;! Object #0 $Class: GTF Erinyes $Team: Friendly $Location: -5.680353, -0.000002, -973.049744 $Orientation: 0.999991, 0.000000, 0.004233, 0.000000, 1.000000, 0.000000, -0.004233, 0.000000, 0.999991 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Erinyes $Team: Friendly $Location: 1026.342773, -633.848022, -905.208496 $Orientation: 0.636777, 0.000000, 0.771048, 0.313148, 0.913814, -0.258616, -0.704595, 0.406133, 0.581896 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #2 $Class: GTF Erinyes $Team: Friendly $Location: -1164.021118, 806.622375, -863.631714 $Orientation: 0.649353, 0.000000, -0.760487, 0.338955, 0.895178, 0.289422, 0.680772, -0.445708, 0.581287 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #3 $Class: GTF Erinyes $Team: Friendly $Location: -1205.823120, -0.000422, -72.792992 $Orientation: -0.011868, 0.000000, -0.999930, 0.000000, 1.000000, 0.000000, 0.999930, 0.000000, -0.011868 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #4 $Class: GTF Erinyes $Team: Friendly $Location: -1169.452881, -675.919128, 1099.314209 $Orientation: -0.683310, 0.000000, -0.730128, -0.274496, 0.926637, 0.256895, 0.676564, 0.375957, -0.633181 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #5 $Class: GTF Erinyes $Team: Friendly $Location: 4.724420, -0.000450, 1222.745605 $Orientation: -0.999999, 0.000000, 0.001420, 0.000000, 1.000000, 0.000000, -0.001420, 0.000000, -0.999999 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #6 $Class: GTF Erinyes $Team: Friendly $Location: 1153.915649, 617.828857, 1137.598511 $Orientation: -0.675875, 0.000000, 0.737016, -0.261360, 0.935011, -0.239679, -0.689118, -0.354620, -0.631951 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #7 $Class: GTF Erinyes $Team: Friendly $Location: 1217.628906, 0.000118, 95.870491 $Orientation: -0.012330, 0.000000, 0.999924, 0.000000, 1.000000, 0.000000, -0.999924, 0.000000, -0.012330 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #8 $Class: GTF Erinyes $Team: Friendly $Location: 1024.708618, 593.899536, -896.507202 $Orientation: 0.634717, 0.000000, 0.772744, -0.304551, 0.919061, 0.250152, -0.710199, -0.394116, 0.583344 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #9 $Class: GTF Erinyes $Team: Friendly $Location: -1207.788208, 666.895874, 1203.817017 $Orientation: -0.697590, 0.000000, -0.716497, 0.258991, 0.932385, -0.252156, 0.668051, -0.361468, -0.650423 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #10 $Class: GTF Erinyes $Team: Friendly $Location: -1181.148315, -606.071777, -856.645874 $Orientation: 0.643819, 0.000000, -0.765177, -0.287744, 0.926600, -0.242107, 0.709013, 0.376049, 0.596563 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #11 $Class: GTF Erinyes $Team: Friendly $Location: 1134.963867, -610.911011, 1167.504272 $Orientation: -0.686200, 0.000000, 0.727413, 0.254785, 0.936652, 0.240350, -0.681332, 0.350262, -0.642731 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 0 total #Goals ;! 1 total $Type: Primary +Name: Score $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999999 ) #Waypoints ;! 1 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( 0.663327, 0.000074, 1.119419 ) ) #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 36 total $Num stars: 399 $Ambient light level: 0 $Sun: SunBlue +Angles: 0.000000 0.000000 4.625119 +Scale: 1.000000 $Starbitmap: dneb04 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb06 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 0.000000 1.308996 0.558505 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb04 +Angles: 6.021381 0.890117 5.794488 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 5.951568 2.740165 5.602502 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 0.000000 0.000000 5.951568 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 5.881755 5.009091 5.532689 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.585049 0.383972 5.393063 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 0.558505 0.628318 6.126101 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb15 +Angles: 5.218530 0.000000 5.218530 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 5.009091 5.585049 5.218530 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.585049 5.585049 0.925024 +ScaleX: 2.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 5.777035 2.321286 0.802851 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 6.021381 4.468040 0.628318 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 5.585049 0.575958 0.925024 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb04 +Angles: 5.358157 2.740165 0.628318 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 5.131264 5.951568 0.506145 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 4.991638 0.855211 0.418879 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb06 +Angles: 4.764745 1.692968 0.191986 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb04 +Angles: 5.253437 3.455749 1.117010 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 5.078904 1.256636 1.308996 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 3.508109 0.383972 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb05 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 4.886918 4.276053 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 4.345866 0.366519 2.216566 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 3.874628 1.570795 2.408552 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb05 +Angles: 4.031707 0.558505 0.959930 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb15 +Angles: 4.345866 1.797688 0.715584 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 4.520399 2.146753 0.541052 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 3.961894 1.570795 0.506145 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: planetc +Angles: 0.000000 0.000000 3.054324 +ScaleX: 2.500000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: planeta1 +Angles: 0.226893 0.122173 3.228857 +ScaleX: 0.750000 +ScaleY: 0.750000 +DivX: 1 +DivY: 1 #Asteroid Fields $Density: 256 +Field Type: 0 +Debris Genre: 0 +Field Debris Type: 0 $Average Speed: 19.999987 $Minimum: -2000.000000, -2000.000000, -2000.000000 $Maximum: 2000.000000, 2000.000000, 2000.000000 #Music $Event Music: 2: Exodus $Briefing Music: Brief2 #End #Mission Info $Version: 0.10 $Name: XSTR("Demon Dogfight- Heavy", 364) $Author: James Agay $Created: 03/29/99 at 11:38:30 $Modified: 09/14/99 at 19:48:56 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("12-player heavy fighter dogfight around a Shivan Demon-class destroyer. ", 365) $end_multi_text +Game Type Flags: 34 +Flags: 0 +Num Players: 12 +Num Respawns: 15 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -33.159576, 4479.508301, -3579.107666 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.728556, 0.684987, 0.000000, -0.684987, 0.728556 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 360) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: -33.159576, 4479.508301, -3579.107666 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.728556, 0.684987, 0.000000, -0.684987, 0.728556 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Hostile $class: SD Demon $pos: -14.665134, 0.000091, 1095.354004 $label: Demon +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Erinyes $pos: -1179.595703, 596.700073, -173.013519 $label: Hostile +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Erinyes $pos: -816.962952, 596.700317, 1207.349854 +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Erinyes $pos: 1114.832275, 596.700073, 1022.024658 $label: Hostile +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Erinyes $pos: 954.382507, 683.111816, -232.052032 $label: Hostile +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Hercules Mark II" 12 "GTF Erinyes" 12 "GVF Tauret" 12 ) +Weaponry Pool: ( "Prometheus D" 99 "UD-D Kayser" 99 "Circe" 99 "Lamprey" 99 "Tempest D" 9999 "Tornado D" 9999 "Harpoon D" 9999 "Piranha" 9999 "Infyrno D" 9999 ) #Objects ;! 13 total $Name: Alpha 1 ;! Object #0 $Class: GTF Erinyes $Team: Friendly $Location: 400.528534, -406.600098, 126.482452 $Orientation: 0.860875, 0.000000, 0.508817, 0.154027, 0.953081, -0.260600, -0.484944, 0.302715, 0.820483 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Demon ;! Object #1 $Class: SD Demon $Team: Hostile $Location: -14.665134, 0.000091, 1095.354004 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +Subsystem: turret02-base +Subsystem: turret03a-base +Subsystem: turret04-base +Subsystem: turret05-base +Subsystem: turret06a-base +Subsystem: turret07a-base +Subsystem: turret08-base +Subsystem: turret09-base +Subsystem: turret10-base +Subsystem: turret11-base +Subsystem: turret12-base +Subsystem: turret13-base +Subsystem: turret14-base +Subsystem: turret15-base +Subsystem: turret16-base +Subsystem: turret17-base +Subsystem: turret18-base +Subsystem: turret19-base +Subsystem: turret20-base +Subsystem: turret21-base +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 5000 $Name: Alpha 2 ;! Object #2 $Class: GTF Erinyes $Team: Friendly $Location: -439.250092, -406.600464, 191.582474 $Orientation: 0.815553, 0.000000, -0.578682, -0.168457, 0.956691, -0.237411, 0.553620, 0.291104, 0.780233 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #3 $Class: GTF Erinyes $Team: Friendly $Location: 285.156647, -406.600281, 1593.436890 $Orientation: -0.827684, 0.000000, 0.561194, 0.195504, 0.937357, 0.288341, -0.526040, 0.348370, -0.775835 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #4 $Class: GTF Erinyes $Team: Friendly $Location: -390.785675, -406.599609, 1766.968140 $Orientation: -0.792162, 0.000000, -0.610311, -0.204230, 0.942349, 0.265083, 0.575126, 0.334632, -0.746492 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #5 $Class: GTF Erinyes $Team: Friendly $Location: 483.566467, 596.700439, 947.173645 $Orientation: 0.116882, 0.000000, 0.993146, -0.621692, 0.779837, 0.073166, -0.774492, -0.625983, 0.091149 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #6 $Class: GTF Erinyes $Team: Friendly $Location: -595.620605, 596.700317, 1028.145874 $Orientation: 0.111365, 0.000000, -0.993779, 0.603729, 0.794313, 0.067655, 0.789372, -0.607508, 0.088459 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #7 $Class: GTF Erinyes $Team: Friendly $Location: -61.738632, 596.699768, -12.043801 $Orientation: 0.999986, 0.000000, 0.005265, -0.002090, 0.917857, 0.396905, -0.004833, -0.396910, 0.917845 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #8 $Class: GTF Erinyes $Team: Friendly $Location: -78.433670, 596.700256, 2199.434082 $Orientation: -0.999997, 0.000000, 0.002441, -0.000982, 0.915462, -0.402403, -0.002234, -0.402404, -0.915459 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #9 $Class: GTF Erinyes $Team: Friendly $Location: 400.528534, 683.111694, 126.482452 $Orientation: 0.860875, 0.000000, 0.508817, 0.154027, 0.953081, -0.260600, -0.484944, 0.302715, 0.820483 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #10 $Class: GTF Erinyes $Team: Friendly $Location: -439.250092, 683.111328, 191.582474 $Orientation: 0.815553, 0.000000, -0.578682, -0.168457, 0.956691, -0.237411, 0.553620, 0.291104, 0.780233 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #11 $Class: GTF Erinyes $Team: Friendly $Location: 285.156647, 683.111755, 1593.436890 $Orientation: -0.827684, 0.000000, 0.561194, 0.195504, 0.937357, 0.288341, -0.526040, 0.348370, -0.775835 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #12 $Class: GTF Erinyes $Team: Friendly $Location: -390.785675, 683.112305, 1766.968140 $Orientation: -0.792162, 0.000000, -0.610311, -0.204230, 0.942349, 0.265083, 0.575126, 0.334632, -0.746492 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 2 ;! Beta 3 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 0 total #Goals ;! 1 total $Type: Primary +Name: Goal name $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999 ) #Waypoints ;! 0 lists total #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 34 total $Num stars: 998 $Ambient light level: 0 $Sun: SunWhite +Angles: 0.488692 0.000000 1.378809 +Scale: 1.000000 $Starbitmap: dneb14 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb09 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 0.000000 1.308996 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3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb09 +Angles: 3.508109 0.383972 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb14 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 4.886918 4.276053 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb09 +Angles: 4.345866 0.366519 2.216566 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb14 +Angles: 3.874628 1.570795 2.408552 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.031707 0.558505 0.959930 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb11 +Angles: 4.345866 1.797688 0.715584 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb14 +Angles: 4.520399 2.146753 0.541052 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 3.961894 1.570795 0.506145 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 #Asteroid Fields #Music $Event Music: 3: Leviticus $Briefing Music: Brief3 #End #Mission Info $Version: 0.10 $Name: XSTR("Orion Dogfight- Heavy", 366) $Author: James Agay $Created: 04/07/99 at 14:06:39 $Modified: 09/14/99 at 19:49:15 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("12-player heavy fighter dogfight around an Orion-class Terran destroyer.", 367) $end_multi_text +Game Type Flags: 34 +Flags: 0 +Num Players: 12 +Num Respawns: 10 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -30.997864, 5038.274902, 1927.379395 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.022075, 0.999756, 0.000000, -0.999756, 0.022075 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 360) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: -30.997864, 5038.274902, 1927.379395 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.022075, 0.999756, 0.000000, -0.999756, 0.022075 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Unknown $class: GTD Orion $pos: 9.658463, -0.000018, 1899.745239 $label: Orion under repair +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Erinyes $pos: 1307.548096, -361.561035, 2381.327881 $label: Hostile +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Erinyes $pos: 849.117371, 180.217270, 1536.605957 $label: Hostile +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Erinyes $pos: -713.397339, 782.015015, 1404.117188 $label: Hostile +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Erinyes $pos: -937.539856, 253.585388, 2435.196045 +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Hercules Mark II" 12 "GTF Erinyes" 12 "GVF Tauret" 12 ) +Weaponry Pool: ( "Prometheus D" 99 "UD-D Kayser" 99 "Circe" 99 "Lamprey" 99 "Tempest D" 9999 "Tornado D" 9999 "Harpoon D" 9999 "Piranha" 9999 "Infyrno D" 9999 ) #Objects ;! 13 total $Name: Alpha 1 ;! Object #0 $Class: GTF Erinyes $Team: Friendly $Location: 684.505249, 180.217178, 1583.391968 $Orientation: 0.568821, 0.000000, 0.822461, 0.000000, 1.000000, 0.000000, -0.822461, 0.000000, 0.568821 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Orion ;! Object #1 $Class: GTD Orion $Team: Friendly $Location: 9.658463, -0.000018, 1899.745239 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03a +Subsystem: turret04a +Subsystem: turret05a +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 $Name: Alpha 2 ;! Object #2 $Class: GTF Erinyes $Team: Friendly $Location: 1098.807251, -361.560974, 2412.193604 $Orientation: -0.396069, 0.000000, 0.918221, 0.000001, 1.000000, 0.000000, -0.918221, 0.000001, -0.396069 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #3 $Class: GTF Erinyes $Team: Friendly $Location: 126.192863, -226.033371, 3447.960693 $Orientation: -0.959579, 0.000000, -0.281439, 0.000000, 1.000000, 0.000000, 0.281439, 0.000000, -0.959579 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #4 $Class: GTF Erinyes $Team: Friendly $Location: -537.570801, 253.585312, 2836.317139 $Orientation: -0.909674, 0.000000, 0.415323, 0.000000, 1.000000, -0.000001, -0.415323, -0.000001, -0.909674 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #5 $Class: GTF Erinyes $Team: Friendly $Location: 252.627335, 221.295761, 1045.447266 $Orientation: 0.938043, 0.000000, 0.346518, 0.000000, 1.000000, 0.000000, -0.346518, 0.000000, 0.938043 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #6 $Class: GTF Erinyes $Team: Friendly $Location: -386.967102, -166.278244, 1025.437988 $Orientation: 0.936398, 0.000000, -0.350940, 0.000000, 1.000000, 0.000000, 0.350939, 0.000000, 0.936398 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #7 $Class: GTF Erinyes $Team: Friendly $Location: -672.470154, 224.040100, 1993.498169 $Orientation: 0.299438, 0.000000, -0.954116, 0.000000, 1.000000, 0.000000, 0.954116, 0.000000, 0.299438 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #8 $Class: GTF Erinyes $Team: Friendly $Location: -661.649658, -0.001094, 2464.866699 $Orientation: -0.550474, 0.000000, -0.834852, -0.000001, 1.000000, 0.000000, 0.834852, 0.000001, -0.550474 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #9 $Class: GTF Erinyes $Team: Friendly $Location: 179.033615, 188.144684, 3287.390869 $Orientation: -0.914699, 0.000000, -0.404136, 0.208605, 0.856483, -0.472144, 0.346136, -0.516175, -0.783424 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #10 $Class: GTF Erinyes $Team: Friendly $Location: 625.305237, 391.713928, 1225.591919 $Orientation: 0.916763, 0.000000, 0.399431, -0.199536, 0.866284, 0.457970, -0.346021, -0.499551, 0.794178 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #11 $Class: GTF Erinyes $Team: Friendly $Location: -599.335388, 782.015320, 1551.115967 $Orientation: 0.854055, 0.000000, -0.520183, 0.327846, 0.776390, 0.538270, 0.403865, -0.630252, 0.663080 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #12 $Class: GTF Erinyes $Team: Friendly $Location: 244.564331, 558.015137, 2940.875977 $Orientation: -0.336424, 0.000000, 0.941711, -0.747054, 0.608838, -0.266883, -0.573349, -0.793294, -0.204828 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 0 total #Goals ;! 1 total $Type: Primary +Name: Goal name $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999 ) #Waypoints ;! 0 lists total #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 35 total $Num stars: 399 $Ambient light level: 0 $Sun: SunGreen +Angles: 5.951568 0.000000 5.131264 +Scale: 1.000000 $Starbitmap: dneb04 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb05 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 0.000000 1.308996 0.558505 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb04 +Angles: 6.021381 0.890117 5.794488 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.951568 2.740165 5.602502 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 0.000000 0.000000 5.951568 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 5.881755 5.009091 5.532689 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.585049 0.383972 5.393063 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 0.558505 0.628318 6.126101 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb10 +Angles: 5.218530 0.000000 5.218530 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 5.009091 5.585049 5.218530 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.585049 5.585049 0.925024 +ScaleX: 2.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.777035 2.321286 0.802851 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 6.021381 4.468040 0.628318 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 5.585049 0.575958 0.925024 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb04 +Angles: 5.358157 2.740165 0.628318 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.131264 5.951568 0.506145 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.991638 0.855211 0.418879 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb05 +Angles: 4.764745 1.692968 0.191986 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb04 +Angles: 5.253437 3.455749 1.117010 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.078904 1.256636 1.308996 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 3.508109 0.383972 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb04 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.886918 4.276053 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 4.345866 0.366519 2.216566 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 3.874628 1.570795 2.408552 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb04 +Angles: 4.031707 0.558505 0.959930 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.345866 1.797688 0.715584 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 4.520399 2.146753 0.541052 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 3.961894 1.570795 0.506145 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: planeta1 +Angles: 0.523598 4.101521 5.253437 +ScaleX: 2.500000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 4: Numbers $Briefing Music: Brief4 #End #Mission Info $Version: 0.10 $Name: XSTR("Shivan Playground- Heavy", 368) $Author: James Agay / BJ $Created: 04/13/99 at 13:25:37 $Modified: 09/14/99 at 19:49:39 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("12-player heavy fighter dogfight around three Shivan warships. ", 369) $end_multi_text +Game Type Flags: 34 +Flags: 0 +Num Players: 12 +Num Respawns: 20 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -3.998932, 1055.231934, -622.779114 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.737613, 0.675223, 0.000000, -0.675223, 0.737613 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 360) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: -3.998932, 1055.231934, -622.779114 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.737613, 0.675223, 0.000000, -0.675223, 0.737613 $camera_time: 500 $num_lines: 0 $num_icons: 7 $Flags: 0 $Formula: ( true ) $start_icon $type: 28 $team: Hostile $class: SCv Moloch $pos: -1.856549, 0.000019, 443.571228 $label: Moloch +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: SC Lilith $pos: 263.799988, 50.000000, 434.700012 $label: Lilith 2 +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: SC Lilith $pos: -271.799988, 50.000000, 435.200012 $label: Lilith 1 +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Erinyes $pos: -168.560364, 250.774277, 500.361847 +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Erinyes $pos: 128.659973, 250.774414, 408.210663 $label: Hostile +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Erinyes $pos: 160.718460, 250.774307, 85.546593 $label: Hostile +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Erinyes $pos: -224.274002, 250.773834, 77.128281 $label: Hostile +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Hercules Mark II" 12 "GTF Erinyes" 12 "GVF Tauret" 12 ) +Weaponry Pool: ( "Prometheus D" 99 "UD-D Kayser" 99 "Circe" 99 "Lamprey" 99 "Tempest D" 9999 "Tornado D" 9999 "Harpoon D" 9999 "Piranha" 9999 "Infyrno D" 9999 ) #Objects ;! 15 total $Name: Alpha 1 ;! Object #0 $Class: GTF Erinyes $Team: Friendly $Location: -4.705911, -0.000045, -21.778763 $Orientation: 0.999968, 0.000000, 0.007970, 0.000000, 1.000000, 0.000000, -0.007970, 0.000000, 0.999968 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Erinyes $Team: Friendly $Location: -0.138250, -0.000043, 922.986084 $Orientation: -0.999969, 0.000000, 0.007866, 0.000000, 1.000000, 0.000000, -0.007866, 0.000000, -0.999969 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Moloch ;! Object #2 $Class: SCv Moloch $Team: Hostile $Location: -1.856549, 0.000019, 443.571228 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Lilith 2 ;! Object #3 $Class: SC Lilith $Team: Hostile $Location: 263.799988, 50.000000, 434.700012 $Orientation: 0.070737, 0.000000, 0.997495, 0.000000, 1.000000, 0.000000, -0.997495, 0.000000, 0.070737 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Lilith 1 ;! Object #4 $Class: SC Lilith $Team: Hostile $Location: -271.799988, 50.000000, 435.200012 $Orientation: -0.049184, 0.000000, -0.998790, 0.000000, 1.000000, 0.000000, 0.998790, 0.000000, -0.049184 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Alpha 3 ;! Object #5 $Class: GTF Erinyes $Team: Friendly $Location: 476.677429, 0.000095, 485.226440 $Orientation: -0.094678, 0.000000, 0.995508, 0.000000, 1.000000, 0.000000, -0.995508, 0.000000, -0.094678 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #6 $Class: GTF Erinyes $Team: Friendly $Location: -439.432617, 0.000170, 440.034180 $Orientation: -0.104252, 0.000000, -0.994551, 0.000000, 1.000000, 0.000000, 0.994551, 0.000000, -0.104252 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #7 $Class: GTF Erinyes $Team: Friendly $Location: 217.827606, -168.713715, 631.966125 $Orientation: -0.670847, 0.000000, 0.741596, 0.532333, 0.696228, 0.481548, -0.516320, 0.717821, -0.467063 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #8 $Class: GTF Erinyes $Team: Friendly $Location: -206.482910, -168.713715, 617.932861 $Orientation: -0.672555, 0.000000, -0.740047, -0.537337, 0.687604, 0.488333, 0.508859, 0.726086, -0.462452 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #9 $Class: GTF Erinyes $Team: Friendly $Location: -194.417068, -168.714096, 262.715210 $Orientation: 0.652771, 0.000000, -0.757555, -0.566426, 0.664034, -0.488079, 0.503042, 0.747703, 0.433462 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #10 $Class: GTF Erinyes $Team: Friendly $Location: 253.661194, -168.713791, 243.874542 $Orientation: 0.622523, 0.000000, 0.782601, 0.572719, 0.681504, -0.455572, -0.533346, 0.731815, 0.424252 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #11 $Class: GTF Erinyes $Team: Friendly $Location: 217.792999, 250.774338, 631.975525 $Orientation: -0.670893, 0.000000, 0.741554, -0.532879, 0.695426, -0.482102, -0.515696, -0.718597, -0.466557 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #12 $Class: GTF Erinyes $Team: Friendly $Location: -206.517517, 250.774338, 617.942261 $Orientation: -0.672530, 0.000000, -0.740070, 0.537894, 0.686833, -0.488805, 0.508305, -0.726815, -0.461916 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #13 $Class: GTF Erinyes $Team: Friendly $Location: -194.451675, 250.773926, 262.724609 $Orientation: 0.652720, 0.000000, -0.757599, 0.566995, 0.663236, 0.488502, 0.502467, -0.748410, 0.432908 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #14 $Class: GTF Erinyes $Team: Friendly $Location: 253.626587, 250.774292, 243.883942 $Orientation: 0.622547, 0.000000, 0.782582, -0.573307, 0.680677, 0.456068, -0.532686, -0.732584, 0.423753 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 3 ;! Alpha 4 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 2 ;! Beta 3 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 0 total #Goals ;! 1 total $Type: Primary +Name: Goal name $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999 ) #Waypoints ;! 0 lists total #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 36 total $Num stars: 399 $Ambient light level: 0 $Sun: SunGold +Angles: 0.000000 0.000000 3.316123 +Scale: 1.500000 $Starbitmap: dneb03 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb11 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 0.000000 1.308996 0.558505 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb03 +Angles: 6.021381 0.890117 5.794488 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 5.951568 2.740165 5.602502 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 0.000000 0.000000 5.951568 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 5.881755 5.009091 5.532689 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb03 +Angles: 5.585049 0.383972 5.393063 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 0.558505 0.628318 6.126101 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb10 +Angles: 5.218530 0.000000 5.218530 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 5.009091 5.585049 5.218530 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 5.585049 5.585049 0.925024 +ScaleX: 2.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 5.777035 2.321286 0.802851 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 6.021381 4.468040 0.628318 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 5.585049 0.575958 0.925024 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb03 +Angles: 5.358157 2.740165 0.628318 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 5.131264 5.951568 0.506145 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.991638 0.855211 0.418879 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: neb11 +Angles: 4.764745 1.692968 0.191986 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb03 +Angles: 5.253437 3.455749 1.117010 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 5.078904 1.256636 1.308996 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 3.508109 0.383972 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb13 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.886918 4.276053 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 4.345866 0.366519 2.216566 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 3.874628 1.570795 2.408552 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb13 +Angles: 4.031707 0.558505 0.959930 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.345866 1.797688 0.715584 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 4.520399 2.146753 0.541052 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 3.961894 1.570795 0.506145 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: planetb +Angles: 0.000000 0.000000 4.799652 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: planete +Angles: 4.817105 5.235983 4.276053 +ScaleX: 0.700000 +ScaleY: 0.700000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 5: Deuteronomy $Briefing Music: Brief5 #End #Mission Info $Version: 0.10 $Name: XSTR("Vasudan Playground- Heavy", 370) $Author: James Agay / BJ $Created: 04/13/99 at 13:42:24 $Modified: 09/14/99 at 19:50:10 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("12-player heavy fighter dogfight around four Vasudan warships.", 371) $end_multi_text +Game Type Flags: 34 +Flags: 0 +Num Players: 12 +Num Respawns: 20 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -2.839661, 3612.167725, 1070.447510 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.017276, 0.999851, 0.000000, -0.999851, 0.017276 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 360) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: -2.839661, 3612.167725, 1070.447510 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.017276, 0.999851, 0.000000, -0.999851, 0.017276 $camera_time: 500 $num_lines: 0 $num_icons: 8 $Flags: 0 $Formula: ( true ) $start_icon $type: 18 $team: Unknown $class: GVC Mentu $pos: -410.779327, -225.540344, 1219.155640 $label: Mentu +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Unknown $class: GVC Mentu $pos: 344.087738, 304.494720, 1197.989014 $label: Mentu +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Unknown $class: GVCv Sobek $pos: 1.691318, 0.000023, 782.790283 $label: Sobek +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Unknown $class: GVCv Sobek $pos: 1.709456, 0.000107, 1618.551392 $label: Sobek +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Erinyes $pos: -806.932983, 121.498352, 1501.007080 +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Erinyes $pos: 739.647827, -99.429390, 746.984131 $label: Hostile +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Erinyes $pos: 905.597534, -99.429420, 1462.739258 $label: Hostile +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Erinyes $pos: -775.139221, 121.498825, 657.028076 $label: Hostile +id: 9 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Hercules Mark II" 12 "GTF Erinyes" 12 "GVF Tauret" 12 ) +Weaponry Pool: ( "Prometheus D" 99 "UD-D Kayser" 99 "Circe" 99 "Lamprey" 99 "Tempest D" 9999 "Tornado D" 9999 "Harpoon D" 9999 "Piranha" 9999 "Infyrno D" 9999 ) #Objects ;! 16 total $Name: Alpha 1 ;! Object #0 $Class: GTF Erinyes $Team: Friendly $Location: 6.873938, -15.101656, 1248.284668 $Orientation: 0.999765, 0.000000, 0.021669, -0.006317, 0.956566, 0.291447, -0.020728, -0.291515, 0.956342 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Erinyes $Team: Friendly $Location: -273.880157, -101.745468, 942.500427 $Orientation: -0.007911, 0.000000, -0.999969, -0.221659, 0.975123, 0.001754, 0.975092, 0.221666, -0.007715 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTF Erinyes $Team: Friendly $Location: 146.778366, -7.869087, 1061.160522 $Orientation: 0.022403, 0.000000, 0.999749, -0.006417, 0.999979, 0.000144, -0.999728, -0.006419, 0.022403 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sobek 2 ;! Object #3 $Class: GVCv Sobek $Team: Friendly $Location: 0.000000, 0.000000, 691.799988 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Sobek 1 ;! Object #4 $Class: GVCv Sobek $Team: Friendly $Location: 0.000000, 0.000000, 1824.099976 $Orientation: -0.999982, 0.000000, 0.006075, 0.000000, 1.000000, 0.000000, -0.006075, 0.000000, -0.999981 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Mentu 1 ;! Object #5 $Class: GVC Mentu $Team: Friendly $Location: 344.087738, 304.494720, 1197.989014 $Orientation: -0.009203, 0.000000, 0.999958, 0.000000, 1.000000, 0.000000, -0.999958, 0.000000, -0.009203 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 90 $Name: Mentu 2 ;! Object #6 $Class: GVC Mentu $Team: Friendly $Location: -410.779327, -225.540344, 1219.155640 $Orientation: -0.009204, 0.000000, -0.999958, 0.000000, 1.000000, 0.000000, 0.999958, 0.000000, -0.009204 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 90 $Name: Alpha 4 ;! Object #7 $Class: GTF Erinyes $Team: Friendly $Location: -207.693024, 0.000397, 1888.226074 $Orientation: -1.000000, 0.000000, -0.000225, 0.000000, 1.000000, 0.000000, 0.000225, 0.000000, -1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #8 $Class: GTF Erinyes $Team: Friendly $Location: 274.043152, -85.060486, 1570.699829 $Orientation: -0.781474, 0.000000, 0.623938, 0.249811, 0.916350, 0.312885, -0.571746, 0.400378, -0.716104 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #9 $Class: GTF Erinyes $Team: Friendly $Location: -252.676682, -130.903641, 1392.069458 $Orientation: -0.796850, 0.000000, -0.604178, -0.258335, 0.903977, 0.340717, 0.546163, 0.427581, -0.720334 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #10 $Class: GTF Erinyes $Team: Friendly $Location: -259.625702, -130.903473, 915.691040 $Orientation: 0.749383, 0.000000, -0.662137, -0.285257, 0.902441, -0.322843, 0.597540, 0.430812, 0.676274 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #11 $Class: GTF Erinyes $Team: Friendly $Location: 409.311005, -99.429451, 1083.510864 $Orientation: 0.712590, 0.000000, 0.701581, 0.302441, 0.902311, -0.307187, -0.633044, 0.431085, 0.642978 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #12 $Class: GTF Erinyes $Team: Friendly $Location: 109.659027, 121.498596, 1568.212402 $Orientation: -0.781474, 0.000000, 0.623938, -0.250145, 0.916116, -0.313303, -0.571600, -0.400913, -0.715921 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #13 $Class: GTF Erinyes $Team: Friendly $Location: -252.676682, 121.498367, 1392.069458 $Orientation: -0.796849, 0.000000, -0.604178, 0.258670, 0.903714, -0.341160, 0.546004, -0.428136, -0.720124 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #14 $Class: GTF Erinyes $Team: Friendly $Location: -259.625702, 121.498657, 915.691040 $Orientation: 0.749383, 0.000000, -0.662137, 0.285626, 0.902175, 0.323262, 0.597363, -0.431371, 0.676074 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #15 $Class: GTF Erinyes $Team: Friendly $Location: 244.926895, 107.129646, 1081.023682 $Orientation: 0.712590, 0.000000, 0.701581, -0.302832, 0.902045, 0.307584, -0.632857, -0.431643, 0.642788 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 1 ;! Alpha 2 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 0 total #Goals ;! 1 total $Type: Primary +Name: Goal name $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999 ) #Waypoints ;! 1 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( -10.963538, -0.000142, 1230.585938 ) ) #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 500 $Ambient light level: 0 +Nebula: Nebula01 +Color: Blue +Pitch: 74 +Bank: 166 +Heading: 89 #Asteroid Fields #Music $Event Music: 6: Joshua $Briefing Music: Brief6 #End #Mission Info $Version: 0.10 $Name: XSTR("Hades Dogfight- Heavy", 372) $Author: James Agay / BJ $Created: 04/13/99 at 13:25:37 $Modified: 09/14/99 at 19:50:29 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("12-player heavy fighter dogfight around a Hades-class Terran destroyer.", 373) $end_multi_text +Game Type Flags: 34 +Flags: 0 +Num Players: 12 +Num Respawns: 20 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -3.998932, 1602.152344, -4483.250000 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.941717, 0.336407, 0.000000, -0.336407, 0.941717 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 360) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: -3.998932, 1602.152344, -4483.250000 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.941717, 0.336407, 0.000000, -0.336407, 0.941717 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Unknown $class: GTD Hades $pos: 0.000000, 0.000000, 0.000000 $label: Hades +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Erinyes $pos: -624.181702, 329.581512, 886.805908 +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Erinyes $pos: 1114.347778, 329.583740, 672.237915 $label: Hostile +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Erinyes $pos: -1227.886841, -215.611389, 241.470459 $label: Hostile +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Erinyes $pos: 715.428772, -215.609558, -741.940369 $label: Hostile +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Hercules Mark II" 12 "GTF Erinyes" 12 "GVF Tauret" 12 ) +Weaponry Pool: ( "Prometheus D" 99 "UD-D Kayser" 99 "Circe" 99 "Lamprey" 99 "Tempest D" 9999 "Tornado D" 9999 "Harpoon D" 9999 "Piranha" 9999 "Infyrno D" 9999 ) #Objects ;! 13 total $Name: Alpha 1 ;! Object #0 $Class: GTF Erinyes $Team: Friendly $Location: -22.514538, -0.000225, -1879.739624 $Orientation: 0.999917, 0.000000, -0.012882, 0.000000, 1.000000, 0.000000, 0.012882, 0.000000, 0.999917 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Erinyes $Team: Friendly $Location: -24.383528, 0.000213, 2328.575439 $Orientation: -0.999945, 0.000000, -0.010471, 0.000000, 1.000000, 0.000000, 0.010471, 0.000000, -0.999945 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTF Erinyes $Team: Friendly $Location: -654.843445, -0.000699, 62.428753 $Orientation: -0.013863, 0.000000, -0.999904, -0.000001, 1.000000, 0.000000, 0.999904, 0.000001, -0.013863 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GTF Erinyes $Team: Friendly $Location: 683.495178, 0.002188, -71.916481 $Orientation: 0.006285, 0.000000, 0.999980, 0.000000, 1.000000, 0.000000, -0.999980, 0.000000, 0.006285 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Hades ;! Object #4 $Class: GTD Hades $Team: Friendly $Location: 0.000000, 0.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03a +Subsystem: turret04a +Subsystem: turret05a +Subsystem: turret06a +Subsystem: turret07a +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 5000 $Name: Beta 1 ;! Object #5 $Class: GTF Erinyes $Team: Friendly $Location: 536.595154, -215.609314, 1216.483398 $Orientation: -0.836599, 0.000000, 0.547815, 0.171407, 0.949789, 0.261765, -0.520309, 0.312892, -0.794593 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #6 $Class: GTF Erinyes $Team: Friendly $Location: -529.036194, -215.611511, 1246.518433 $Orientation: -0.858596, 0.000000, -0.512652, -0.164195, 0.947321, 0.274995, 0.485646, 0.320285, -0.813367 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #7 $Class: GTF Erinyes $Team: Friendly $Location: -602.439758, -157.084061, -2123.855957 $Orientation: 0.828852, 0.000000, -0.559468, -0.175366, 0.949604, -0.259805, 0.531273, 0.313451, 0.787082 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #8 $Class: GTF Erinyes $Team: Friendly $Location: 610.465088, -213.834381, -1314.246094 $Orientation: 0.807058, 0.000000, 0.590473, 0.183203, 0.950650, -0.250401, -0.561333, 0.310264, 0.767230 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #9 $Class: GTF Erinyes $Team: Friendly $Location: 536.595154, 329.583801, 1216.483398 $Orientation: -0.836599, 0.000000, 0.547815, -0.175282, 0.947429, -0.267683, -0.519016, -0.319965, -0.792619 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #10 $Class: GTF Erinyes $Team: Friendly $Location: -529.036194, 329.581604, 1246.518433 $Orientation: -0.858596, 0.000000, -0.512652, 0.167886, 0.944856, -0.281178, 0.484383, -0.327486, -0.811250 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #11 $Class: GTF Erinyes $Team: Friendly $Location: -602.439758, 215.869263, -2123.855957 $Orientation: 0.828852, 0.000000, -0.559468, 0.179329, 0.947237, 0.265676, 0.529948, -0.320535, 0.785119 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #12 $Class: GTF Erinyes $Team: Friendly $Location: 610.465088, 248.294571, -1314.246094 $Orientation: 0.807057, 0.000000, 0.590473, -0.187352, 0.948328, 0.256073, -0.559962, -0.317292, 0.765355 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 1 ;! Beta 2 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 0 total #Goals ;! 1 total $Type: Primary +Name: Goal name $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999 ) #Waypoints ;! 0 lists total #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 500 $Ambient light level: 0 +Nebula: Nebula01 +Color: Blue +Pitch: 302 +Bank: 333 +Heading: 75 #Asteroid Fields #Music $Event Music: 7: Revelation $Briefing Music: Brief7 #End #Mission Info $Version: 0.10 $Name: XSTR("Heavy Fighter Nebula", 374) $Author: James Agay $Created: 07/28/99 at 11:11:28 $Modified: 09/13/99 at 21:19:10 $Notes: This is my first FRED2 mission! Yeah! -chad$End Notes: $Mission Desc: XSTR("12-player heavy fighter dogfight around an Arcadia-class Terran installation, within a nebula.", 375) $end_multi_text +Game Type Flags: 34 +Flags: 4 +NebAwacs: 4000.000000 +Storm: s_standard +Num Players: 12 +Num Respawns: 99 +Red Alert: 0 +Scramble: 0 +Disallow Support: 1 +Player Entry Delay: 1.000000 +Viewer pos: 287.553528, 4786.677246, -5208.208984 +Viewer orient: 0.999879, 0.000000, -0.015563, 0.010937, 0.711426, 0.702676, 0.011072, -0.702761, 0.711340 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 376) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: 287.553528, 4786.677246, -5208.208984 $camera_orient: 0.999879, 0.000000, -0.015563, 0.010937, 0.711426, 0.702676, 0.011072, -0.702761, 0.711340 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 15 $team: Unknown $class: GTI Arcadia $pos: -66.155663, 0.000032, -160.702560 $label: Arcadia +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Erinyes $pos: 1489.946777, 492.643616, -62.974655 $label: Hostile +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Erinyes $pos: -1059.007080, 334.311066, -1485.556152 $label: Hostile +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Erinyes $pos: 841.925537, 492.643555, -1780.013184 $label: Hostile +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Erinyes $pos: -1080.350952, 492.643616, 246.528595 +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Hercules Mark II" 12 "GTF Erinyes" 12 "GVF Tauret" 12 ) +Weaponry Pool: ( "Prometheus D" 99 "UD-D Kayser" 99 "Circe" 99 "Lamprey" 99 "Tempest D" 9999 "Tornado D" 9999 "Harpoon D" 9999 "Piranha" 9999 "Infyrno D" 9999 ) #Objects ;! 13 total $Name: Alpha 1 ;! Object #0 $Class: GTF Erinyes $Team: Friendly $Location: -23.785364, -21.274109, -755.190491 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Erinyes $Team: Friendly $Location: -536.138977, -359.426971, -535.755432 $Orientation: 0.707107, 0.000000, -0.707107, -0.408248, 0.816497, -0.408248, 0.577350, 0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTF Erinyes $Team: Friendly $Location: -536.138977, 334.311188, -535.755432 $Orientation: 0.707107, 0.000000, -0.707107, 0.408248, 0.816497, 0.408248, 0.577350, -0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GTF Erinyes $Team: Friendly $Location: -1250.000000, 0.000000, 0.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #4 $Class: GTF Erinyes $Team: Friendly $Location: -573.816589, -359.426666, 653.315002 $Orientation: -0.707107, 0.000000, -0.707107, -0.408248, 0.816497, 0.408248, 0.577350, 0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #5 $Class: GTF Erinyes $Team: Friendly $Location: -573.816589, 530.713135, 653.315002 $Orientation: -0.707107, 0.000000, -0.707107, 0.408248, 0.816497, -0.408248, 0.577350, -0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #6 $Class: GTF Erinyes $Team: Friendly $Location: 204.610474, 0.000019, 819.475586 $Orientation: -1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, -1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #7 $Class: GTF Erinyes $Team: Friendly $Location: 420.295776, -873.419006, 412.822144 $Orientation: -0.707107, 0.000000, 0.707107, 0.408248, 0.816497, 0.408248, -0.577350, 0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #8 $Class: GTF Erinyes $Team: Friendly $Location: 420.295776, 492.643433, 412.822144 $Orientation: -0.707107, 0.000000, 0.707107, -0.408248, 0.816497, -0.408248, -0.577350, -0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #9 $Class: GTF Erinyes $Team: Friendly $Location: 1003.948486, 0.000092, -124.120392 $Orientation: 0.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, -1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #10 $Class: GTF Erinyes $Team: Friendly $Location: 548.742249, -873.418945, -468.620789 $Orientation: 0.707107, 0.000000, 0.707107, 0.408248, 0.816497, -0.408248, -0.577350, 0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #11 $Class: GTF Erinyes $Team: Friendly $Location: 548.742249, 492.643494, -468.620789 $Orientation: 0.707107, 0.000000, 0.707107, -0.408248, 0.816497, 0.408248, -0.577350, -0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: GTI Arcadia 12 ;! Object #12 $Class: GTI Arcadia $Team: Unknown $Location: 0.000000, 0.000000, 0.000000 $Orientation: -0.475188, 0.876064, 0.081903, -0.282511, -0.240065, 0.928740, 0.833297, 0.418188, 0.361574 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 80 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 1 total $Formula: ( when ( true ) ( turret-lock-all "GTI Arcadia 12" ) ( beam-lock-all "GTI Arcadia 12" ) ) +Name: Event name +Repeat Count: 1 +Interval: 1 #Goals ;! 1 total $Type: Primary +Name: Goal name $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999 ) #Waypoints ;! 0 lists total #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 500 $Ambient light level: 0 +Neb2: nbackblue1 +Neb2Flags: 48 $Sun: SunBlue +Angles: 1.570795 0.000000 0.000000 +Scale: 2.250000 #Asteroid Fields #Music $Event Music: 5: Deuteronomy $Briefing Music: Brief2 #End #Mission Info $Version: 0.10 $Name: XSTR("Dense Nebula, Heavy Fighters", 377) $Author: James Agay / CN $Created: 07/28/99 at 11:11:28 $Modified: 09/13/99 at 21:20:52 $Notes: There are 3 gas extractors that meander about the play area.$End Notes: $Mission Desc: XSTR("12-player heavy fighter dogfight within a dense nebula. ", 378) $end_multi_text +Game Type Flags: 34 +Flags: 4 +NebAwacs: 3000.000000 +Storm: s_active +Num Players: 12 +Num Respawns: 99 +Red Alert: 0 +Scramble: 0 +Disallow Support: 1 +Player Entry Delay: 1.000000 +Viewer pos: 287.553528, 4786.677246, -5208.208984 +Viewer orient: 0.999879, 0.000000, -0.015563, 0.010937, 0.711426, 0.702676, 0.011072, -0.702761, 0.711340 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 379) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: 287.553528, 4786.677246, -5208.208984 $camera_orient: 0.999879, 0.000000, -0.015563, 0.010937, 0.711426, 0.702676, 0.011072, -0.702761, 0.711340 $camera_time: 500 $num_lines: 0 $num_icons: 7 $Flags: 0 $Formula: ( true ) $start_icon $type: 29 $team: Unknown $class: SSG Rahu $pos: 1780.454102, 120.678535, -1337.383789 $label: Rahu +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 29 $team: Unknown $class: GVG Anuket $pos: 460.544006, 0.000096, 708.620056 $label: Anuket +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 29 $team: Unknown $class: GTG Zephyrus $pos: -1541.463867, -71.873077, -37.998798 $label: Zephyrus +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Erinyes $pos: 172.265594, 339.742706, -1624.544189 $label: Hostile +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Erinyes $pos: -961.619690, 339.742798, -1453.981934 $label: Hostile +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Erinyes $pos: -1721.229370, 339.742645, 573.494446 +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Erinyes $pos: 1550.886108, 339.742737, -0.629082 $label: Hostile +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Hercules Mark II" 12 "GTF Erinyes" 12 "GVF Tauret" 12 ) +Weaponry Pool: ( "Prometheus D" 99 "UD-D Kayser" 99 "Circe" 99 "Lamprey" 99 "Tempest D" 9999 "Tornado D" 9999 "Harpoon D" 9999 "Piranha" 9999 "Infyrno D" 9999 ) #Objects ;! 15 total $Name: Alpha 1 ;! Object #0 $Class: GTF Erinyes $Team: Friendly $Location: 0.000000, 0.000000, -1250.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Erinyes $Team: Friendly $Location: -573.798218, 339.742432, -1137.186768 $Orientation: 0.707107, 0.000000, -0.707107, -0.408248, 0.816497, -0.408248, 0.577350, 0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTF Erinyes $Team: Friendly $Location: -750.000000, 1250.000000, -750.000000 $Orientation: 0.707107, 0.000000, -0.707107, 0.408248, 0.816497, 0.408248, 0.577350, -0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GTF Erinyes $Team: Friendly $Location: -1250.000000, 0.000000, 0.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #4 $Class: GTF Erinyes $Team: Friendly $Location: -573.798218, 339.742432, 362.813538 $Orientation: -0.707107, 0.000000, -0.707107, -0.408248, 0.816497, 0.408248, 0.577350, 0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #5 $Class: GTF Erinyes $Team: Friendly $Location: -750.000000, 1250.000000, 750.000000 $Orientation: -0.707107, 0.000000, -0.707107, 0.408248, 0.816497, -0.408248, 0.577350, -0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #6 $Class: GTF Erinyes $Team: Friendly $Location: 0.000000, 0.000000, 1250.000000 $Orientation: -1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, -1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #7 $Class: GTF Erinyes $Team: Friendly $Location: 926.201843, 339.742432, 362.813538 $Orientation: -0.707107, 0.000000, 0.707107, 0.408248, 0.816497, 0.408248, -0.577350, 0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #8 $Class: GTF Erinyes $Team: Friendly $Location: 750.000000, 1250.000000, 750.000000 $Orientation: -0.707107, 0.000000, 0.707107, -0.408248, 0.816497, -0.408248, -0.577350, -0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #9 $Class: GTF Erinyes $Team: Friendly $Location: 1250.000000, 0.000000, 0.000000 $Orientation: 0.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, -1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #10 $Class: GTF Erinyes $Team: Friendly $Location: 926.201843, 339.742432, -1137.186768 $Orientation: 0.707107, 0.000000, 0.707107, 0.408248, 0.816497, -0.408248, -0.577350, 0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #11 $Class: GTF Erinyes $Team: Friendly $Location: 750.000000, 1250.000000, -750.000000 $Orientation: 0.707107, 0.000000, 0.707107, -0.408248, 0.816497, 0.408248, -0.577350, -0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-D Kayser" "Circe" ) +Secondary Banks: ( "Harpoon D" "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: GVG Anuket ;! Object #12 $Class: GVG Anuket $Team: Unknown $Location: 203.777679, 0.000092, 167.238281 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Gas" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "invulnerable" )+Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 $Name: GTG Zephyrus ;! Object #13 $Class: GTG Zephyrus $Team: Unknown $Location: -1541.463867, -71.873077, -37.998798 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Gas" 80 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "invulnerable" )+Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 $Name: SSG Rahu ;! Object #14 $Class: SSG Rahu $Team: Unknown $Location: 1284.505127, 120.678497, -801.552063 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Gas" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "invulnerable" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 1 total $Formula: ( when ( true ) ( beam-lock-all "GVG Anuket" ) ( beam-lock-all "GTG Zephyrus" ) ( beam-lock-all "SSG Rahu" ) ( turret-lock-all "GVG Anuket" ) ( turret-lock-all "GTG Zephyrus" ) ( turret-lock-all "SSG Rahu" ) ( cap-waypoint-speed "GVG Anuket" 20 ) ( cap-waypoint-speed "GTG Zephyrus" 20 ) ( cap-waypoint-speed "SSG Rahu" 20 ) ) +Name: Start: shutDownBeamsAndTurrets +Repeat Count: 1 +Interval: 1 #Goals ;! 1 total $Type: Primary +Name: Goal name $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999 ) #Waypoints ;! 1 lists total $Name: Gas $List: ( ;! 13 points in list ( 0.000000, 0.000000, 0.000000 ) ( -241.911285, -567.835632, -572.818665 ) ( 955.181824, -214.408340, 1125.896118 ) ( -1364.462524, 661.498169, 379.681488 ) ( -358.019196, 679.321106, -975.423157 ) ( 1007.478638, -483.050232, -941.306519 ) ( 1239.865967, 727.839172, 107.373405 ) ( -1004.679443, 454.899200, 1178.151978 ) ( -1130.851440, -286.449860, -170.300385 ) ( 334.268921, 1207.477539, -491.337128 ) ( 1150.631958, -636.072449, 267.361908 ) ( -286.630890, -720.682007, 753.318298 ) ( 248.307053, 972.615051, 174.998734 ) ) #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 500 $Ambient light level: 0 +Neb2: nbackblack +Neb2Flags: 41 $Sun: SunBlue +Angles: 1.570795 0.000000 0.000000 +Scale: 1.000000 #Asteroid Fields #Music $Event Music: 5: Deuteronomy $Briefing Music: Brief2 #End #Mission Info $Version: 0.10 $Name: XSTR("Installation Dogfight- Light", 380) $Author: James Aagy $Created: 02/24/99 at 17:35:31 $Modified: 09/14/99 at 20:19:06 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("Light fighter action! 12-player dogfight around an Arcadia-class Terran installation.", 381) $end_multi_text +Game Type Flags: 34 +Flags: 0 +Num Players: 12 +Num Respawns: 10 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 1532.070801, 3718.776611, 4777.836426 +Viewer orient: -0.999993, 0.000001, -0.003740, 0.002700, 0.692194, -0.721707, 0.002588, -0.721712, -0.692189 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 360) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: 1532.070801, 3718.776611, 4777.836426 $camera_orient: -0.999993, 0.000001, -0.003740, 0.002700, 0.692194, -0.721707, 0.002588, -0.721712, -0.692189 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 15 $team: Hostile $class: GTI Arcadia $pos: 1525.430542, -0.001781, 1211.302734 $label: Arcadia +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Loki $pos: 150.295609, 681.206421, 1066.327637 $label: Hostile +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Loki $pos: 2790.282959, -77.470978, 1746.221558 $label: Hostile +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Loki $pos: 2258.684326, 295.299744, 480.511078 +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Loki $pos: 550.947510, -359.360535, 1586.639160 $label: Hostile +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GVF Horus" 12 "GVF Thoth" 12 "GTF Pegasus" 12 "GTF Loki" 12 ) +Weaponry Pool: ( "Subach HL-D" 99 "Mekhu HL-7D" 99 "Prometheus D" 99 "Rockeye D" 9999 "Tempest D" 9999 "Hornet D" 9999 "Harpoon D" 9999 ) #Objects ;! 13 total $Name: Alpha 1 ;! Object #0 $Class: GTF Loki $Team: Friendly $Location: 2258.684326, 295.299744, 480.511078 $Orientation: 0.736348, 0.000000, 0.676603, -0.192546, 0.958653, 0.209548, -0.648627, -0.284578, 0.705902 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Arcadia ;! Object #1 $Class: GTI Arcadia $Team: Hostile $Location: 1705.613525, -0.003250, 879.555542 $Orientation: 0.305817, 0.000000, -0.952090, 0.000000, 1.000000, 0.000000, 0.952090, 0.000000, 0.305817 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10000 $Name: Alpha 2 ;! Object #2 $Class: GTF Loki $Team: Friendly $Location: 518.924805, 655.011597, 1650.034668 $Orientation: -0.914603, 0.000000, 0.404353, -0.321884, 0.605233, -0.728068, -0.244728, -0.796048, -0.553548 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #3 $Class: GTF Loki $Team: Friendly $Location: 864.541077, 276.168884, 122.540527 $Orientation: 0.237059, 0.000000, -0.971495, 0.212268, 0.975838, 0.051796, 0.948022, -0.218496, 0.231331 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #4 $Class: GTF Loki $Team: Friendly $Location: 1659.575562, -255.421356, -280.272400 $Orientation: 0.929528, 0.000000, -0.368752, -0.079657, 0.976389, -0.200795, 0.360045, 0.216018, 0.907581 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #5 $Class: GTF Loki $Team: Friendly $Location: 2440.573730, -77.471184, 1292.647949 $Orientation: 0.094629, 0.000000, 0.995513, 0.056876, 0.998367, -0.005406, -0.993887, 0.057132, 0.094475 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #6 $Class: GTF Loki $Team: Friendly $Location: 1154.463135, -359.360352, 2176.221924 $Orientation: 0.913472, 0.000000, -0.406901, -0.190312, 0.883881, -0.427242, 0.359652, 0.467712, 0.807401 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #7 $Class: GTF Loki $Team: Friendly $Location: 362.564087, 681.206360, 833.461670 $Orientation: 0.876449, 0.000000, -0.481495, 0.423812, 0.474603, 0.771450, 0.228519, -0.880200, 0.415965 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #8 $Class: GTF Loki $Team: Friendly $Location: 1468.339478, 396.118927, -528.372131 $Orientation: -0.758758, 0.000000, -0.651372, 0.547309, 0.542214, -0.637539, 0.353183, -0.840240, -0.411409 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #9 $Class: GTF Loki $Team: Friendly $Location: 444.266663, -130.458344, 774.352844 $Orientation: -0.130628, 0.000000, -0.991431, -0.096359, 0.995266, 0.012696, 0.986738, 0.097192, -0.130010 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #10 $Class: GTF Loki $Team: Friendly $Location: 1820.656128, 164.693710, 2124.991211 $Orientation: -0.875948, 0.000000, 0.482405, -0.195041, 0.914622, -0.354156, -0.441218, -0.404311, -0.801161 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #11 $Class: GTF Loki $Team: Friendly $Location: 1611.605591, -239.932907, 2369.034424 $Orientation: -0.970984, 0.000000, -0.239145, -0.041483, 0.984840, 0.168432, 0.235520, 0.173465, -0.956264 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #12 $Class: GTF Loki $Team: Friendly $Location: 387.724487, 449.696259, 1357.154297 $Orientation: -0.379340, 0.000000, -0.925257, 0.210672, 0.973734, -0.086372, 0.900954, -0.227690, -0.369376 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 1 ;! Beta 2 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 0 total #Goals ;! 1 total $Type: Primary +Name: Goal name $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999 ) #Waypoints ;! 0 lists total #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 34 total $Num stars: 399 $Ambient light level: 0 $Sun: SunGold +Angles: 2.670352 0.000000 5.811942 +Scale: 2.000000 $Starbitmap: dneb03 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb12 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 0.000000 1.308996 0.558505 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb03 +Angles: 6.021381 0.890117 5.794488 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 5.951568 2.740165 5.602502 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 0.000000 0.000000 5.951568 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 5.881755 5.009091 5.532689 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb03 +Angles: 5.585049 0.383972 5.393063 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 0.558505 0.628318 6.126101 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb01 +Angles: 5.218530 0.000000 5.218530 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 5.009091 5.585049 5.218530 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 5.585049 5.585049 0.925024 +ScaleX: 2.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 5.777035 2.321286 0.802851 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 6.021381 4.468040 0.628318 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 5.585049 0.575958 0.925024 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb03 +Angles: 5.358157 2.740165 0.628318 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 5.131264 5.951568 0.506145 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 4.991638 0.855211 0.418879 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb12 +Angles: 4.764745 1.692968 0.191986 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb03 +Angles: 5.253437 3.455749 1.117010 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 5.078904 1.256636 1.308996 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 3.508109 0.383972 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb02 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 4.886918 4.276053 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 4.345866 0.366519 2.216566 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 3.874628 1.570795 2.408552 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb02 +Angles: 4.031707 0.558505 0.959930 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb01 +Angles: 4.345866 1.797688 0.715584 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: planeth +Angles: 0.000000 0.000000 5.235983 +ScaleX: 2.500000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: planetf +Angles: 0.436332 1.308996 5.323250 +ScaleX: 0.250000 +ScaleY: 0.250000 +DivX: 1 +DivY: 1 $Starbitmap: planeth +Angles: 6.108647 0.000000 4.904371 +ScaleX: 0.100000 +ScaleY: 0.100000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 1: Genesis $Briefing Music: Brief1 #End #Mission Info $Version: 0.10 $Name: XSTR("Asteroid Dogfight - Light", 382) $Author: James Agay $Created: 03/02/99 at 17:06:58 $Modified: 09/14/99 at 20:19:30 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("12-player light fighter dogfight within an asteroid field.", 383) $end_multi_text +Game Type Flags: 34 +Flags: 0 +Num Players: 12 +Num Respawns: 10 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -0.222412, 3496.855469, -5785.210938 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 360) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: -0.222412, 3496.855469, -5785.210938 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 8 $team: Hostile $class: Asteroid $pos: -106.105156, 0.000014, 509.753326 +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Loki $pos: -870.860107, 984.016113, 878.658203 +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Loki $pos: 1018.358215, 934.949646, 409.606659 $label: Hostile +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Loki $pos: -1562.277100, -919.431030, 236.683640 $label: Hostile +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Loki $pos: 1666.053101, -947.207092, 476.345978 $label: Hostile +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GVF Horus" 12 "GVF Thoth" 12 "GTF Pegasus" 12 "GTF Loki" 12 ) +Weaponry Pool: ( "Subach HL-D" 99 "Mekhu HL-7D" 99 "Prometheus D" 99 "Rockeye D" 9999 "Tempest D" 9999 "Hornet D" 9999 "Harpoon D" 9999 ) #Objects ;! 12 total $Name: Alpha 1 ;! Object #0 $Class: GTF Loki $Team: Friendly $Location: 6.700001, 0.000000, -1252.517822 $Orientation: 0.999991, 0.000000, 0.004233, 0.000000, 1.000000, 0.000000, -0.004233, 0.000000, 0.999991 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Loki $Team: Friendly $Location: 828.674011, -947.207092, -103.080833 $Orientation: 0.636777, 0.000000, 0.771048, 0.313148, 0.913814, -0.258616, -0.704595, 0.406133, 0.581896 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #2 $Class: GTF Loki $Team: Friendly $Location: -939.255371, 1123.742065, -603.093445 $Orientation: 0.649353, 0.000000, -0.760487, 0.338955, 0.895178, 0.289422, 0.680772, -0.445708, 0.581287 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #3 $Class: GTF Loki $Team: Friendly $Location: -1500.799072, -0.000008, 22.626627 $Orientation: -0.011868, 0.000000, -0.999930, 0.000000, 1.000000, 0.000000, 0.999930, 0.000000, -0.011868 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #4 $Class: GTF Loki $Team: Friendly $Location: -879.190918, -989.278259, 852.888123 $Orientation: -0.683310, 0.000000, -0.730128, -0.274496, 0.926637, 0.256895, 0.676564, 0.375957, -0.633181 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #5 $Class: GTF Loki $Team: Friendly $Location: 3.181983, 0.000128, 1345.324097 $Orientation: -0.999999, 0.000000, 0.001420, 0.000000, 1.000000, 0.000000, -0.001420, 0.000000, -0.999999 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #6 $Class: GTF Loki $Team: Friendly $Location: 861.475342, 934.949646, 1020.973450 $Orientation: -0.675875, 0.000000, 0.737016, -0.261360, 0.935011, -0.239679, -0.689118, -0.354620, -0.631951 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #7 $Class: GTF Loki $Team: Friendly $Location: 788.698853, 0.000391, -194.386658 $Orientation: -0.012330, 0.000000, 0.999924, 0.000000, 1.000000, 0.000000, -0.999924, 0.000000, -0.012330 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #8 $Class: GTF Loki $Team: Friendly $Location: 834.628723, 911.019287, -141.654999 $Orientation: 0.634717, 0.000000, 0.772744, -0.304551, 0.919061, 0.250152, -0.710199, -0.394116, 0.583344 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #9 $Class: GTF Loki $Team: Friendly $Location: -870.860107, 984.016113, 878.658203 $Orientation: -0.697590, 0.000000, -0.716497, 0.258991, 0.932385, -0.252156, 0.668051, -0.361468, -0.650423 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #10 $Class: GTF Loki $Team: Friendly $Location: -668.948608, -919.430969, -319.205048 $Orientation: 0.643819, 0.000000, -0.765177, -0.287744, 0.926600, -0.242107, 0.709013, 0.376049, 0.596563 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #11 $Class: GTF Loki $Team: Friendly $Location: 842.523560, -924.269409, 1050.879150 $Orientation: -0.686200, 0.000000, 0.727413, 0.254785, 0.936652, 0.240350, -0.681332, 0.350262, -0.642731 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 0 total #Goals ;! 1 total $Type: Primary +Name: Score $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999999 ) #Waypoints ;! 1 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( 0.663327, 0.000074, 1.119419 ) ) #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 36 total $Num stars: 399 $Ambient light level: 0 $Sun: SunBlue +Angles: 0.000000 0.000000 4.625119 +Scale: 1.000000 $Starbitmap: dneb04 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb06 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 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+DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 5.078904 1.256636 1.308996 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 3.508109 0.383972 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb05 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 4.886918 4.276053 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 4.345866 0.366519 2.216566 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 3.874628 1.570795 2.408552 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb05 +Angles: 4.031707 0.558505 0.959930 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb15 +Angles: 4.345866 1.797688 0.715584 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 4.520399 2.146753 0.541052 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 3.961894 1.570795 0.506145 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: planetc +Angles: 0.000000 0.000000 3.054324 +ScaleX: 2.500000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: planeta1 +Angles: 0.226893 0.122173 3.228857 +ScaleX: 0.750000 +ScaleY: 0.750000 +DivX: 1 +DivY: 1 #Asteroid Fields $Density: 256 +Field Type: 0 +Debris Genre: 0 +Field Debris Type: 0 $Average Speed: 19.999989 $Minimum: -2000.000000, -2000.000000, -2000.000000 $Maximum: 2000.000000, 2000.000000, 2000.000000 #Music $Event Music: 2: Exodus $Briefing Music: Brief4 #End #Mission Info $Version: 0.10 $Name: XSTR("Demon Dogfight- Light", 384) $Author: Brad Johnson $Created: 03/29/99 at 11:38:30 $Modified: 09/14/99 at 20:19:47 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("12-player light fighter dogfight around a Shivan Demon-class destroyer. ", 385) $end_multi_text +Game Type Flags: 34 +Flags: 0 +Num Players: 12 +Num Respawns: 15 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -33.159576, 4479.508301, -3579.107666 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.728556, 0.684987, 0.000000, -0.684987, 0.728556 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 360) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: -33.159576, 4479.508301, -3579.107666 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.728556, 0.684987, 0.000000, -0.684987, 0.728556 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Hostile $class: SD Demon $pos: -14.665134, 0.000091, 1095.354004 $label: Demon +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Loki $pos: -1052.697998, 683.112000, -142.686951 $label: Hostile +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Loki $pos: -713.480774, 683.111877, 2002.390747 +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Loki $pos: 877.019470, 683.111328, 1173.174927 $label: Hostile +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Loki $pos: 1167.179932, 683.112000, -227.848511 $label: Hostile +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GVF Horus" 12 "GVF Thoth" 12 "GTF Pegasus" 12 "GTF Loki" 12 ) +Weaponry Pool: ( "Subach HL-D" 99 "Mekhu HL-7D" 99 "Prometheus D" 99 "Rockeye D" 9999 "Tempest D" 9999 "Hornet D" 9999 "Harpoon D" 9999 ) #Objects ;! 13 total $Name: Alpha 1 ;! Object #0 $Class: GTF Loki $Team: Friendly $Location: 636.700012, -406.600006, -6.700000 $Orientation: 0.860875, 0.000000, 0.508817, 0.154027, 0.953081, -0.260600, -0.484944, 0.302715, 0.820483 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Demon ;! Object #1 $Class: SD Demon $Team: Hostile $Location: -14.665134, 0.000091, 1095.354004 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +Subsystem: turret02-base +Subsystem: turret03a-base +Subsystem: turret04-base +Subsystem: turret05-base +Subsystem: turret06a-base +Subsystem: turret07a-base +Subsystem: turret08-base +Subsystem: turret09-base +Subsystem: turret10-base +Subsystem: turret11-base +Subsystem: turret12-base +Subsystem: turret13-base +Subsystem: turret14-base +Subsystem: turret15-base +Subsystem: turret16-base +Subsystem: turret17-base +Subsystem: turret18-base +Subsystem: turret19-base +Subsystem: turret20-base +Subsystem: turret21-base +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 5000 $Name: Alpha 2 ;! Object #2 $Class: GTF Loki $Team: Friendly $Location: -787.935120, -406.600067, 5.562903 $Orientation: 0.815553, 0.000000, -0.578682, -0.168457, 0.956691, -0.237411, 0.553620, 0.291104, 0.780233 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #3 $Class: GTF Loki $Team: Friendly $Location: 599.301758, -406.600189, 2000.869995 $Orientation: -0.827684, 0.000000, 0.561194, 0.195504, 0.937357, 0.288341, -0.526040, 0.348370, -0.775835 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #4 $Class: GTF Loki $Team: Friendly $Location: -713.480774, -406.599915, 2002.390747 $Orientation: -0.792162, 0.000000, -0.610311, -0.204230, 0.942349, 0.265083, 0.575126, 0.334632, -0.746492 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #5 $Class: GTF Loki $Team: Friendly $Location: 723.596252, 596.699951, 1008.468689 $Orientation: 0.116882, 0.000000, 0.993146, -0.621692, 0.779837, 0.073166, -0.774492, -0.625983, 0.091149 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #6 $Class: GTF Loki $Team: Friendly $Location: -789.993774, 596.700195, 1008.468750 $Orientation: 0.111365, 0.000000, -0.993779, 0.603729, 0.794313, 0.067655, 0.789372, -0.607508, 0.088459 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #7 $Class: GTF Loki $Team: Friendly $Location: -7.400000, 596.700012, -284.500000 $Orientation: 0.999986, 0.000000, 0.005265, -0.002090, 0.917857, 0.396905, -0.004833, -0.396910, 0.917845 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #8 $Class: GTF Loki $Team: Friendly $Location: -11.352060, 596.700012, 2452.831543 $Orientation: -0.999997, 0.000000, 0.002441, -0.000982, 0.915462, -0.402403, -0.002234, -0.402404, -0.915459 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #9 $Class: GTF Loki $Team: Friendly $Location: 636.700012, 683.111755, -6.700000 $Orientation: 0.860875, 0.000000, 0.508817, 0.154027, 0.953081, -0.260600, -0.484944, 0.302715, 0.820483 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #10 $Class: GTF Loki $Team: Friendly $Location: -787.935120, 683.111694, 5.562903 $Orientation: 0.815553, 0.000000, -0.578682, -0.168457, 0.956691, -0.237411, 0.553620, 0.291104, 0.780233 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #11 $Class: GTF Loki $Team: Friendly $Location: 599.301758, 683.111572, 2000.869995 $Orientation: -0.827684, 0.000000, 0.561194, 0.195504, 0.937357, 0.288341, -0.526040, 0.348370, -0.775835 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #12 $Class: GTF Loki $Team: Friendly $Location: -713.480774, 683.111877, 2002.390747 $Orientation: -0.792162, 0.000000, -0.610311, -0.204230, 0.942349, 0.265083, 0.575126, 0.334632, -0.746492 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 2 ;! Beta 3 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 0 total #Goals ;! 1 total $Type: Primary +Name: Goal name $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999 ) #Waypoints ;! 0 lists total #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 34 total $Num stars: 998 $Ambient light level: 0 $Sun: SunWhite +Angles: 0.488692 0.000000 1.378809 +Scale: 1.000000 $Starbitmap: dneb14 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb09 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 0.000000 1.308996 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+ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb14 +Angles: 4.520399 2.146753 0.541052 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 3.961894 1.570795 0.506145 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 #Asteroid Fields #Music $Event Music: 2: Exodus $Briefing Music: Brief4 #End #Mission Info $Version: 0.10 $Name: XSTR("Orion Dogfight- Light", 386) $Author: James Agay $Created: 04/07/99 at 14:06:39 $Modified: 09/14/99 at 20:20:07 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("12-player light fighter dogfight around an Orion-class Terran destroyer.", 387) $end_multi_text +Game Type Flags: 34 +Flags: 0 +Num Players: 12 +Num Respawns: 10 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -30.997864, 5324.183594, 1921.066406 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.022075, 0.999756, 0.000000, -0.999756, 0.022075 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 360) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: -30.997864, 5324.183594, 1921.066406 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.022075, 0.999756, 0.000000, -0.999756, 0.022075 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Friendly $class: GTI Ganymede $pos: 71.335159, -0.000074, 2285.729004 $label: Orion under repair +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Loki $pos: 1097.413452, 911.200012, 2500.839600 $label: Hostile +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Loki $pos: -356.616669, 1135.199463, 1584.112061 $label: Hostile +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Loki $pos: 1052.077637, 180.217285, 1676.894165 $label: Hostile +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Loki $pos: -1068.961426, 224.040405, 1944.265259 +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GVF Horus" 12 "GVF Thoth" 12 "GTF Pegasus" 12 "GTF Loki" 12 ) +Weaponry Pool: ( "Subach HL-D" 99 "Mekhu HL-7D" 99 "Prometheus D" 99 "Rockeye D" 9999 "Tempest D" 9999 "Hornet D" 9999 "Harpoon D" 9999 ) #Objects ;! 13 total $Name: Alpha 1 ;! Object #0 $Class: GTF Loki $Team: Friendly $Location: 1052.077637, 180.217285, 1676.894165 $Orientation: 0.568821, 0.000000, 0.822461, 0.000000, 1.000000, 0.000000, -0.822461, 0.000000, 0.568821 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Orion ;! Object #1 $Class: GTD Orion $Team: Friendly $Location: 9.658463, -0.000018, 1899.745239 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03a +Subsystem: turret04a +Subsystem: turret05a +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 $Name: Alpha 2 ;! Object #2 $Class: GTF Loki $Team: Friendly $Location: 1098.807251, -361.560974, 2412.193604 $Orientation: -0.396069, 0.000000, 0.918221, 0.000001, 1.000000, 0.000000, -0.918221, 0.000001, -0.396069 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #3 $Class: GTF Loki $Team: Friendly $Location: -508.051910, -135.366684, 3360.956055 $Orientation: -0.959579, 0.000000, -0.281439, 0.000000, 1.000000, 0.000000, 0.281439, 0.000000, -0.959579 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #4 $Class: GTF Loki $Team: Friendly $Location: 691.115173, 253.585617, 3589.313721 $Orientation: -0.909674, 0.000000, 0.415323, 0.000000, 1.000000, -0.000001, -0.415323, -0.000001, -0.909674 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #5 $Class: GTF Loki $Team: Friendly $Location: 287.602142, 221.295822, 839.426880 $Orientation: 0.938043, 0.000000, 0.346518, 0.000000, 1.000000, 0.000000, -0.346518, 0.000000, 0.938043 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #6 $Class: GTF Loki $Team: Friendly $Location: -421.878113, -166.278702, 904.981934 $Orientation: 0.936398, 0.000000, -0.350940, 0.000000, 1.000000, 0.000000, 0.350939, 0.000000, 0.936398 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #7 $Class: GTF Loki $Team: Friendly $Location: -1068.961426, 224.040405, 1944.265259 $Orientation: 0.299438, 0.000000, -0.954116, 0.000000, 1.000000, 0.000000, 0.954116, 0.000000, 0.299438 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #8 $Class: GTF Loki $Team: Friendly $Location: -1073.592407, -0.000628, 2687.201660 $Orientation: -0.550474, 0.000000, -0.834852, -0.000001, 1.000000, 0.000000, 0.834852, 0.000001, -0.550474 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #9 $Class: GTF Loki $Team: Friendly $Location: -375.654816, 775.799438, 3418.638916 $Orientation: -0.914699, 0.000000, -0.404136, 0.208605, 0.856483, -0.472144, 0.346136, -0.516175, -0.783424 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #10 $Class: GTF Loki $Team: Friendly $Location: 546.055420, 744.898987, 1284.765503 $Orientation: 0.916763, 0.000000, 0.399431, -0.199536, 0.866284, 0.457970, -0.346021, -0.499551, 0.794178 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #11 $Class: GTF Loki $Team: Friendly $Location: -845.006287, 1135.199829, 1388.985474 $Orientation: 0.854055, 0.000000, -0.520183, 0.327846, 0.776390, 0.538270, 0.403865, -0.630252, 0.663080 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #12 $Class: GTF Loki $Team: Friendly $Location: 530.391113, 911.199646, 2881.094971 $Orientation: -0.336424, 0.000000, 0.941711, -0.747054, 0.608838, -0.266883, -0.573349, -0.793294, -0.204828 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 0 total #Goals ;! 1 total $Type: Primary +Name: Goal name $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999 ) #Waypoints ;! 0 lists total #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 35 total $Num stars: 399 $Ambient light level: 0 $Sun: SunGreen +Angles: 5.951568 0.000000 5.131264 +Scale: 1.000000 $Starbitmap: dneb04 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb05 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 0.000000 1.308996 0.558505 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb04 +Angles: 6.021381 0.890117 5.794488 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.951568 2.740165 5.602502 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 0.000000 0.000000 5.951568 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 5.881755 5.009091 5.532689 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.585049 0.383972 5.393063 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 0.558505 0.628318 6.126101 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb10 +Angles: 5.218530 0.000000 5.218530 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 5.009091 5.585049 5.218530 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.585049 5.585049 0.925024 +ScaleX: 2.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.777035 2.321286 0.802851 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 6.021381 4.468040 0.628318 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 5.585049 0.575958 0.925024 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb04 +Angles: 5.358157 2.740165 0.628318 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.131264 5.951568 0.506145 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.991638 0.855211 0.418879 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb05 +Angles: 4.764745 1.692968 0.191986 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb04 +Angles: 5.253437 3.455749 1.117010 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.078904 1.256636 1.308996 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 3.508109 0.383972 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb04 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.886918 4.276053 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 4.345866 0.366519 2.216566 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 3.874628 1.570795 2.408552 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb04 +Angles: 4.031707 0.558505 0.959930 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.345866 1.797688 0.715584 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 4.520399 2.146753 0.541052 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 3.961894 1.570795 0.506145 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: planeta1 +Angles: 0.523598 4.101521 5.253437 +ScaleX: 2.500000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 4: Numbers $Briefing Music: Brief5 #End #Mission Info $Version: 0.10 $Name: XSTR("Shivan Playground- Light", 388) $Author: James Agay / BJ $Created: 04/13/99 at 13:25:37 $Modified: 09/14/99 at 20:20:24 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("12-player light fighter dogfight around three Shivan warships. ", 389) $end_multi_text +Game Type Flags: 34 +Flags: 0 +Num Players: 12 +Num Respawns: 20 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -3.998932, 877.153809, -428.246735 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.737613, 0.675223, 0.000000, -0.675223, 0.737613 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 360) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: -3.998932, 877.153809, -428.246735 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.737613, 0.675223, 0.000000, -0.675223, 0.737613 $camera_time: 500 $num_lines: 0 $num_icons: 7 $Flags: 0 $Formula: ( true ) $start_icon $type: 28 $team: Hostile $class: SCv Moloch $pos: -1.856549, 0.000019, 443.571228 $label: Moloch +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: SC Lilith $pos: 263.799988, 50.000000, 434.700012 $label: Lilith 2 +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: SC Lilith $pos: -271.799988, 50.000000, 435.200012 $label: Lilith 1 +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Loki $pos: 395.595428, -500.900024, 679.626953 $label: Hostile +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Loki $pos: -338.561096, -500.900024, 709.229187 $label: Hostile +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Loki $pos: 436.767151, 0.000015, 775.777344 $label: Hostile +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Loki $pos: -281.192688, -500.900085, 1475.713379 +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GVF Horus" 12 "GVF Thoth" 12 "GTF Pegasus" 12 "GTF Loki" 12 ) +Weaponry Pool: ( "Subach HL-D" 99 "Mekhu HL-7D" 99 "Prometheus D" 99 "Rockeye D" 9999 "Tempest D" 9999 "Hornet D" 9999 "Harpoon D" 9999 ) #Objects ;! 15 total $Name: Alpha 1 ;! Object #0 $Class: GTF Loki $Team: Friendly $Location: 2.204042, -0.000054, -65.891029 $Orientation: 0.999968, 0.000000, 0.007970, 0.000000, 1.000000, 0.000000, -0.007970, 0.000000, 0.999968 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Loki $Team: Friendly $Location: 2.500000, 0.000000, 997.400024 $Orientation: -0.999969, 0.000000, 0.007866, 0.000000, 1.000000, 0.000000, -0.007866, 0.000000, -0.999969 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Moloch ;! Object #2 $Class: SCv Moloch $Team: Hostile $Location: -1.856549, 0.000019, 443.571228 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Lilith 2 ;! Object #3 $Class: SC Lilith $Team: Hostile $Location: 263.799988, 50.000000, 434.700012 $Orientation: 0.070737, 0.000000, 0.997495, 0.000000, 1.000000, 0.000000, -0.997495, 0.000000, 0.070737 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Lilith 1 ;! Object #4 $Class: SC Lilith $Team: Hostile $Location: -271.799988, 50.000000, 435.200012 $Orientation: -0.049184, 0.000000, -0.998790, 0.000000, 1.000000, 0.000000, 0.998790, 0.000000, -0.049184 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Alpha 3 ;! Object #5 $Class: GTF Loki $Team: Friendly $Location: 596.467102, 0.000071, 500.475006 $Orientation: -0.094678, 0.000000, 0.995508, 0.000000, 1.000000, 0.000000, -0.995508, 0.000000, -0.094678 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #6 $Class: GTF Loki $Team: Friendly $Location: -601.484375, 0.000140, 506.426422 $Orientation: -0.104252, 0.000000, -0.994551, 0.000000, 1.000000, 0.000000, 0.994551, 0.000000, -0.104252 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #7 $Class: GTF Loki $Team: Friendly $Location: 358.434601, -500.899994, 769.490601 $Orientation: -0.670847, 0.000000, 0.741596, 0.532333, 0.696228, 0.481548, -0.516320, 0.717821, -0.467063 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #8 $Class: GTF Loki $Team: Friendly $Location: -352.899994, -500.899994, 762.599976 $Orientation: -0.672555, 0.000000, -0.740047, -0.537337, 0.687604, 0.488333, 0.508859, 0.726086, -0.462452 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #9 $Class: GTF Loki $Team: Friendly $Location: -338.854218, -500.900391, 153.186905 $Orientation: 0.652771, 0.000000, -0.757555, -0.566426, 0.664034, -0.488079, 0.503042, 0.747703, 0.433462 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #10 $Class: GTF Loki $Team: Friendly $Location: 363.198700, -500.899963, 153.186539 $Orientation: 0.622523, 0.000000, 0.782601, 0.572719, 0.681504, -0.455572, -0.533346, 0.731815, 0.424252 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #11 $Class: GTF Loki $Team: Friendly $Location: 358.399994, 502.000000, 769.500000 $Orientation: -0.670893, 0.000000, 0.741554, -0.532879, 0.695426, -0.482102, -0.515696, -0.718597, -0.466557 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #12 $Class: GTF Loki $Team: Friendly $Location: -352.934601, 502.000000, 762.609375 $Orientation: -0.672530, 0.000000, -0.740070, 0.537894, 0.686833, -0.488805, 0.508305, -0.726815, -0.461916 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #13 $Class: GTF Loki $Team: Friendly $Location: -338.888824, 501.999573, 153.196304 $Orientation: 0.652720, 0.000000, -0.757599, 0.566995, 0.663236, 0.488502, 0.502467, -0.748410, 0.432908 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #14 $Class: GTF Loki $Team: Friendly $Location: 363.164093, 502.000061, 153.195938 $Orientation: 0.622547, 0.000000, 0.782582, -0.573307, 0.680677, 0.456068, -0.532686, -0.732584, 0.423753 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 3 ;! Alpha 4 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 2 ;! Beta 3 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 0 total #Goals ;! 1 total $Type: Primary +Name: Goal name $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999 ) #Waypoints ;! 0 lists total #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 36 total $Num stars: 399 $Ambient light level: 0 $Sun: SunGold +Angles: 0.000000 0.000000 3.316123 +Scale: 1.500000 $Starbitmap: dneb03 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb11 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 0.000000 1.308996 0.558505 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+ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 3.508109 0.383972 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb13 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.886918 4.276053 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 4.345866 0.366519 2.216566 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 3.874628 1.570795 2.408552 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb13 +Angles: 4.031707 0.558505 0.959930 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.345866 1.797688 0.715584 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 4.520399 2.146753 0.541052 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 3.961894 1.570795 0.506145 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: planetb +Angles: 0.000000 0.000000 4.799652 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: planete +Angles: 4.817105 5.235983 4.276053 +ScaleX: 0.700000 +ScaleY: 0.700000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 6: Joshua $Briefing Music: Brief7 #End #Mission Info $Version: 0.10 $Name: XSTR("Vasudan Playground- Light", 390) $Author: James Agay / BJ $Created: 04/13/99 at 13:42:24 $Modified: 09/14/99 at 20:20:40 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("12-player light fighter dogfight around four Vasudan warships.", 391) $end_multi_text +Game Type Flags: 34 +Flags: 0 +Num Players: 12 +Num Respawns: 20 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -2.839661, 3647.156006, 1069.843140 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.017276, 0.999851, 0.000000, -0.999851, 0.017276 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 360) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: -2.839661, 3647.156006, 1069.843140 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.017276, 0.999851, 0.000000, -0.999851, 0.017276 $camera_time: 500 $num_lines: 0 $num_icons: 8 $Flags: 0 $Formula: ( true ) $start_icon $type: 28 $team: Friendly $class: GVCv Sobek $pos: 6.345702, -0.000081, 1600.235962 $label: Sobek +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Friendly $class: GVCv Sobek $pos: -5.128284, -0.000093, 889.085999 $label: Sobek +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GVC Mentu $pos: -410.779327, -295.787689, 1219.155640 $label: Mentu +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GVC Mentu $pos: 344.087738, 304.494720, 1197.989014 $label: Mentu +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Loki $pos: -955.207275, -502.699341, 682.207947 $label: Hostile +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Loki $pos: 831.909363, -502.700409, 531.646790 $label: Hostile +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Loki $pos: 766.130737, 503.499786, 1293.201660 $label: Hostile +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Loki $pos: -716.948669, 503.499817, 1417.958862 +id: 8 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GVF Horus" 12 "GVF Thoth" 12 "GTF Pegasus" 12 "GTF Loki" 12 ) +Weaponry Pool: ( "Subach HL-D" 99 "Mekhu HL-7D" 99 "Prometheus D" 99 "Rockeye D" 9999 "Tempest D" 9999 "Hornet D" 9999 "Harpoon D" 9999 ) #Objects ;! 16 total $Name: Alpha 1 ;! Object #0 $Class: GTF Loki $Team: Friendly $Location: 15.124759, 366.900055, 26.937534 $Orientation: 0.999765, 0.000000, 0.021669, -0.006317, 0.956566, 0.291447, -0.020728, -0.291515, 0.956342 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Loki $Team: Friendly $Location: -1056.148926, -237.599991, 1238.855103 $Orientation: -0.007911, 0.000000, -0.999969, -0.221659, 0.975123, 0.001754, 0.975092, 0.221666, -0.007715 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTF Loki $Team: Friendly $Location: 1001.400024, 6.500000, 1207.900024 $Orientation: 0.022403, 0.000000, 0.999749, -0.006417, 0.999979, 0.000144, -0.999728, -0.006419, 0.022403 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sobek 2 ;! Object #3 $Class: GVCv Sobek $Team: Friendly $Location: 0.000000, 0.000000, 691.799988 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Sobek 1 ;! Object #4 $Class: GVCv Sobek $Team: Friendly $Location: 0.000000, 0.000000, 1824.099976 $Orientation: -0.999982, 0.000000, 0.006075, 0.000000, 1.000000, 0.000000, -0.006075, 0.000000, -0.999981 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Mentu 1 ;! Object #5 $Class: GVC Mentu $Team: Friendly $Location: 344.087738, 304.494720, 1197.989014 $Orientation: -0.009203, 0.000000, 0.999958, 0.000000, 1.000000, 0.000000, -0.999958, 0.000000, -0.009203 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 90 $Name: Mentu 2 ;! Object #6 $Class: GVC Mentu $Team: Friendly $Location: -410.779327, -295.787689, 1219.155640 $Orientation: -0.009204, 0.000000, -0.999958, 0.000000, 1.000000, 0.000000, 0.999958, 0.000000, -0.009204 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 90 $Name: Alpha 4 ;! Object #7 $Class: GTF Loki $Team: Friendly $Location: -11.297920, 0.000342, 2715.306396 $Orientation: -1.000000, 0.000000, -0.000225, 0.000000, 1.000000, 0.000000, 0.000225, 0.000000, -1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #8 $Class: GTF Loki $Team: Friendly $Location: 706.900024, -502.700012, 2129.699951 $Orientation: -0.781474, 0.000000, 0.623938, 0.249811, 0.916350, 0.312885, -0.571746, 0.400378, -0.716104 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #9 $Class: GTF Loki $Team: Friendly $Location: -653.079224, -502.700256, 2077.471680 $Orientation: -0.796850, 0.000000, -0.604178, -0.258335, 0.903977, 0.340717, 0.546163, 0.427581, -0.720334 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #10 $Class: GTF Loki $Team: Friendly $Location: -708.211914, -502.700134, 441.465240 $Orientation: 0.749383, 0.000000, -0.662137, -0.285257, 0.902441, -0.322843, 0.597540, 0.430812, 0.676274 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #11 $Class: GTF Loki $Team: Friendly $Location: 727.247559, -502.700378, 480.791199 $Orientation: 0.712590, 0.000000, 0.701581, 0.302441, 0.902311, -0.307187, -0.633044, 0.431085, 0.642978 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #12 $Class: GTF Loki $Team: Friendly $Location: 706.900024, 503.500000, 2129.699951 $Orientation: -0.781474, 0.000000, 0.623938, -0.250145, 0.916116, -0.313303, -0.571600, -0.400913, -0.715921 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #13 $Class: GTF Loki $Team: Friendly $Location: -653.079224, 503.499756, 2077.471680 $Orientation: -0.796849, 0.000000, -0.604178, 0.258670, 0.903714, -0.341160, 0.546004, -0.428136, -0.720124 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #14 $Class: GTF Loki $Team: Friendly $Location: -708.211914, 503.499878, 441.465240 $Orientation: 0.749383, 0.000000, -0.662137, 0.285626, 0.902175, 0.323262, 0.597363, -0.431371, 0.676074 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #15 $Class: GTF Loki $Team: Friendly $Location: 727.247559, 503.499634, 480.791199 $Orientation: 0.712590, 0.000000, 0.701581, -0.302832, 0.902045, 0.307584, -0.632857, -0.431643, 0.642788 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 1 ;! Alpha 2 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 0 total #Goals ;! 1 total $Type: Primary +Name: Goal name $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999 ) #Waypoints ;! 1 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( -10.963538, -0.000142, 1230.585938 ) ) #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 500 $Ambient light level: 0 +Nebula: Nebula01 +Color: Blue +Pitch: 74 +Bank: 166 +Heading: 89 #Asteroid Fields #Music $Event Music: 3: Leviticus $Briefing Music: Brief2 #End #Mission Info $Version: 0.10 $Name: XSTR("Hades Dogfight- Light", 392) $Author: James Agay / BJ $Created: 04/13/99 at 13:25:37 $Modified: 09/14/99 at 20:20:59 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("12-player light fighter dogfight around a Hades-class Terran destroyer.", 393) $end_multi_text +Game Type Flags: 34 +Flags: 0 +Num Players: 12 +Num Respawns: 20 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -3.998932, 1902.535522, -4431.600098 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.913387, 0.407093, 0.000000, -0.407093, 0.913387 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 360) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: -3.998932, 1902.535522, -4431.600098 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.913387, 0.407093, 0.000000, -0.407093, 0.913387 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Unknown $class: GTD Hades $pos: 0.000000, 0.000000, 0.000000 $label: Hades +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Loki $pos: -723.459717, 517.599487, 333.087738 +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Loki $pos: -748.581970, 517.599976, -1686.732788 $label: Hostile +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Loki $pos: 769.716919, 517.600037, -1643.409302 $label: Hostile +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Loki $pos: 815.754761, 517.599792, -270.262207 $label: Hostile +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GVF Horus" 12 "GVF Thoth" 12 "GTF Pegasus" 12 "GTF Loki" 12 ) +Weaponry Pool: ( "Subach HL-D" 99 "Mekhu HL-7D" 99 "Prometheus D" 99 "Rockeye D" 9999 "Tempest D" 9999 "Hornet D" 9999 "Harpoon D" 9999 ) #Objects ;! 13 total $Name: Alpha 1 ;! Object #0 $Class: GTF Loki $Team: Friendly $Location: -6.426208, 0.000066, -1563.087524 $Orientation: 0.999917, 0.000000, -0.012882, 0.000000, 1.000000, 0.000000, 0.012882, 0.000000, 0.999917 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Loki $Team: Friendly $Location: -13.703475, -0.000045, 1822.751465 $Orientation: -0.999945, 0.000000, -0.010471, 0.000000, 1.000000, 0.000000, 0.010471, 0.000000, -0.999945 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTF Loki $Team: Friendly $Location: -1017.219238, -0.001017, 14.102733 $Orientation: -0.013863, 0.000000, -0.999904, -0.000001, 1.000000, 0.000000, 0.999904, 0.000001, -0.013863 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GTF Loki $Team: Friendly $Location: 986.500000, 0.000000, -6.200000 $Orientation: 0.006285, 0.000000, 0.999980, 0.000000, 1.000000, 0.000000, -0.999980, 0.000000, 0.006285 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Hades ;! Object #4 $Class: GTD Hades $Team: Friendly $Location: 0.000000, 0.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03a +Subsystem: turret04a +Subsystem: turret05a +Subsystem: turret06a +Subsystem: turret07a +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 5000 $Name: Beta 1 ;! Object #5 $Class: GTF Loki $Team: Friendly $Location: 605.449219, -504.900208, 1244.934570 $Orientation: -0.836599, 0.000000, 0.547815, 0.171407, 0.949789, 0.261765, -0.520309, 0.312892, -0.794593 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #6 $Class: GTF Loki $Team: Friendly $Location: -579.264404, -504.900574, 1183.931519 $Orientation: -0.858596, 0.000000, -0.512652, -0.164195, 0.947321, 0.274995, 0.485646, 0.320285, -0.813367 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #7 $Class: GTF Loki $Team: Friendly $Location: -686.648193, -504.899994, -1101.800781 $Orientation: 0.828852, 0.000000, -0.559468, -0.175366, 0.949604, -0.259805, 0.531273, 0.313451, 0.787082 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #8 $Class: GTF Loki $Team: Friendly $Location: 717.628662, -504.899902, -894.422913 $Orientation: 0.807058, 0.000000, 0.590473, 0.183203, 0.950650, -0.250401, -0.561333, 0.310264, 0.767230 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #9 $Class: GTF Loki $Team: Friendly $Location: 605.449219, 517.599731, 1244.934570 $Orientation: -0.836599, 0.000000, 0.547815, -0.175282, 0.947429, -0.267683, -0.519016, -0.319965, -0.792619 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #10 $Class: GTF Loki $Team: Friendly $Location: -579.264404, 517.599487, 1183.931519 $Orientation: -0.858596, 0.000000, -0.512652, 0.167886, 0.944856, -0.281178, 0.484383, -0.327486, -0.811250 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #11 $Class: GTF Loki $Team: Friendly $Location: -686.648193, 517.599976, -1101.800781 $Orientation: 0.828852, 0.000000, -0.559468, 0.179329, 0.947237, 0.265676, 0.529948, -0.320535, 0.785119 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #12 $Class: GTF Loki $Team: Friendly $Location: 717.628662, 517.600037, -894.422913 $Orientation: 0.807057, 0.000000, 0.590473, -0.187352, 0.948328, 0.256073, -0.559962, -0.317292, 0.765355 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 1 ;! Beta 2 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 0 total #Goals ;! 1 total $Type: Primary +Name: Goal name $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999 ) #Waypoints ;! 0 lists total #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 500 $Ambient light level: 0 +Nebula: Nebula01 +Color: Blue +Pitch: 302 +Bank: 333 +Heading: 75 #Asteroid Fields #Music $Event Music: 5: Deuteronomy $Briefing Music: Brief5 #End #Mission Info $Version: 0.10 $Name: XSTR("Light Fighter Nebula", 394) $Author: James Agay $Created: 07/28/99 at 11:11:28 $Modified: 09/13/99 at 20:56:03 $Notes: This is my first FRED2 mission! Yeah! -chad$End Notes: $Mission Desc: XSTR("12-player light fighter dogfight around an Arcadia-class Terran installation, within a nebula.", 395) $end_multi_text +Game Type Flags: 34 +Flags: 4 +NebAwacs: 4000.000000 +Storm: s_standard +Num Players: 12 +Num Respawns: 99 +Red Alert: 0 +Scramble: 0 +Disallow Support: 1 +Player Entry Delay: 1.000000 +Viewer pos: 287.553528, 4786.677246, -5208.208984 +Viewer orient: 0.999879, 0.000000, -0.015563, 0.010937, 0.711426, 0.702676, 0.011072, -0.702761, 0.711340 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 376) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: 287.553528, 4786.677246, -5208.208984 $camera_orient: 0.999879, 0.000000, -0.015563, 0.010937, 0.711426, 0.702676, 0.011072, -0.702761, 0.711340 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 15 $team: Unknown $class: GTI Arcadia $pos: 0.000000, 0.000000, 0.000000 $label: Arcadia +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Loki $pos: -1130.552856, 772.561035, -1526.890991 $label: Hostile +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Loki $pos: -750.000000, 726.366882, 750.000000 +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Loki $pos: 750.000000, 792.837952, 750.000000 $label: Hostile +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Loki $pos: 1250.000000, 0.000000, 0.000000 $label: Hostile +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GVF Horus" 12 "GVF Thoth" 12 "GTF Pegasus" 12 "GTF Loki" 12 ) +Weaponry Pool: ( "Subach HL-D" 99 "Mekhu HL-7D" 99 "Prometheus D" 99 "Rockeye D" 9999 "Tempest D" 9999 "Hornet D" 9999 "Harpoon D" 9999 ) #Objects ;! 13 total $Name: Alpha 1 ;! Object #0 $Class: GTF Loki $Team: Friendly $Location: 0.000000, 0.000000, -1250.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Loki $Team: Friendly $Location: -750.000000, -654.899109, -750.000000 $Orientation: 0.707107, 0.000000, -0.707107, -0.408248, 0.816497, -0.408248, 0.577350, 0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTF Loki $Team: Friendly $Location: -750.000000, 772.561218, -750.000000 $Orientation: 0.707107, 0.000000, -0.707107, 0.408248, 0.816497, 0.408248, 0.577350, -0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GTF Loki $Team: Friendly $Location: -1250.000000, 0.000000, 0.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #4 $Class: GTF Loki $Team: Friendly $Location: -750.000000, -637.314758, 750.000000 $Orientation: -0.707107, 0.000000, -0.707107, -0.408248, 0.816497, 0.408248, 0.577350, 0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #5 $Class: GTF Loki $Team: Friendly $Location: -750.000000, 726.366882, 750.000000 $Orientation: -0.707107, 0.000000, -0.707107, 0.408248, 0.816497, -0.408248, 0.577350, -0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #6 $Class: GTF Loki $Team: Friendly $Location: 0.000000, 0.000000, 1250.000000 $Orientation: -1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, -1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #7 $Class: GTF Loki $Team: Friendly $Location: 750.000000, -927.293213, 750.000000 $Orientation: -0.707107, 0.000000, 0.707107, 0.408248, 0.816497, 0.408248, -0.577350, 0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #8 $Class: GTF Loki $Team: Friendly $Location: 750.000000, 792.837952, 750.000000 $Orientation: -0.707107, 0.000000, 0.707107, -0.408248, 0.816497, -0.408248, -0.577350, -0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #9 $Class: GTF Loki $Team: Friendly $Location: 1250.000000, 0.000000, 0.000000 $Orientation: 0.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, -1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #10 $Class: GTF Loki $Team: Friendly $Location: 750.000000, -711.034424, -750.000000 $Orientation: 0.707107, 0.000000, 0.707107, 0.408248, 0.816497, -0.408248, -0.577350, 0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #11 $Class: GTF Loki $Team: Friendly $Location: 750.000000, 548.106750, -750.000000 $Orientation: 0.707107, 0.000000, 0.707107, -0.408248, 0.816497, 0.408248, -0.577350, -0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: GTI Arcadia 12 ;! Object #12 $Class: GTI Arcadia $Team: Unknown $Location: 0.000000, 0.000000, 0.000000 $Orientation: -0.475188, 0.876064, 0.081903, -0.282511, -0.240065, 0.928740, 0.833297, 0.418188, 0.361574 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 80 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 1 total $Formula: ( when ( true ) ( turret-lock-all "GTI Arcadia 12" ) ( beam-lock-all "GTI Arcadia 12" ) ) +Name: Event name +Repeat Count: 1 +Interval: 1 #Goals ;! 1 total $Type: Primary +Name: Goal name $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999 ) #Waypoints ;! 0 lists total #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 500 $Ambient light level: 0 +Neb2: nbackblue1 +Neb2Flags: 48 $Sun: SunBlue +Angles: 1.570795 0.000000 0.000000 +Scale: 2.250000 #Asteroid Fields #Music $Event Music: 5: Deuteronomy $Briefing Music: Brief2 #End #Mission Info $Version: 0.10 $Name: XSTR("Dense Nebula, Light Fighters", 396) $Author: James Agay / CN $Created: 07/28/99 at 11:11:28 $Modified: 09/13/99 at 20:57:36 $Notes: There are 3 gas extractors that meander about the play area.$End Notes: $Mission Desc: XSTR("12-player light fighter dogfight within a dense nebula. ", 397) $end_multi_text +Game Type Flags: 34 +Flags: 4 +NebAwacs: 3000.000000 +Storm: s_active +Num Players: 12 +Num Respawns: 99 +Red Alert: 0 +Scramble: 0 +Disallow Support: 1 +Player Entry Delay: 1.000000 +Viewer pos: 93.011856, 4786.677246, -5205.181152 +Viewer orient: 0.999879, 0.000000, -0.015563, 0.010937, 0.711426, 0.702676, 0.011072, -0.702761, 0.711340 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 379) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: 93.011856, 4786.677246, -5205.181152 $camera_orient: 0.999879, 0.000000, -0.015563, 0.010937, 0.711426, 0.702676, 0.011072, -0.702761, 0.711340 $camera_time: 500 $num_lines: 0 $num_icons: 7 $Flags: 0 $Formula: ( true ) $start_icon $type: 29 $team: Unknown $class: SSG Rahu $pos: -1353.306396, -0.003504, -1137.056519 $label: SSG Rahu +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 29 $team: Unknown $class: GTG Zephyrus $pos: 1803.618774, 0.001496, -818.617981 $label: GTG Zephyrus +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 29 $team: Unknown $class: GVG Anuket $pos: 1024.724854, -0.000033, 930.639709 $label: GVG Anuket +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Loki $pos: -750.000000, 1250.000000, -750.000000 +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Loki $pos: 1108.860718, -1250.000610, -617.674683 $label: Hostile +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Loki $pos: 0.000000, 0.000000, -1250.000000 $label: Hostile +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Loki $pos: 1323.245850, -0.000058, -21.209826 $label: Hostile +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GVF Horus" 12 "GVF Thoth" 12 "GTF Pegasus" 12 "GTF Loki" 12 ) +Weaponry Pool: ( "Subach HL-D" 99 "Mekhu HL-7D" 99 "Prometheus D" 99 "Rockeye D" 9999 "Tempest D" 9999 "Hornet D" 9999 "Harpoon D" 9999 ) #Objects ;! 15 total $Name: Alpha 1 ;! Object #0 $Class: GTF Loki $Team: Friendly $Location: 0.000000, 0.000000, -1250.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Loki $Team: Friendly $Location: -750.000000, -1250.000000, -750.000000 $Orientation: 0.707107, 0.000000, -0.707107, -0.408248, 0.816497, -0.408248, 0.577350, 0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTF Loki $Team: Friendly $Location: -750.000000, 1250.000000, -750.000000 $Orientation: 0.707107, 0.000000, -0.707107, 0.408248, 0.816497, 0.408248, 0.577350, -0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GTF Loki $Team: Friendly $Location: -1250.000000, 0.000000, 0.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #4 $Class: GTF Loki $Team: Friendly $Location: -750.000000, -1250.000000, 750.000000 $Orientation: -0.707107, 0.000000, -0.707107, -0.408248, 0.816497, 0.408248, 0.577350, 0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #5 $Class: GTF Loki $Team: Friendly $Location: -750.000000, 1250.000000, 750.000000 $Orientation: -0.707107, 0.000000, -0.707107, 0.408248, 0.816497, -0.408248, 0.577350, -0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #6 $Class: GTF Loki $Team: Friendly $Location: 0.000000, 0.000000, 1250.000000 $Orientation: -1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, -1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #7 $Class: GTF Loki $Team: Friendly $Location: 750.000000, -1250.000000, 750.000000 $Orientation: -0.707107, 0.000000, 0.707107, 0.408248, 0.816497, 0.408248, -0.577350, 0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #8 $Class: GTF Loki $Team: Friendly $Location: 750.000000, 1250.000000, 750.000000 $Orientation: -0.707107, 0.000000, 0.707107, -0.408248, 0.816497, -0.408248, -0.577350, -0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #9 $Class: GTF Loki $Team: Friendly $Location: 1250.000000, 0.000000, 0.000000 $Orientation: 0.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, -1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #10 $Class: GTF Loki $Team: Friendly $Location: 750.000000, -1250.000000, -750.000000 $Orientation: 0.707107, 0.000000, 0.707107, 0.408248, 0.816497, -0.408248, -0.577350, 0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #11 $Class: GTF Loki $Team: Friendly $Location: 750.000000, 1250.000000, -750.000000 $Orientation: 0.707107, 0.000000, 0.707107, -0.408248, 0.816497, 0.408248, -0.577350, -0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Tempest D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: GVG Anuket ;! Object #12 $Class: GVG Anuket $Team: Unknown $Location: 203.777679, 0.000092, 167.238281 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Gas" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "invulnerable" )+Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 $Name: GTG Zephyrus ;! Object #13 $Class: GTG Zephyrus $Team: Unknown $Location: 365.486694, 0.001581, -807.321228 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Gas" 80 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "invulnerable" )+Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 $Name: SSG Rahu ;! Object #14 $Class: SSG Rahu $Team: Unknown $Location: -616.887695, -0.003184, -1718.391113 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Gas" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "invulnerable" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 1 total $Formula: ( when ( true ) ( beam-lock-all "GVG Anuket" ) ( beam-lock-all "GTG Zephyrus" ) ( beam-lock-all "SSG Rahu" ) ( turret-lock-all "GVG Anuket" ) ( turret-lock-all "GTG Zephyrus" ) ( turret-lock-all "SSG Rahu" ) ( cap-waypoint-speed "GVG Anuket" 20 ) ( cap-waypoint-speed "GTG Zephyrus" 20 ) ( cap-waypoint-speed "SSG Rahu" 20 ) ) +Name: Start: shutDownBeamsAndTurrets +Repeat Count: 1 +Interval: 1 #Goals ;! 1 total $Type: Primary +Name: Goal name $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999 ) #Waypoints ;! 1 lists total $Name: Gas $List: ( ;! 13 points in list ( 0.000000, 0.000000, 0.000000 ) ( -241.911285, -567.835632, -572.818665 ) ( 955.181824, -214.408340, 1125.896118 ) ( -1364.462524, 661.498169, 379.681488 ) ( -358.019196, 679.321106, -975.423157 ) ( 1007.478638, -483.050232, -941.306519 ) ( 1239.865967, 727.839172, 107.373405 ) ( -1004.679443, 454.899200, 1178.151978 ) ( -1130.851440, -286.449860, -170.300385 ) ( 334.268921, 1207.477539, -491.337128 ) ( 1150.631958, -636.072449, 267.361908 ) ( -286.630890, -720.682007, 753.318298 ) ( 248.307053, 972.615051, 174.998734 ) ) #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 500 $Ambient light level: 0 +Neb2: nbackblack +Neb2Flags: 41 $Sun: SunBlue +Angles: 1.570795 0.000000 0.000000 +Scale: 1.000000 #Asteroid Fields #Music $Event Music: 5: Deuteronomy $Briefing Music: Brief2 #End #Mission Info $Version: 0.10 $Name: XSTR("Installation Dogfight- Medium", 398) $Author: James Aagy $Created: 02/24/99 at 17:35:31 $Modified: 09/14/99 at 19:50:47 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("Medium fighter mayhem! 12-player dogfight around an Arcadia-class Terran installation.", 399) $end_multi_text +Game Type Flags: 34 +Flags: 0 +Num Players: 12 +Num Respawns: 10 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 1536.726440, 2331.139893, 3532.702881 +Viewer orient: -0.999993, 0.000001, -0.003740, 0.002700, 0.692194, -0.721707, 0.002588, -0.721712, -0.692189 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 360) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: 1536.726440, 2331.139893, 3532.702881 $camera_orient: -0.999993, 0.000001, -0.003740, 0.002700, 0.692194, -0.721707, 0.002588, -0.721712, -0.692189 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 15 $team: Hostile $class: GTI Arcadia $pos: 1525.430542, -0.001781, 1211.302734 $label: Arcadia +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Myrmidon $pos: 2272.978271, 295.299835, 1075.693604 +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Myrmidon $pos: 2380.451660, 295.299896, 1587.505615 $label: Hostile +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Myrmidon $pos: 1104.781860, 655.011780, 2285.480469 $label: Hostile +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Myrmidon $pos: 826.902039, 655.011719, 1514.464233 $label: Hostile +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 12 "GTF Hercules" 12 "GVF Seth" 12 "GTF Perseus" 12 "GVF Serapis" 12 ) +Weaponry Pool: ( "Subach HL-D" 99 "Mekhu HL-7D" 99 "Prometheus D" 99 "Circe" 99 "Lamprey" 99 "Rockeye D" 9999 "Tempest D" 9999 "Hornet D" 9999 "Tornado D" 9999 "Harpoon D" 9999 "Piranha" 9999 "Infyrno D" 9999 ) #Objects ;! 13 total $Name: Alpha 1 ;! Object #0 $Class: GTF Myrmidon $Team: Friendly $Location: 2539.835938, 295.299713, 242.957626 $Orientation: 0.736348, 0.000000, 0.676603, -0.192546, 0.958653, 0.209548, -0.648627, -0.284578, 0.705902 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Arcadia ;! Object #1 $Class: GTI Arcadia $Team: Hostile $Location: 1741.099243, -0.001626, 787.516113 $Orientation: 0.305817, 0.000000, -0.952090, 0.000000, 1.000000, 0.000000, 0.952090, 0.000000, 0.305817 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10000 $Name: Alpha 2 ;! Object #2 $Class: GTF Myrmidon $Team: Friendly $Location: 518.924805, 655.011597, 1650.034668 $Orientation: -0.914603, 0.000000, 0.404353, -0.321884, 0.605233, -0.728068, -0.244728, -0.796048, -0.553548 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #3 $Class: GTF Myrmidon $Team: Friendly $Location: 891.705322, 276.169037, 76.574638 $Orientation: 0.237059, 0.000000, -0.971495, 0.212268, 0.975838, 0.051796, 0.948022, -0.218496, 0.231331 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #4 $Class: GTF Myrmidon $Team: Friendly $Location: 1659.575562, -255.421356, -280.272400 $Orientation: 0.929528, 0.000000, -0.368752, -0.079657, 0.976389, -0.200795, 0.360045, 0.216018, 0.907581 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #5 $Class: GTF Myrmidon $Team: Friendly $Location: 2440.573730, -213.980316, 1292.647949 $Orientation: 0.094629, 0.000000, 0.995513, 0.056876, 0.998367, -0.005406, -0.993887, 0.057132, 0.094475 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #6 $Class: GTF Myrmidon $Team: Friendly $Location: 1109.492920, -359.360535, 2367.570068 $Orientation: 0.913472, 0.000000, -0.406901, -0.190312, 0.883881, -0.427242, 0.359652, 0.467712, 0.807401 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #7 $Class: GTF Myrmidon $Team: Friendly $Location: 362.564087, 681.206360, 833.461670 $Orientation: 0.876449, 0.000000, -0.481495, 0.423812, 0.474603, 0.771450, 0.228519, -0.880200, 0.415965 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #8 $Class: GTF Myrmidon $Team: Friendly $Location: 1302.263062, 396.118958, -762.890320 $Orientation: -0.758758, 0.000000, -0.651372, 0.547309, 0.542214, -0.637539, 0.353183, -0.840240, -0.411409 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #9 $Class: GTF Myrmidon $Team: Friendly $Location: 444.266663, -130.458344, 774.352844 $Orientation: -0.130628, 0.000000, -0.991431, -0.096359, 0.995266, 0.012696, 0.986738, 0.097192, -0.130010 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #10 $Class: GTF Myrmidon $Team: Friendly $Location: 1971.877930, 419.275085, 2306.979736 $Orientation: -0.875948, 0.000000, 0.482405, -0.195041, 0.914622, -0.354156, -0.441218, -0.404311, -0.801161 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #11 $Class: GTF Myrmidon $Team: Friendly $Location: 1726.197266, -239.932892, 2775.392578 $Orientation: -0.970984, 0.000000, -0.239145, -0.041483, 0.984840, 0.168432, 0.235520, 0.173465, -0.956264 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #12 $Class: GTF Myrmidon $Team: Friendly $Location: 228.757645, 449.696411, 1694.248779 $Orientation: -0.379340, 0.000000, -0.925257, 0.210672, 0.973734, -0.086372, 0.900954, -0.227690, -0.369376 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 1 ;! Beta 2 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 0 total #Goals ;! 1 total $Type: Primary +Name: Goal name $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999 ) #Waypoints ;! 0 lists total #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 34 total $Num stars: 399 $Ambient light level: 0 $Sun: SunGold +Angles: 2.670352 0.000000 5.811942 +Scale: 2.000000 $Starbitmap: dneb03 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb12 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 0.000000 1.308996 0.558505 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb03 +Angles: 6.021381 0.890117 5.794488 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 5.951568 2.740165 5.602502 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 0.000000 0.000000 5.951568 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 5.881755 5.009091 5.532689 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb03 +Angles: 5.585049 0.383972 5.393063 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 0.558505 0.628318 6.126101 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb01 +Angles: 5.218530 0.000000 5.218530 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 5.009091 5.585049 5.218530 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 5.585049 5.585049 0.925024 +ScaleX: 2.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 5.777035 2.321286 0.802851 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 6.021381 4.468040 0.628318 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 5.585049 0.575958 0.925024 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb03 +Angles: 5.358157 2.740165 0.628318 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 5.131264 5.951568 0.506145 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 4.991638 0.855211 0.418879 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb12 +Angles: 4.764745 1.692968 0.191986 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb03 +Angles: 5.253437 3.455749 1.117010 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 5.078904 1.256636 1.308996 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 3.508109 0.383972 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb02 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 4.886918 4.276053 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 4.345866 0.366519 2.216566 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 3.874628 1.570795 2.408552 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb02 +Angles: 4.031707 0.558505 0.959930 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb01 +Angles: 4.345866 1.797688 0.715584 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: planeth +Angles: 0.000000 0.000000 5.235983 +ScaleX: 2.500000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: planetf +Angles: 0.436332 1.308996 5.323250 +ScaleX: 0.250000 +ScaleY: 0.250000 +DivX: 1 +DivY: 1 $Starbitmap: planeth +Angles: 6.108647 0.000000 4.904371 +ScaleX: 0.100000 +ScaleY: 0.100000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 1: Genesis $Briefing Music: Brief1 #End #Mission Info $Version: 0.10 $Name: XSTR("Medium Asteroid Dogfight", 400) $Author: James Agay $Created: 03/02/99 at 17:06:58 $Modified: 09/14/99 at 19:51:07 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("12-player medium fighter dogfight within an asteroid field.", 401) $end_multi_text +Game Type Flags: 34 +Flags: 0 +Num Players: 12 +Num Respawns: 10 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -0.222412, 3496.855469, -5785.210938 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 360) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: -0.222412, 3496.855469, -5785.210938 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 8 $team: Hostile $class: Asteroid $pos: -106.105156, 0.000014, 509.753326 +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Myrmidon $pos: -1200.549683, 1123.742188, -489.038879 +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Myrmidon $pos: 861.475342, 934.949646, 1020.973450 $label: Hostile +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Myrmidon $pos: 1292.909912, 911.018982, -1697.995117 $label: Hostile +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Myrmidon $pos: -732.182434, 911.019531, -2349.389648 $label: Hostile +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 12 "GTF Hercules" 12 "GVF Seth" 12 "GTF Perseus" 12 "GVF Serapis" 12 ) +Weaponry Pool: ( "Subach HL-D" 99 "Mekhu HL-7D" 99 "Prometheus D" 99 "Circe" 99 "Lamprey" 99 "Rockeye D" 9999 "Tempest D" 9999 "Hornet D" 9999 "Tornado D" 9999 "Harpoon D" 9999 "Piranha" 9999 "Infyrno D" 9999 ) #Objects ;! 12 total $Name: Alpha 1 ;! Object #0 $Class: GTF Myrmidon $Team: Friendly $Location: 6.700001, 0.000000, -1252.517822 $Orientation: 0.999991, 0.000000, 0.004233, 0.000000, 1.000000, 0.000000, -0.004233, 0.000000, 0.999991 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Myrmidon $Team: Friendly $Location: 828.674011, -947.207092, -103.080833 $Orientation: 0.636777, 0.000000, 0.771048, 0.313148, 0.913814, -0.258616, -0.704595, 0.406133, 0.581896 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #2 $Class: GTF Myrmidon $Team: Friendly $Location: -939.255371, 1123.742065, -603.093445 $Orientation: 0.649353, 0.000000, -0.760487, 0.338955, 0.895178, 0.289422, 0.680772, -0.445708, 0.581287 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #3 $Class: GTF Myrmidon $Team: Friendly $Location: -1500.799072, -0.000008, 22.626627 $Orientation: -0.011868, 0.000000, -0.999930, 0.000000, 1.000000, 0.000000, 0.999930, 0.000000, -0.011868 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #4 $Class: GTF Myrmidon $Team: Friendly $Location: -879.190918, -989.278259, 852.888123 $Orientation: -0.683310, 0.000000, -0.730128, -0.274496, 0.926637, 0.256895, 0.676564, 0.375957, -0.633181 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #5 $Class: GTF Myrmidon $Team: Friendly $Location: 3.181983, 0.000128, 1345.324097 $Orientation: -0.999999, 0.000000, 0.001420, 0.000000, 1.000000, 0.000000, -0.001420, 0.000000, -0.999999 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #6 $Class: GTF Myrmidon $Team: Friendly $Location: 861.475342, 934.949646, 1020.973450 $Orientation: -0.675875, 0.000000, 0.737016, -0.261360, 0.935011, -0.239679, -0.689118, -0.354620, -0.631951 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #7 $Class: GTF Myrmidon $Team: Friendly $Location: 788.698853, 0.000391, -194.386658 $Orientation: -0.012330, 0.000000, 0.999924, 0.000000, 1.000000, 0.000000, -0.999924, 0.000000, -0.012330 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #8 $Class: GTF Myrmidon $Team: Friendly $Location: 834.628723, 911.019287, -141.654999 $Orientation: 0.634717, 0.000000, 0.772744, -0.304551, 0.919061, 0.250152, -0.710199, -0.394116, 0.583344 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #9 $Class: GTF Myrmidon $Team: Friendly $Location: -870.860107, 984.016113, 878.658203 $Orientation: -0.697590, 0.000000, -0.716497, 0.258991, 0.932385, -0.252156, 0.668051, -0.361468, -0.650423 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #10 $Class: GTF Myrmidon $Team: Friendly $Location: -668.948608, -919.430969, -319.205048 $Orientation: 0.643819, 0.000000, -0.765177, -0.287744, 0.926600, -0.242107, 0.709013, 0.376049, 0.596563 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #11 $Class: GTF Myrmidon $Team: Friendly $Location: 842.523560, -924.269409, 1050.879150 $Orientation: -0.686200, 0.000000, 0.727413, 0.254785, 0.936652, 0.240350, -0.681332, 0.350262, -0.642731 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 0 total #Goals ;! 1 total $Type: Primary +Name: Score $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999999 ) #Waypoints ;! 1 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( 0.663327, 0.000074, 1.119419 ) ) #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 36 total $Num stars: 399 $Ambient light level: 0 $Sun: SunBlue +Angles: 0.000000 0.000000 4.625119 +Scale: 1.000000 $Starbitmap: dneb04 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb06 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 0.000000 1.308996 0.558505 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb04 +Angles: 6.021381 0.890117 5.794488 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 5.951568 2.740165 5.602502 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 0.000000 0.000000 5.951568 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 5.881755 5.009091 5.532689 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.585049 0.383972 5.393063 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 0.558505 0.628318 6.126101 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb15 +Angles: 5.218530 0.000000 5.218530 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 5.009091 5.585049 5.218530 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.585049 5.585049 0.925024 +ScaleX: 2.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 5.777035 2.321286 0.802851 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 6.021381 4.468040 0.628318 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 5.585049 0.575958 0.925024 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb04 +Angles: 5.358157 2.740165 0.628318 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 5.131264 5.951568 0.506145 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 4.991638 0.855211 0.418879 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb06 +Angles: 4.764745 1.692968 0.191986 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb04 +Angles: 5.253437 3.455749 1.117010 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 5.078904 1.256636 1.308996 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 3.508109 0.383972 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb05 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 4.886918 4.276053 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 4.345866 0.366519 2.216566 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 3.874628 1.570795 2.408552 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb05 +Angles: 4.031707 0.558505 0.959930 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb15 +Angles: 4.345866 1.797688 0.715584 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 4.520399 2.146753 0.541052 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 3.961894 1.570795 0.506145 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: planetc +Angles: 0.000000 0.000000 3.054324 +ScaleX: 2.500000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: planeta1 +Angles: 0.226893 0.122173 3.228857 +ScaleX: 0.750000 +ScaleY: 0.750000 +DivX: 1 +DivY: 1 #Asteroid Fields $Density: 256 +Field Type: 0 +Debris Genre: 0 +Field Debris Type: 0 $Average Speed: 19.999989 $Minimum: -2000.000000, -2000.000000, -2000.000000 $Maximum: 2000.000000, 2000.000000, 2000.000000 #Music $Event Music: 2: Exodus $Briefing Music: Brief2 #End #Mission Info $Version: 0.10 $Name: XSTR("Demon Dogfight- Medium", 402) $Author: Brad Johnson $Created: 03/29/99 at 11:38:30 $Modified: 09/14/99 at 19:51:30 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("12-player medium fighter dogfight around a Shivan Demon-class destroyer. ", 403) $end_multi_text +Game Type Flags: 34 +Flags: 0 +Num Players: 12 +Num Respawns: 15 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -33.159576, 4479.508301, -3579.107666 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.728556, 0.684987, 0.000000, -0.684987, 0.728556 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 360) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: -33.159576, 4479.508301, -3579.107666 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.728556, 0.684987, 0.000000, -0.684987, 0.728556 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Hostile $class: SD Demon $pos: -14.665134, 0.000091, 1095.354004 $label: Demon +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Myrmidon $pos: -713.480774, 683.111877, 2002.390747 +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Myrmidon $pos: 599.301758, 683.111572, 2000.869995 $label: Hostile +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Myrmidon $pos: -1244.318481, 683.112244, -146.995010 $label: Hostile +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Myrmidon $pos: 1244.376709, 683.111755, -116.728043 $label: Hostile +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 12 "GTF Hercules" 12 "GVF Seth" 12 "GTF Perseus" 12 "GVF Serapis" 12 ) +Weaponry Pool: ( "Subach HL-D" 99 "Mekhu HL-7D" 99 "Prometheus D" 99 "Circe" 99 "Lamprey" 99 "Rockeye D" 9999 "Tempest D" 9999 "Hornet D" 9999 "Tornado D" 9999 "Harpoon D" 9999 "Piranha" 9999 "Infyrno D" 9999 ) #Objects ;! 13 total $Name: Alpha 1 ;! Object #0 $Class: GTF Myrmidon $Team: Friendly $Location: 636.700012, -406.600006, -6.700000 $Orientation: 0.860875, 0.000000, 0.508817, 0.154027, 0.953081, -0.260600, -0.484944, 0.302715, 0.820483 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Demon ;! Object #1 $Class: SD Demon $Team: Hostile $Location: -14.665134, 0.000091, 1095.354004 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +Subsystem: turret02-base +Subsystem: turret03a-base +Subsystem: turret04-base +Subsystem: turret05-base +Subsystem: turret06a-base +Subsystem: turret07a-base +Subsystem: turret08-base +Subsystem: turret09-base +Subsystem: turret10-base +Subsystem: turret11-base +Subsystem: turret12-base +Subsystem: turret13-base +Subsystem: turret14-base +Subsystem: turret15-base +Subsystem: turret16-base +Subsystem: turret17-base +Subsystem: turret18-base +Subsystem: turret19-base +Subsystem: turret20-base +Subsystem: turret21-base +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 99 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 5000 $Name: Alpha 2 ;! Object #2 $Class: GTF Myrmidon $Team: Friendly $Location: -787.935120, -406.600067, 5.562903 $Orientation: 0.815553, 0.000000, -0.578682, -0.168457, 0.956691, -0.237411, 0.553620, 0.291104, 0.780233 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #3 $Class: GTF Myrmidon $Team: Friendly $Location: 599.301758, -406.600189, 2000.869995 $Orientation: -0.827684, 0.000000, 0.561194, 0.195504, 0.937357, 0.288341, -0.526040, 0.348370, -0.775835 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #4 $Class: GTF Myrmidon $Team: Friendly $Location: -713.480774, -406.599915, 2002.390747 $Orientation: -0.792162, 0.000000, -0.610311, -0.204230, 0.942349, 0.265083, 0.575126, 0.334632, -0.746492 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #5 $Class: GTF Myrmidon $Team: Friendly $Location: 723.596252, 596.699951, 1008.468689 $Orientation: 0.116882, 0.000000, 0.993146, -0.621692, 0.779837, 0.073166, -0.774492, -0.625983, 0.091149 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #6 $Class: GTF Myrmidon $Team: Friendly $Location: -789.993774, 596.700195, 1008.468750 $Orientation: 0.111365, 0.000000, -0.993779, 0.603729, 0.794313, 0.067655, 0.789372, -0.607508, 0.088459 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #7 $Class: GTF Myrmidon $Team: Friendly $Location: -7.400000, 596.700012, -284.500000 $Orientation: 0.999986, 0.000000, 0.005265, -0.002090, 0.917857, 0.396905, -0.004833, -0.396910, 0.917845 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #8 $Class: GTF Myrmidon $Team: Friendly $Location: -11.352060, 596.700012, 2452.831543 $Orientation: -0.999997, 0.000000, 0.002441, -0.000982, 0.915462, -0.402403, -0.002234, -0.402404, -0.915459 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #9 $Class: GTF Myrmidon $Team: Friendly $Location: 636.700012, 683.111755, -6.700000 $Orientation: 0.860875, 0.000000, 0.508817, 0.154027, 0.953081, -0.260600, -0.484944, 0.302715, 0.820483 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #10 $Class: GTF Myrmidon $Team: Friendly $Location: -787.935120, 683.111694, 5.562903 $Orientation: 0.815553, 0.000000, -0.578682, -0.168457, 0.956691, -0.237411, 0.553620, 0.291104, 0.780233 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #11 $Class: GTF Myrmidon $Team: Friendly $Location: 599.301758, 683.111572, 2000.869995 $Orientation: -0.827684, 0.000000, 0.561194, 0.195504, 0.937357, 0.288341, -0.526040, 0.348370, -0.775835 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #12 $Class: GTF Myrmidon $Team: Friendly $Location: -713.480774, 683.111877, 2002.390747 $Orientation: -0.792162, 0.000000, -0.610311, -0.204230, 0.942349, 0.265083, 0.575126, 0.334632, -0.746492 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 2 ;! Beta 3 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 0 total #Goals ;! 1 total $Type: Primary +Name: Goal name $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999 ) #Waypoints ;! 0 lists total #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 34 total $Num stars: 998 $Ambient light level: 0 $Sun: SunWhite +Angles: 0.488692 0.000000 1.378809 +Scale: 1.000000 $Starbitmap: dneb14 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb09 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 0.000000 1.308996 0.558505 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb14 +Angles: 6.021381 0.890117 5.794488 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 5.951568 2.740165 5.602502 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb09 +Angles: 0.000000 0.000000 5.951568 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 5.881755 5.009091 5.532689 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb14 +Angles: 5.585049 0.383972 5.393063 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 0.558505 0.628318 6.126101 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb11 +Angles: 5.218530 0.000000 5.218530 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb09 +Angles: 5.009091 5.585049 5.218530 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb14 +Angles: 5.585049 5.585049 0.925024 +ScaleX: 2.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 5.777035 2.321286 0.802851 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 6.021381 4.468040 0.628318 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb09 +Angles: 5.585049 0.575958 0.925024 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb14 +Angles: 5.358157 2.740165 0.628318 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 5.131264 5.951568 0.506145 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 4.991638 0.855211 0.418879 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb09 +Angles: 4.764745 1.692968 0.191986 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb14 +Angles: 5.253437 3.455749 1.117010 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 5.078904 1.256636 1.308996 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb09 +Angles: 3.508109 0.383972 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb14 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 4.886918 4.276053 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb09 +Angles: 4.345866 0.366519 2.216566 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb14 +Angles: 3.874628 1.570795 2.408552 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.031707 0.558505 0.959930 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb11 +Angles: 4.345866 1.797688 0.715584 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb14 +Angles: 4.520399 2.146753 0.541052 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 3.961894 1.570795 0.506145 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 #Asteroid Fields #Music $Event Music: 3: Leviticus $Briefing Music: Brief3 #End #Mission Info $Version: 0.10 $Name: XSTR("Orion Dogfight- Medium", 404) $Author: James Agay $Created: 04/07/99 at 14:06:39 $Modified: 09/14/99 at 19:51:46 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("12-player medium fighter dogfight around an Orion-class Terran destroyer.", 405) $end_multi_text +Game Type Flags: 34 +Flags: 0 +Num Players: 12 +Num Respawns: 10 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -30.997864, 5038.274902, 1927.379395 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.022075, 0.999756, 0.000000, -0.999756, 0.022075 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 360) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: -30.997864, 5038.274902, 1927.379395 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.022075, 0.999756, 0.000000, -0.999756, 0.022075 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Neutral $class: GTD Orion $pos: 71.335159, -0.000074, 2285.729004 $label: Orion under repair +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Myrmidon $pos: 1098.807251, -361.560974, 2412.193604 $label: Hostile +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Myrmidon $pos: 625.167542, 744.898926, 1423.685303 $label: Hostile +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Myrmidon $pos: -542.498779, 1135.199707, 1659.829224 $label: Hostile +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Myrmidon $pos: -1055.574341, 224.040359, 2505.160400 +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 12 "GTF Hercules" 12 "GVF Seth" 12 "GTF Perseus" 12 "GVF Serapis" 12 ) +Weaponry Pool: ( "Subach HL-D" 99 "Mekhu HL-7D" 99 "Prometheus D" 99 "Circe" 99 "Lamprey" 99 "Rockeye D" 9999 "Tempest D" 9999 "Hornet D" 9999 "Tornado D" 9999 "Harpoon D" 9999 "Piranha" 9999 "Infyrno D" 9999 ) #Objects ;! 13 total $Name: Alpha 1 ;! Object #0 $Class: GTF Myrmidon $Team: Friendly $Location: 1052.077637, 180.217285, 1676.894165 $Orientation: 0.568821, 0.000000, 0.822461, 0.000000, 1.000000, 0.000000, -0.822461, 0.000000, 0.568821 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Orion ;! Object #1 $Class: GTD Orion $Team: Friendly $Location: 9.658463, -0.000018, 1899.745239 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03a +Subsystem: turret04a +Subsystem: turret05a +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 99 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 $Name: Alpha 2 ;! Object #2 $Class: GTF Myrmidon $Team: Friendly $Location: 1098.807251, -361.560974, 2412.193604 $Orientation: -0.396069, 0.000000, 0.918221, 0.000001, 1.000000, 0.000000, -0.918221, 0.000001, -0.396069 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #3 $Class: GTF Myrmidon $Team: Friendly $Location: -508.051910, -135.366684, 3360.956055 $Orientation: -0.959579, 0.000000, -0.281439, 0.000000, 1.000000, 0.000000, 0.281439, 0.000000, -0.959579 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #4 $Class: GTF Myrmidon $Team: Friendly $Location: 691.115173, 253.585617, 3589.313721 $Orientation: -0.909674, 0.000000, 0.415323, 0.000000, 1.000000, -0.000001, -0.415323, -0.000001, -0.909674 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #5 $Class: GTF Myrmidon $Team: Friendly $Location: 287.602142, 221.295822, 839.426880 $Orientation: 0.938043, 0.000000, 0.346518, 0.000000, 1.000000, 0.000000, -0.346518, 0.000000, 0.938043 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #6 $Class: GTF Myrmidon $Team: Friendly $Location: -421.878113, -166.278702, 904.981934 $Orientation: 0.936398, 0.000000, -0.350940, 0.000000, 1.000000, 0.000000, 0.350939, 0.000000, 0.936398 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #7 $Class: GTF Myrmidon $Team: Friendly $Location: -1068.961426, 224.040405, 1944.265259 $Orientation: 0.299438, 0.000000, -0.954116, 0.000000, 1.000000, 0.000000, 0.954116, 0.000000, 0.299438 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #8 $Class: GTF Myrmidon $Team: Friendly $Location: -1073.592407, -0.000628, 2687.201660 $Orientation: -0.550474, 0.000000, -0.834852, -0.000001, 1.000000, 0.000000, 0.834852, 0.000001, -0.550474 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #9 $Class: GTF Myrmidon $Team: Friendly $Location: -375.654816, 775.799438, 3418.638916 $Orientation: -0.914699, 0.000000, -0.404136, 0.208605, 0.856483, -0.472144, 0.346136, -0.516175, -0.783424 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #10 $Class: GTF Myrmidon $Team: Friendly $Location: 546.055420, 744.898987, 1284.765503 $Orientation: 0.916763, 0.000000, 0.399431, -0.199536, 0.866284, 0.457970, -0.346021, -0.499551, 0.794178 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #11 $Class: GTF Myrmidon $Team: Friendly $Location: -845.006287, 1135.199829, 1388.985474 $Orientation: 0.854055, 0.000000, -0.520183, 0.327846, 0.776390, 0.538270, 0.403865, -0.630252, 0.663080 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #12 $Class: GTF Myrmidon $Team: Friendly $Location: 530.391113, 911.199646, 2881.094971 $Orientation: -0.336424, 0.000000, 0.941711, -0.747054, 0.608838, -0.266883, -0.573349, -0.793294, -0.204828 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 0 total #Goals ;! 1 total $Type: Primary +Name: Goal name $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999 ) #Waypoints ;! 0 lists total #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 35 total $Num stars: 399 $Ambient light level: 0 $Sun: SunGreen +Angles: 5.951568 0.000000 5.131264 +Scale: 1.000000 $Starbitmap: dneb04 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb05 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 0.000000 1.308996 0.558505 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb04 +Angles: 6.021381 0.890117 5.794488 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.951568 2.740165 5.602502 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 0.000000 0.000000 5.951568 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 5.881755 5.009091 5.532689 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.585049 0.383972 5.393063 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 0.558505 0.628318 6.126101 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb10 +Angles: 5.218530 0.000000 5.218530 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 5.009091 5.585049 5.218530 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.585049 5.585049 0.925024 +ScaleX: 2.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.777035 2.321286 0.802851 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 6.021381 4.468040 0.628318 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 5.585049 0.575958 0.925024 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb04 +Angles: 5.358157 2.740165 0.628318 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.131264 5.951568 0.506145 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.991638 0.855211 0.418879 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb05 +Angles: 4.764745 1.692968 0.191986 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb04 +Angles: 5.253437 3.455749 1.117010 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.078904 1.256636 1.308996 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 3.508109 0.383972 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb04 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.886918 4.276053 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 4.345866 0.366519 2.216566 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 3.874628 1.570795 2.408552 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb04 +Angles: 4.031707 0.558505 0.959930 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.345866 1.797688 0.715584 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 4.520399 2.146753 0.541052 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 3.961894 1.570795 0.506145 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: planeta1 +Angles: 0.523598 4.101521 5.253437 +ScaleX: 2.500000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 4: Numbers $Briefing Music: Brief4 #End #Mission Info $Version: 0.10 $Name: XSTR("Shivan Playground- Medium", 406) $Author: James Agay / BJ $Created: 04/13/99 at 13:25:37 $Modified: 09/14/99 at 19:52:01 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("12-player medium fighter dogfight around three Shivan warships. ", 407) $end_multi_text +Game Type Flags: 34 +Flags: 0 +Num Players: 12 +Num Respawns: 20 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -3.998932, 877.153809, -428.246735 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.737613, 0.675223, 0.000000, -0.675223, 0.737613 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 360) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: -3.998932, 877.153809, -428.246735 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.737613, 0.675223, 0.000000, -0.675223, 0.737613 $camera_time: 500 $num_lines: 0 $num_icons: 7 $Flags: 0 $Formula: ( true ) $start_icon $type: 28 $team: Hostile $class: SCv Moloch $pos: -1.856549, 0.000019, 443.571228 $label: Moloch +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: SC Lilith $pos: 263.799988, 50.000000, 434.700012 $label: Lilith 2 +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: SC Lilith $pos: -271.799988, 50.000000, 435.200012 $label: Lilith 1 +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Myrmidon $pos: 367.083191, -500.899994, 652.105530 $label: Hostile +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Myrmidon $pos: 292.274719, -500.900208, 1326.538574 $label: Hostile +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Myrmidon $pos: -329.620422, -500.900085, 1326.538452 +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Myrmidon $pos: -404.454865, -500.900146, 658.925842 $label: Hostile +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 12 "GTF Hercules" 12 "GVF Seth" 12 "GTF Perseus" 12 "GVF Serapis" 12 ) +Weaponry Pool: ( "Subach HL-D" 99 "Mekhu HL-7D" 99 "Prometheus D" 99 "Circe" 99 "Lamprey" 99 "Rockeye D" 9999 "Tempest D" 9999 "Hornet D" 9999 "Tornado D" 9999 "Harpoon D" 9999 "Piranha" 9999 "Infyrno D" 9999 ) #Objects ;! 15 total $Name: Alpha 1 ;! Object #0 $Class: GTF Myrmidon $Team: Friendly $Location: 2.204042, -0.000054, -65.891029 $Orientation: 0.999968, 0.000000, 0.007970, 0.000000, 1.000000, 0.000000, -0.007970, 0.000000, 0.999968 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Myrmidon $Team: Friendly $Location: 2.500000, 0.000000, 997.400024 $Orientation: -0.999969, 0.000000, 0.007866, 0.000000, 1.000000, 0.000000, -0.007866, 0.000000, -0.999969 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Moloch ;! Object #2 $Class: SCv Moloch $Team: Hostile $Location: -1.856549, 0.000019, 443.571228 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 99 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Lilith 2 ;! Object #3 $Class: SC Lilith $Team: Hostile $Location: 263.799988, 50.000000, 434.700012 $Orientation: 0.070737, 0.000000, 0.997495, 0.000000, 1.000000, 0.000000, -0.997495, 0.000000, 0.070737 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Lilith 1 ;! Object #4 $Class: SC Lilith $Team: Hostile $Location: -271.799988, 50.000000, 435.200012 $Orientation: -0.049184, 0.000000, -0.998790, 0.000000, 1.000000, 0.000000, 0.998790, 0.000000, -0.049184 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Alpha 3 ;! Object #5 $Class: GTF Myrmidon $Team: Friendly $Location: 596.467102, 0.000071, 500.475006 $Orientation: -0.094678, 0.000000, 0.995508, 0.000000, 1.000000, 0.000000, -0.995508, 0.000000, -0.094678 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #6 $Class: GTF Myrmidon $Team: Friendly $Location: -601.484375, 0.000140, 506.426422 $Orientation: -0.104252, 0.000000, -0.994551, 0.000000, 1.000000, 0.000000, 0.994551, 0.000000, -0.104252 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #7 $Class: GTF Myrmidon $Team: Friendly $Location: 358.434601, -500.899994, 769.490601 $Orientation: -0.670847, 0.000000, 0.741596, 0.532333, 0.696228, 0.481548, -0.516320, 0.717821, -0.467063 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #8 $Class: GTF Myrmidon $Team: Friendly $Location: -352.899994, -500.899994, 762.599976 $Orientation: -0.672555, 0.000000, -0.740047, -0.537337, 0.687604, 0.488333, 0.508859, 0.726086, -0.462452 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #9 $Class: GTF Myrmidon $Team: Friendly $Location: -338.854218, -500.900391, 153.186905 $Orientation: 0.652771, 0.000000, -0.757555, -0.566426, 0.664034, -0.488079, 0.503042, 0.747703, 0.433462 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #10 $Class: GTF Myrmidon $Team: Friendly $Location: 363.198700, -500.899963, 153.186539 $Orientation: 0.622523, 0.000000, 0.782601, 0.572719, 0.681504, -0.455572, -0.533346, 0.731815, 0.424252 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #11 $Class: GTF Myrmidon $Team: Friendly $Location: 358.399994, 502.000000, 769.500000 $Orientation: -0.670893, 0.000000, 0.741554, -0.532879, 0.695426, -0.482102, -0.515696, -0.718597, -0.466557 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #12 $Class: GTF Myrmidon $Team: Friendly $Location: -352.934601, 502.000000, 762.609375 $Orientation: -0.672530, 0.000000, -0.740070, 0.537894, 0.686833, -0.488805, 0.508305, -0.726815, -0.461916 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #13 $Class: GTF Myrmidon $Team: Friendly $Location: -338.888824, 501.999573, 153.196304 $Orientation: 0.652720, 0.000000, -0.757599, 0.566995, 0.663236, 0.488502, 0.502467, -0.748410, 0.432908 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #14 $Class: GTF Myrmidon $Team: Friendly $Location: 363.164093, 502.000061, 153.195938 $Orientation: 0.622547, 0.000000, 0.782582, -0.573307, 0.680677, 0.456068, -0.532686, -0.732584, 0.423753 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 3 ;! Alpha 4 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 2 ;! Beta 3 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 0 total #Goals ;! 1 total $Type: Primary +Name: Goal name $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999 ) #Waypoints ;! 0 lists total #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 36 total $Num stars: 399 $Ambient light level: 0 $Sun: SunGold +Angles: 0.000000 0.000000 3.316123 +Scale: 1.500000 $Starbitmap: dneb03 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb11 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 0.000000 1.308996 0.558505 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb03 +Angles: 6.021381 0.890117 5.794488 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 5.951568 2.740165 5.602502 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 0.000000 0.000000 5.951568 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 5.881755 5.009091 5.532689 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb03 +Angles: 5.585049 0.383972 5.393063 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 0.558505 0.628318 6.126101 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb10 +Angles: 5.218530 0.000000 5.218530 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 5.009091 5.585049 5.218530 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 5.585049 5.585049 0.925024 +ScaleX: 2.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 5.777035 2.321286 0.802851 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 6.021381 4.468040 0.628318 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 5.585049 0.575958 0.925024 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb03 +Angles: 5.358157 2.740165 0.628318 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 5.131264 5.951568 0.506145 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.991638 0.855211 0.418879 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: neb11 +Angles: 4.764745 1.692968 0.191986 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb03 +Angles: 5.253437 3.455749 1.117010 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 5.078904 1.256636 1.308996 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 3.508109 0.383972 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb13 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.886918 4.276053 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 4.345866 0.366519 2.216566 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 3.874628 1.570795 2.408552 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb13 +Angles: 4.031707 0.558505 0.959930 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.345866 1.797688 0.715584 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 4.520399 2.146753 0.541052 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 3.961894 1.570795 0.506145 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: planetb +Angles: 0.000000 0.000000 4.799652 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: planete +Angles: 4.817105 5.235983 4.276053 +ScaleX: 0.700000 +ScaleY: 0.700000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 5: Deuteronomy $Briefing Music: Brief5 #End #Mission Info $Version: 0.10 $Name: XSTR("Vasudan Playground- Medium", 408) $Author: James Agay / BJ $Created: 04/13/99 at 13:42:24 $Modified: 09/14/99 at 19:52:17 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("12-player medium fighter dogfight around four Vasudan warships.", 409) $end_multi_text +Game Type Flags: 34 +Flags: 0 +Num Players: 12 +Num Respawns: 20 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -2.839661, 3591.243896, 1070.809082 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.017276, 0.999851, 0.000000, -0.999851, 0.017276 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 360) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: -2.839661, 3591.243896, 1070.809082 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.017276, 0.999851, 0.000000, -0.999851, 0.017276 $camera_time: 500 $num_lines: 0 $num_icons: 8 $Flags: 0 $Formula: ( true ) $start_icon $type: 28 $team: Neutral $class: GVCv Sobek $pos: 0.000000, 0.000000, 691.799988 $label: Sobek +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Neutral $class: GVCv Sobek $pos: 8.463813, 0.000066, 1552.282104 $label: Sobek +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Neutral $class: GVC Mentu $pos: -657.240662, -295.787964, 1122.097412 $label: Mentu +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Neutral $class: GVC Mentu $pos: 496.764404, 304.494324, 1093.530396 $label: Mentu +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Myrmidon $pos: 804.058289, 503.499878, 680.010376 $label: Hostile +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Myrmidon $pos: -1139.446777, -502.699280, 565.459839 $label: Hostile +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Myrmidon $pos: -1298.125122, -237.600098, 1338.030151 +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Myrmidon $pos: 1058.713135, -502.699341, 1568.035034 $label: Hostile +id: 8 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 12 "GTF Hercules" 12 "GVF Seth" 12 "GTF Perseus" 12 "GVF Serapis" 12 ) +Weaponry Pool: ( "Subach HL-D" 99 "Mekhu HL-7D" 99 "Prometheus D" 99 "Circe" 99 "Lamprey" 99 "Rockeye D" 9999 "Tempest D" 9999 "Hornet D" 9999 "Tornado D" 9999 "Harpoon D" 9999 "Piranha" 9999 "Infyrno D" 9999 ) #Objects ;! 16 total $Name: Alpha 1 ;! Object #0 $Class: GTF Myrmidon $Team: Friendly $Location: 15.124759, 366.900055, 26.937534 $Orientation: 0.999765, 0.000000, 0.021669, -0.006317, 0.956566, 0.291447, -0.020728, -0.291515, 0.956342 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Myrmidon $Team: Friendly $Location: -1056.148926, -237.599991, 1238.855103 $Orientation: -0.007911, 0.000000, -0.999969, -0.221659, 0.975123, 0.001754, 0.975092, 0.221666, -0.007715 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTF Myrmidon $Team: Friendly $Location: 1001.400024, 6.500000, 1207.900024 $Orientation: 0.022403, 0.000000, 0.999749, -0.006417, 0.999979, 0.000144, -0.999728, -0.006419, 0.022403 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sobek 2 ;! Object #3 $Class: GVCv Sobek $Team: Friendly $Location: 0.000000, 0.000000, 691.799988 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 99 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Sobek 1 ;! Object #4 $Class: GVCv Sobek $Team: Friendly $Location: 0.000000, 0.000000, 1824.099976 $Orientation: -0.999982, 0.000000, 0.006075, 0.000000, 1.000000, 0.000000, -0.006075, 0.000000, -0.999981 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 99 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Mentu 1 ;! Object #5 $Class: GVC Mentu $Team: Friendly $Location: 344.087738, 304.494720, 1197.989014 $Orientation: -0.009203, 0.000000, 0.999958, 0.000000, 1.000000, 0.000000, -0.999958, 0.000000, -0.009203 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 99 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 90 $Name: Mentu 2 ;! Object #6 $Class: GVC Mentu $Team: Friendly $Location: -410.779327, -295.787689, 1219.155640 $Orientation: -0.009204, 0.000000, -0.999958, 0.000000, 1.000000, 0.000000, 0.999958, 0.000000, -0.009204 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 99 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 90 $Name: Alpha 4 ;! Object #7 $Class: GTF Myrmidon $Team: Friendly $Location: -11.297920, 0.000342, 2715.306396 $Orientation: -1.000000, 0.000000, -0.000225, 0.000000, 1.000000, 0.000000, 0.000225, 0.000000, -1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #8 $Class: GTF Myrmidon $Team: Friendly $Location: 706.900024, -502.700012, 2129.699951 $Orientation: -0.781474, 0.000000, 0.623938, 0.249811, 0.916350, 0.312885, -0.571746, 0.400378, -0.716104 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #9 $Class: GTF Myrmidon $Team: Friendly $Location: -653.079224, -502.700256, 2077.471680 $Orientation: -0.796850, 0.000000, -0.604178, -0.258335, 0.903977, 0.340717, 0.546163, 0.427581, -0.720334 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #10 $Class: GTF Myrmidon $Team: Friendly $Location: -708.211914, -502.700134, 441.465240 $Orientation: 0.749383, 0.000000, -0.662137, -0.285257, 0.902441, -0.322843, 0.597540, 0.430812, 0.676274 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #11 $Class: GTF Myrmidon $Team: Friendly $Location: 727.247559, -502.700378, 480.791199 $Orientation: 0.712590, 0.000000, 0.701581, 0.302441, 0.902311, -0.307187, -0.633044, 0.431085, 0.642978 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #12 $Class: GTF Myrmidon $Team: Friendly $Location: 706.900024, 503.500000, 2129.699951 $Orientation: -0.781474, 0.000000, 0.623938, -0.250145, 0.916116, -0.313303, -0.571600, -0.400913, -0.715921 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #13 $Class: GTF Myrmidon $Team: Friendly $Location: -653.079224, 503.499756, 2077.471680 $Orientation: -0.796849, 0.000000, -0.604178, 0.258670, 0.903714, -0.341160, 0.546004, -0.428136, -0.720124 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #14 $Class: GTF Myrmidon $Team: Friendly $Location: -708.211914, 503.499878, 441.465240 $Orientation: 0.749383, 0.000000, -0.662137, 0.285626, 0.902175, 0.323262, 0.597363, -0.431371, 0.676074 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #15 $Class: GTF Myrmidon $Team: Friendly $Location: 727.247559, 503.499634, 480.791199 $Orientation: 0.712590, 0.000000, 0.701581, -0.302832, 0.902045, 0.307584, -0.632857, -0.431643, 0.642788 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 1 ;! Alpha 2 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 0 total #Goals ;! 1 total $Type: Primary +Name: Goal name $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999 ) #Waypoints ;! 1 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( -10.963538, -0.000142, 1230.585938 ) ) #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 500 $Ambient light level: 0 +Nebula: Nebula01 +Color: Blue +Pitch: 74 +Bank: 166 +Heading: 89 #Asteroid Fields #Music $Event Music: 6: Joshua $Briefing Music: Brief6 #End #Mission Info $Version: 0.10 $Name: XSTR("Hades Dogfight- Medium", 410) $Author: James Agay / BJ $Created: 04/13/99 at 13:25:37 $Modified: 09/14/99 at 19:52:37 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("12-player medium fighter dogfight around a Hades-class Terran destroyer.", 411) $end_multi_text +Game Type Flags: 34 +Flags: 0 +Num Players: 12 +Num Respawns: 20 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -3.998932, 3759.825928, -3577.276123 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.737613, 0.675223, 0.000000, -0.675223, 0.737613 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 360) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: -3.998932, 3759.825928, -3577.276123 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.737613, 0.675223, 0.000000, -0.675223, 0.737613 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Neutral $class: GTD Hades $pos: 0.000000, 0.000000, 0.000000 $label: Hades +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Myrmidon $pos: -946.499817, 517.599365, 719.776489 +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Myrmidon $pos: 920.950378, 517.599976, 931.627075 $label: Hostile +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Myrmidon $pos: -1142.489624, 517.600464, -666.748840 $label: Hostile +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Myrmidon $pos: 1061.110596, 517.600403, -574.252014 $label: Hostile +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 12 "GTF Hercules" 12 "GVF Seth" 12 "GTF Perseus" 12 "GVF Serapis" 12 ) +Weaponry Pool: ( "Subach HL-D" 99 "Mekhu HL-7D" 99 "Prometheus D" 99 "Circe" 99 "Lamprey" 99 "Rockeye D" 9999 "Tempest D" 9999 "Hornet D" 9999 "Tornado D" 9999 "Harpoon D" 9999 "Piranha" 9999 "Infyrno D" 9999 ) #Objects ;! 13 total $Name: Alpha 1 ;! Object #0 $Class: GTF Myrmidon $Team: Friendly $Location: -6.426208, 0.000066, -1563.087524 $Orientation: 0.999917, 0.000000, -0.012882, 0.000000, 1.000000, 0.000000, 0.012882, 0.000000, 0.999917 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Myrmidon $Team: Friendly $Location: -13.703475, -0.000045, 1822.751465 $Orientation: -0.999945, 0.000000, -0.010471, 0.000000, 1.000000, 0.000000, 0.010471, 0.000000, -0.999945 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTF Myrmidon $Team: Friendly $Location: -1017.219238, -0.001017, 14.102733 $Orientation: -0.013863, 0.000000, -0.999904, -0.000001, 1.000000, 0.000000, 0.999904, 0.000001, -0.013863 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GTF Myrmidon $Team: Friendly $Location: 986.500000, 0.000000, -6.200000 $Orientation: 0.006285, 0.000000, 0.999980, 0.000000, 1.000000, 0.000000, -0.999980, 0.000000, 0.006285 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Hades ;! Object #4 $Class: GTD Hades $Team: Friendly $Location: 0.000000, 0.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03a +Subsystem: turret04a +Subsystem: turret05a +Subsystem: turret06a +Subsystem: turret07a +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 99 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 5000 $Name: Beta 1 ;! Object #5 $Class: GTF Myrmidon $Team: Friendly $Location: 605.449219, -504.900208, 1244.934570 $Orientation: -0.836599, 0.000000, 0.547815, 0.171407, 0.949789, 0.261765, -0.520309, 0.312892, -0.794593 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #6 $Class: GTF Myrmidon $Team: Friendly $Location: -579.264404, -504.900574, 1183.931519 $Orientation: -0.858596, 0.000000, -0.512652, -0.164195, 0.947321, 0.274995, 0.485646, 0.320285, -0.813367 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #7 $Class: GTF Myrmidon $Team: Friendly $Location: -686.648193, -504.899994, -1101.800781 $Orientation: 0.828852, 0.000000, -0.559468, -0.175366, 0.949604, -0.259805, 0.531273, 0.313451, 0.787082 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #8 $Class: GTF Myrmidon $Team: Friendly $Location: 717.628662, -504.899902, -894.422913 $Orientation: 0.807058, 0.000000, 0.590473, 0.183203, 0.950650, -0.250401, -0.561333, 0.310264, 0.767230 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #9 $Class: GTF Myrmidon $Team: Friendly $Location: 605.449219, 517.599731, 1244.934570 $Orientation: -0.836599, 0.000000, 0.547815, -0.175282, 0.947429, -0.267683, -0.519016, -0.319965, -0.792619 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #10 $Class: GTF Myrmidon $Team: Friendly $Location: -579.264404, 517.599487, 1183.931519 $Orientation: -0.858596, 0.000000, -0.512652, 0.167886, 0.944856, -0.281178, 0.484383, -0.327486, -0.811250 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #11 $Class: GTF Myrmidon $Team: Friendly $Location: -686.648193, 517.599976, -1101.800781 $Orientation: 0.828852, 0.000000, -0.559468, 0.179329, 0.947237, 0.265676, 0.529948, -0.320535, 0.785119 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #12 $Class: GTF Myrmidon $Team: Friendly $Location: 717.628662, 517.600037, -894.422913 $Orientation: 0.807057, 0.000000, 0.590473, -0.187352, 0.948328, 0.256073, -0.559962, -0.317292, 0.765355 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 1 ;! Beta 2 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 0 total #Goals ;! 1 total $Type: Primary +Name: Goal name $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999 ) #Waypoints ;! 0 lists total #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 500 $Ambient light level: 0 +Nebula: Nebula01 +Color: Blue +Pitch: 302 +Bank: 333 +Heading: 75 #Asteroid Fields #Music $Event Music: 7: Revelation $Briefing Music: Brief7 #End #Mission Info $Version: 0.10 $Name: XSTR("Medium Fighter Nebula", 412) $Author: James Agay $Created: 07/28/99 at 11:11:28 $Modified: 09/13/99 at 23:04:12 $Notes: This is my first FRED2 mission! Yeah! -chad$End Notes: $Mission Desc: XSTR("12-player medium fighter dogfight around an Arcadia-class Terran installation, within a nebula.", 413) $end_multi_text +Game Type Flags: 34 +Flags: 4 +NebAwacs: 4000.000000 +Storm: s_standard +Num Players: 12 +Num Respawns: 99 +Red Alert: 0 +Scramble: 0 +Disallow Support: 1 +Player Entry Delay: 1.000000 +Viewer pos: 270.201721, 5888.030273, -6323.006348 +Viewer orient: 0.999879, 0.000000, -0.015563, 0.010937, 0.711426, 0.702676, 0.011072, -0.702761, 0.711340 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 376) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: 287.553528, 4786.677246, -5208.208984 $camera_orient: 0.999879, 0.000000, -0.015563, 0.010937, 0.711426, 0.702676, 0.011072, -0.702761, 0.711340 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 15 $team: Unknown $class: GTI Arcadia $pos: 0.000000, 0.000000, 0.000000 $label: Arcadia +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Myrmidon $pos: 1867.534058, -1250.000610, -401.212311 $label: Hostile +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Myrmidon $pos: -500.130188, -1250.000610, -662.724182 $label: Hostile +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Myrmidon $pos: -932.416382, 1250.000000, -968.290771 +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Myrmidon $pos: 815.585632, 1250.000000, -554.355957 $label: Hostile +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 12 "GTF Hercules" 12 "GVF Seth" 12 "GTF Perseus" 12 "GVF Serapis" 12 ) +Weaponry Pool: ( "Subach HL-D" 99 "Mekhu HL-7D" 99 "Prometheus D" 99 "Circe" 99 "Lamprey" 99 "Rockeye D" 9999 "Tempest D" 9999 "Hornet D" 9999 "Tornado D" 9999 "Harpoon D" 9999 "Piranha" 9999 "Infyrno D" 9999 ) #Objects ;! 13 total $Name: Alpha 1 ;! Object #0 $Class: GTF Myrmidon $Team: Friendly $Location: 0.000000, 0.000000, -1250.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Myrmidon $Team: Friendly $Location: -750.000000, -1250.000000, -750.000000 $Orientation: 0.707107, 0.000000, -0.707107, -0.408248, 0.816497, -0.408248, 0.577350, 0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTF Myrmidon $Team: Friendly $Location: -750.000000, 1250.000000, -750.000000 $Orientation: 0.707107, 0.000000, -0.707107, 0.408248, 0.816497, 0.408248, 0.577350, -0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GTF Myrmidon $Team: Friendly $Location: -1250.000000, 0.000000, 0.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #4 $Class: GTF Myrmidon $Team: Friendly $Location: -750.000000, -1250.000000, 750.000000 $Orientation: -0.707107, 0.000000, -0.707107, -0.408248, 0.816497, 0.408248, 0.577350, 0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #5 $Class: GTF Myrmidon $Team: Friendly $Location: -750.000000, 1250.000000, 750.000000 $Orientation: -0.707107, 0.000000, -0.707107, 0.408248, 0.816497, -0.408248, 0.577350, -0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #6 $Class: GTF Myrmidon $Team: Friendly $Location: 0.000000, 0.000000, 1250.000000 $Orientation: -1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, -1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #7 $Class: GTF Myrmidon $Team: Friendly $Location: 750.000000, -1250.000000, 750.000000 $Orientation: -0.707107, 0.000000, 0.707107, 0.408248, 0.816497, 0.408248, -0.577350, 0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #8 $Class: GTF Myrmidon $Team: Friendly $Location: 750.000000, 1250.000000, 750.000000 $Orientation: -0.707107, 0.000000, 0.707107, -0.408248, 0.816497, -0.408248, -0.577350, -0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #9 $Class: GTF Myrmidon $Team: Friendly $Location: 1250.000000, 0.000000, 0.000000 $Orientation: 0.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, -1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #10 $Class: GTF Myrmidon $Team: Friendly $Location: 750.000000, -1250.000000, -750.000000 $Orientation: 0.707107, 0.000000, 0.707107, 0.408248, 0.816497, -0.408248, -0.577350, 0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #11 $Class: GTF Myrmidon $Team: Friendly $Location: 750.000000, 1250.000000, -750.000000 $Orientation: 0.707107, 0.000000, 0.707107, -0.408248, 0.816497, 0.408248, -0.577350, -0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: GTI Arcadia 12 ;! Object #12 $Class: GTI Arcadia $Team: Unknown $Location: 0.000000, 0.000000, 0.000000 $Orientation: -0.475188, 0.876064, 0.081903, -0.282511, -0.240065, 0.928740, 0.833297, 0.418188, 0.361574 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 80 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 1 total $Formula: ( when ( true ) ( turret-lock-all "GTI Arcadia 12" ) ( beam-lock-all "GTI Arcadia 12" ) ) +Name: Event name +Repeat Count: 1 +Interval: 1 #Goals ;! 1 total $Type: Primary +Name: Goal name $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999 ) #Waypoints ;! 0 lists total #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 500 $Ambient light level: 0 +Neb2: nbackblue1 +Neb2Flags: 48 $Sun: SunBlue +Angles: 1.570795 0.000000 0.000000 +Scale: 2.250000 #Asteroid Fields #Music $Event Music: 5: Deuteronomy $Briefing Music: Brief2 #End #Mission Info $Version: 0.10 $Name: XSTR("Dense Nebula, Medium Fighters", 414) $Author: James Agay / CN $Created: 07/28/99 at 11:11:28 $Modified: 09/13/99 at 20:38:50 $Notes: There are 3 gas extractors that meander about the play area.$End Notes: $Mission Desc: XSTR("12-player medium fighter dogfight within a dense nebula. ", 415) $end_multi_text +Game Type Flags: 34 +Flags: 4 +NebAwacs: 3000.000000 +Storm: s_active +Num Players: 12 +Num Respawns: 99 +Red Alert: 0 +Scramble: 0 +Disallow Support: 1 +Player Entry Delay: 1.000000 +Viewer pos: -504.459473, 4786.677246, -5195.879395 +Viewer orient: 0.999879, 0.000000, -0.015563, 0.010937, 0.711426, 0.702676, 0.011072, -0.702761, 0.711340 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 379) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: -504.459473, 4786.677246, -5195.879395 $camera_orient: 0.999879, 0.000000, -0.015563, 0.010937, 0.711426, 0.702676, 0.011072, -0.702761, 0.711340 $camera_time: 500 $num_lines: 0 $num_icons: 7 $Flags: 0 $Formula: ( true ) $start_icon $type: 29 $team: Unknown $class: SSG Rahu $pos: -695.846191, -0.003300, -1371.498413 $label: SSG Rahu +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 29 $team: Unknown $class: GTG Zephyrus $pos: 622.592041, 0.001627, -687.862488 $label: GTG Zephyrus +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 29 $team: Unknown $class: GVG Anuket $pos: -119.961258, -0.000049, 284.235748 $label: GVG Anuket +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Myrmidon $pos: 296.287415, -1249.999634, -761.441101 $label: Hostile +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Myrmidon $pos: -1522.109985, 1250.000122, -693.480225 +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Myrmidon $pos: -1488.562744, 1250.000000, -1695.261475 $label: Hostile +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Myrmidon $pos: 1281.256104, -1250.000488, 1899.264404 $label: Hostile +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 12 "GTF Hercules" 12 "GVF Seth" 12 "GTF Perseus" 12 "GVF Serapis" 12 ) +Weaponry Pool: ( "Subach HL-D" 99 "Mekhu HL-7D" 99 "Prometheus D" 99 "Circe" 99 "Lamprey" 99 "Rockeye D" 9999 "Tempest D" 9999 "Hornet D" 9999 "Tornado D" 9999 "Harpoon D" 9999 "Piranha" 9999 "Infyrno D" 9999 ) #Objects ;! 15 total $Name: Alpha 1 ;! Object #0 $Class: GTF Myrmidon $Team: Friendly $Location: 0.000000, 0.000000, -1250.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Myrmidon $Team: Friendly $Location: -750.000000, -1250.000000, -750.000000 $Orientation: 0.707107, 0.000000, -0.707107, -0.408248, 0.816497, -0.408248, 0.577350, 0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTF Myrmidon $Team: Friendly $Location: -750.000000, 1250.000000, -750.000000 $Orientation: 0.707107, 0.000000, -0.707107, 0.408248, 0.816497, 0.408248, 0.577350, -0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GTF Myrmidon $Team: Friendly $Location: -1250.000000, 0.000000, 0.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #4 $Class: GTF Myrmidon $Team: Friendly $Location: -750.000000, -1250.000000, 750.000000 $Orientation: -0.707107, 0.000000, -0.707107, -0.408248, 0.816497, 0.408248, 0.577350, 0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #5 $Class: GTF Myrmidon $Team: Friendly $Location: -750.000000, 1250.000000, 750.000000 $Orientation: -0.707107, 0.000000, -0.707107, 0.408248, 0.816497, -0.408248, 0.577350, -0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #6 $Class: GTF Myrmidon $Team: Friendly $Location: 0.000000, 0.000000, 1250.000000 $Orientation: -1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, -1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #7 $Class: GTF Myrmidon $Team: Friendly $Location: 750.000000, -1250.000000, 750.000000 $Orientation: -0.707107, 0.000000, 0.707107, 0.408248, 0.816497, 0.408248, -0.577350, 0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #8 $Class: GTF Myrmidon $Team: Friendly $Location: 750.000000, 1250.000000, 750.000000 $Orientation: -0.707107, 0.000000, 0.707107, -0.408248, 0.816497, -0.408248, -0.577350, -0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #9 $Class: GTF Myrmidon $Team: Friendly $Location: 1250.000000, 0.000000, 0.000000 $Orientation: 0.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, -1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #10 $Class: GTF Myrmidon $Team: Friendly $Location: 750.000000, -1250.000000, -750.000000 $Orientation: 0.707107, 0.000000, 0.707107, 0.408248, 0.816497, -0.408248, -0.577350, 0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #11 $Class: GTF Myrmidon $Team: Friendly $Location: 750.000000, 1250.000000, -750.000000 $Orientation: 0.707107, 0.000000, 0.707107, -0.408248, 0.816497, 0.408248, -0.577350, -0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus D" "Circe" ) +Secondary Banks: ( "Harpoon D" "Rockeye D" "Hornet D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: GVG Anuket ;! Object #12 $Class: GVG Anuket $Team: Unknown $Location: 199.569687, 0.000001, 230.984070 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Gas" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "invulnerable" )+Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 $Name: GTG Zephyrus ;! Object #13 $Class: GTG Zephyrus $Team: Unknown $Location: 369.635986, 0.001245, -973.963867 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Gas" 80 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "invulnerable" )+Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 $Name: SSG Rahu ;! Object #14 $Class: SSG Rahu $Team: Unknown $Location: -616.887695, -0.003184, -1718.391113 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Gas" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "invulnerable" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 1 total $Formula: ( when ( true ) ( beam-lock-all "GVG Anuket" ) ( beam-lock-all "GTG Zephyrus" ) ( beam-lock-all "SSG Rahu" ) ( turret-lock-all "GVG Anuket" ) ( turret-lock-all "GTG Zephyrus" ) ( turret-lock-all "SSG Rahu" ) ( cap-waypoint-speed "GVG Anuket" 20 ) ( cap-waypoint-speed "GTG Zephyrus" 20 ) ( cap-waypoint-speed "SSG Rahu" 20 ) ) +Name: Start: shutDownBeamsAndTurrets +Repeat Count: 1 +Interval: 1 #Goals ;! 1 total $Type: Primary +Name: Goal name $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999 ) #Waypoints ;! 1 lists total $Name: Gas $List: ( ;! 13 points in list ( 0.000000, 0.000000, 0.000000 ) ( -241.911285, -567.835632, -572.818665 ) ( 955.181824, -214.408340, 1125.896118 ) ( -1364.462524, 661.498169, 379.681488 ) ( -358.019196, 679.321106, -975.423157 ) ( 1007.478638, -483.050232, -941.306519 ) ( 1239.865967, 727.839172, 107.373405 ) ( -1004.679443, 454.899200, 1178.151978 ) ( -1130.851440, -286.449860, -170.300385 ) ( 334.268921, 1207.477539, -491.337128 ) ( 1150.631958, -636.072449, 267.361908 ) ( -286.630890, -720.682007, 753.318298 ) ( 248.307053, 972.615051, 174.998734 ) ) #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 500 $Ambient light level: 0 +Neb2: nbackblack +Neb2Flags: 41 $Sun: SunBlue +Angles: 1.570795 0.000000 0.000000 +Scale: 1.000000 #Asteroid Fields #Music $Event Music: 5: Deuteronomy $Briefing Music: Brief2 #End #Mission Info $Version: 0.10 $Name: XSTR("*Aeolus Duel", 3413) $Author: Jim Boone $Created: 04/08/98 at 00:15:12 $Modified: 10/27/99 at 10:45:33 $Notes: Straightforward TvT mission. $End Notes: $Mission Desc: XSTR("Team vs. team mission in which two cruisers and their escorts tangle in a battle to the finish. Max respawns 10. Recommended respawns 6.", 417) $end_multi_text +Game Type Flags: 18 +Flags: 0 +Num Players: 8 +Num Respawns: 10 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -1850.131348, 7392.116211, 3731.306396 +Viewer orient: -0.039266, 0.000000, -0.999229, 0.961337, 0.272771, -0.037777, 0.272561, -0.962079, -0.010711 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Your primary mission is to defend the $f Ashaton from the attacking force of the $h Zanthar. Destroy $h Zeta wing and any other enemy forces you encounter. Your secondary objective is to destroy the $h Zanthar. $f Omicron wing will assist in guarding the $f Ashaton.", 418) $end_multi_text $voice: MT19_MB_01.wav $camera_pos: 11.717616, 8116.955078, 2456.547363 $camera_orient: 0.000973, 0.000000, -1.000000, 0.999970, 0.007692, 0.000973, 0.007692, -0.999970, 0.000007 $camera_time: 500 $num_lines: 0 $num_icons: 6 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Hostile $class: GTF Hercules Mark II $pos: 982.480347, -0.000109, 5220.319336 $label: Theta +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: GTF Erinyes $pos: -449.820374, 0.002978, 4484.393555 $label: Zeta +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: GTC Aeolus $pos: -272.023834, -0.000658, 5633.479980 $label: Zanthar +id: 3 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Erinyes $pos: -267.569702, 0.003072, 1054.128052 $label: Alpha +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: 987.462402, 0.001265, 97.892616 $label: Omicron +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTC Aeolus $pos: -64.523140, 0.000076, -7.584489 $label: Ashaton +id: 6 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Your primary mission is to defend the $f Zanthar from the attacking force of the $h Ashaton. Destroy $h Alpha wing and any other enemy forces you encounter. Your secondary objective is to destroy the $h Ashaton. $f Theta wing will assist in guarding the $f Zanthar.", 419) $end_multi_text $voice: MT19_MB_02.wav $camera_pos: 11.717616, 8116.955078, 2456.547363 $camera_orient: 0.000973, 0.000000, -1.000000, 0.999970, 0.007692, 0.000973, 0.007692, -0.999970, 0.000007 $camera_time: 500 $num_lines: 0 $num_icons: 6 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: 1012.245422, 0.000246, 5354.837891 $label: Theta +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Erinyes $pos: 12.715522, -0.000001, 4261.926270 $label: Zeta +id: 8 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTC Aeolus $pos: 26.532867, -0.002344, 5395.937988 $label: Zanthar +id: 9 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: GTC Aeolus $pos: 62.208572, -0.001095, -602.231750 $label: Ashaton +id: 10 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: GTF Erinyes $pos: -13.699028, 0.000574, 740.716370 $label: Alpha +id: 11 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: GTF Hercules Mark II $pos: 897.988281, -0.001456, -111.055893 $label: Omicron +id: 12 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 3 $Formula: ( > ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Congratulations! Your superior teamwork and skills enabled you to win this mission. Good work, pilots! ", 420) $end_multi_text $Voice: MTG_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( > ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("Your team lost this engagement. Try to improve your skills and teamwork so that the outcome might be different next time. ", 421) $end_multi_text $Voice: MTG_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( = ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("This battle was indecisive and neither side now controls this sector. We must redouble our efforts. ", 422) $end_multi_text $Voice: MT19-21_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text #Debriefing_info $Num stages: 3 $Formula: ( > ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("Congratulations! Your superior teamwork and skills enabled you to win this mission. Good work, pilots!", 423) $end_multi_text $Voice: MTG_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( > ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Your team lost this engagement. Try to improve your skills and teamwork so that the outcome might be different next time. ", 421) $end_multi_text $Voice: MTG_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( = ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("This battle was indecisive and neither side now controls this sector. We must redouble our efforts. ", 422) $end_multi_text $Voice: MT19-21_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 8 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 4 "GTF Hercules" 4 "GTF Hercules Mark II" 4 "GTF Erinyes" 4 "GTF Loki" 4 "GTF Perseus" 4 "GTF Myrmidon" 4 "GTB Artemis" 4 "GTB Medusa" 4 "GTB Zeus" 4 ) +Weaponry Pool: ( "Subach HL-7" 12 "Akheton SDG" 12 "Morning Star" 12 "Prometheus R" 12 "Prometheus S" 18 "Maxim" 12 "UD-8 Kayser" 12 "Circe" 12 "Lamprey" 12 "Rockeye" 400 "Tempest" 6000 "Hornet" 1460 "Tornado" 100 "Stiletto II" 100 "Cyclops#short" 116 "EMP Adv." 100 ) $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 4 "GTF Hercules" 4 "GTF Hercules Mark II" 4 "GTF Erinyes" 4 "GTF Loki" 4 "GTF Perseus" 4 "GTF Myrmidon" 4 "GTB Artemis" 4 "GTB Medusa" 2 "GTB Zeus" 4 ) +Weaponry Pool: ( "Subach HL-7" 12 "Akheton SDG" 12 "Morning Star" 12 "Prometheus R" 12 "Prometheus S" 18 "Maxim" 12 "UD-8 Kayser" 12 "Circe" 12 "Lamprey" 12 "Rockeye" 100 "Tempest" 6000 "Hornet" 4260 "Tornado" 100 "Stiletto II" 100 "Cyclops#short" 116 "EMP Adv." 100 ) #Objects ;! 14 total $Name: Alpha 1 ;! Object #0 $Class: GTF Erinyes $Team: Friendly $Location: 537.610046, -607.582458, 1856.936035 $Orientation: 0.999828, 0.000000, 0.018552, 0.002973, 0.987079, -0.160208, -0.018312, 0.160235, 0.986909 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-guard "Alpha 3" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" "Prometheus S" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Erinyes $Team: Friendly $Location: 136.109314, -607.582458, 1857.016602 $Orientation: 0.993806, 0.000000, -0.111131, -0.017703, 0.987230, -0.158312, 0.109712, 0.159299, 0.981115 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-guard "Alpha 4" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" "Prometheus S" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTB Artemis $Team: Friendly $Location: 435.345520, -607.583435, 2057.816406 $Orientation: 0.999877, 0.000000, -0.015673, -0.002682, 0.985252, -0.171087, 0.015442, 0.171108, 0.985131 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GTB Artemis $Team: Friendly $Location: 236.139587, -607.582458, 2059.203613 $Orientation: 0.996414, 0.000000, -0.084612, -0.014436, 0.985338, -0.170001, 0.083371, 0.170613, 0.981805 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Ashaton ;! Object #4 $Class: GTC Aeolus $Team: Friendly $Location: -230.368225, 0.000099, 1980.170654 $Orientation: 0.644827, 0.000000, 0.764329, 0.000000, 1.000000, 0.000000, -0.764329, 0.000000, 0.644827 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret12 +Primary Banks: ( "Terran Turret" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Ashaton dying" 30 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Hotkey: 7 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 100 $Name: Zeta 1 ;! Object #5 $Class: GTF Erinyes $Team: Hostile $Location: 157.199997, 600.000000, 5109.200195 $Orientation: -0.992416, 0.000000, 0.122923, -0.022980, 0.982371, -0.185526, -0.120756, -0.186944, -0.974921 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-guard "Zeta 3" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" "Prometheus S" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 2 ;! Object #6 $Class: GTF Erinyes $Team: Hostile $Location: -243.958359, 599.997681, 5103.813965 $Orientation: -0.999991, 0.000000, -0.004351, 0.000821, 0.982048, -0.188631, 0.004273, -0.188633, -0.982038 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-guard "Zeta 4" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" "Prometheus S" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 3 ;! Object #7 $Class: GTB Artemis $Team: Hostile $Location: -125.684402, 599.999268, 4884.580566 $Orientation: -0.999351, 0.000000, 0.036020, -0.007283, 0.979347, -0.202053, -0.035276, -0.202184, -0.978712 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase "Ashaton" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 4 ;! Object #8 $Class: GTB Artemis $Team: Hostile $Location: 80.135429, 600.000122, 4879.885742 $Orientation: -0.994316, 0.000000, 0.106472, -0.021456, 0.979484, -0.200374, -0.104288, -0.201520, -0.973917 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase "Ashaton" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zanthar ;! Object #9 $Class: GTC Aeolus $Team: Hostile $Location: 480.459015, 499.999939, 4936.459961 $Orientation: -0.824436, 0.000000, -0.565956, 0.000000, 1.000000, 0.000000, 0.565956, 0.000000, -0.824436 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret12 +Primary Banks: ( "Terran Turret" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Zanthar dying" 30 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Hotkey: 6 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 100 $Name: Omicron 1 ;! Object #10 $Class: GTF Hercules Mark II $Team: Friendly $Location: -414.941162, 0.000109, 2213.170898 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Omicron 2 ;! Object #11 $Class: GTF Hercules Mark II $Team: Friendly $Location: -500.323334, 0.000133, 2135.062012 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Theta 1 ;! Object #12 $Class: GTF Hercules Mark II $Team: Hostile $Location: 800.889648, 500.000031, 4718.812988 $Orientation: -0.992617, 0.000000, -0.121293, 0.000000, 1.000000, 0.000000, 0.121293, 0.000000, -0.992617 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Theta 2 ;! Object #13 $Class: GTF Hercules Mark II $Team: Hostile $Location: 876.166992, 500.000031, 4806.701172 $Orientation: -0.992617, 0.000000, -0.121293, 0.000000, 1.000000, 0.000000, 0.121293, 0.000000, -0.992617 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 #Wings ;! 4 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Zeta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Zeta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Zeta 1" "Zeta 2" "Zeta 3" "Zeta 4" ) +Hotkey: 2 +Flags:( ) $Name: Omicron $Waves: 4 $Wave Threshold: 1 $Special Ship: 0 ;! Omicron 1 $Arrival Location: Hyperspace $Arrival Cue: ( not ( destroyed-or-departed-delay 0 "Ashaton" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Omicron 1" "Omicron 2" ) $AI Goals: ( goals ( ai-guard "Ashaton" 50 ) ) +Hotkey: 1 +Flags:( ) +Wave Delay Min: 15 +Wave Delay Max: 20 $Name: Theta $Waves: 4 $Wave Threshold: 1 $Special Ship: 0 ;! Theta 1 $Arrival Location: Hyperspace $Arrival Cue: ( not ( destroyed-or-departed-delay 0 "Zanthar" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Theta 1" "Theta 2" ) $AI Goals: ( goals ( ai-guard "Zanthar" 50 ) ) +Hotkey: 3 +Flags:( ) +Wave Delay Min: 15 +Wave Delay Max: 20 #Events ;! 8 total $Formula: ( when ( < ( hits-left "Ashaton" ) 10 ) ( send-message "Ashaton" "High" "Ashaton dying" ) ) +Name: Ashaton dying +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Zanthar" ) 10 ) ( send-message "Zanthar" "High" "Zanthar dying" ) ) +Name: Zanthar dying +Repeat Count: 1 +Interval: 1 $Formula: ( when ( false ) ( send-message "#Command" "High" "Ashaton dead" ) ) +Name: Ashaton dead +Repeat Count: 1 +Interval: 1 $Formula: ( when ( false ) ( send-message "#Command" "High" "Zanthar dead" ) ) +Name: Zanthar dead +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( beam-free-all "Ashaton" ) ) +Name: Beam 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( beam-free-all "Zanthar" ) ) +Name: Beam 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( destroyed-or-departed-delay 0 "Ashaton" ) ( destroyed-or-departed-delay 0 "Zanthar" ) ) ( do-nothing ) ) +Name: RTB Trigger +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( do-nothing ) ) +Name: RTB +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) #Goals ;! 4 total $Type: Primary +Name: Protect Ashaton $MessageNew: XSTR("Protect the Ashaton from enemy forces", 424) $end_multi_text $Formula: ( and ( destroyed-or-departed-delay 0 "Zanthar" ) ( not ( destroyed-or-departed-delay 0 "Ashaton" ) ) ) +Score: 100 +Team: 0 $Type: Primary +Name: Protect Zanthar $MessageNew: XSTR("Protect the Zanthar from enemy forces", 425) $end_multi_text $Formula: ( and ( destroyed-or-departed-delay 0 "Ashaton" ) ( not ( destroyed-or-departed-delay 0 "Zanthar" ) ) ) +Score: 100 +Team: 1 $Type: Secondary +Name: Destroy the Zanthar $MessageNew: XSTR("Destroy the Zanthar", 426) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Zanthar" ) ( not ( destroyed-or-departed-delay 0 "Ashaton" ) ) ) +Score: 400 +Team: 0 $Type: Secondary +Name: Destroy the Ashaton $MessageNew: XSTR("Destroy the Ashaton", 427) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Ashaton" ) ( not ( destroyed-or-departed-delay 0 "Zanthar" ) ) ) +Score: 400 +Team: 1 #Waypoints ;! 0 lists total #Messages ;! 211 total $Name: Zanthar dying $Team: -1 $MessageNew: XSTR("We've taken too much damage. Powering up our subspace drive.", 428) $end_multi_text +Persona: Large Ship +AVI Name: Head-CM3 +Wave Name: MT19_Za_01.wav $Name: Ashaton dying $Team: -1 $MessageNew: XSTR("We've taken too much damage. Powering up our subspace drive.", 428) $end_multi_text +Persona: Large Ship +AVI Name: Head-CM4 +Wave Name: MT19_As_01.wav $Name: Zanthar dead $Team: -1 $MessageNew: XSTR("The Zanthar has been destroyed.", 429) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: MT19_AC_01.wav $Name: Ashaton dead $Team: -1 $MessageNew: XSTR("The Ashaton has been destroyed.", 430) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: MT19_AC_02.wav #Reinforcements ;! 0 total #Background bitmaps ;! 37 total $Num stars: 500 $Ambient light level: 0 $Sun: SunGold +Angles: 4.886918 0.000000 2.792525 +Scale: 1.400000 $Starbitmap: planete +Angles: 2.530725 0.000000 3.054324 +ScaleX: 0.300000 +ScaleY: 0.300000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 0.558505 0.663225 0.122173 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 0.802851 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb13 +Angles: 0.000000 1.308996 0.645771 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb12 +Angles: 5.864302 0.872664 5.777035 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb13 +Angles: 5.777035 2.740165 5.585049 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 0.000000 0.000000 5.846848 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 5.881755 5.009091 5.532689 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb12 +Angles: 5.585049 0.366519 5.393063 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb13 +Angles: 0.558505 0.628318 6.126101 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb01 +Angles: 5.218530 0.000000 5.218530 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 5.009091 5.585049 5.218530 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 5.585049 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1.308996 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 3.508109 0.366519 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb13 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 4.886918 4.258600 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 4.345866 0.366519 2.199113 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 3.874628 1.570795 2.391099 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb13 +Angles: 4.014254 0.558505 0.942477 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb01 +Angles: 4.345866 1.797688 0.698131 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 4.520399 2.129300 0.541052 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 3.944441 1.570795 0.488692 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb13 +Angles: 0.314159 1.727875 0.349066 +ScaleX: 2.500000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: planetb +Angles: 5.811942 5.532689 3.490656 +ScaleX: 1.700000 +ScaleY: 1.700000 +DivX: 1 +DivY: 1 $Starbitmap: planetd +Angles: 5.916661 5.532689 3.700095 +ScaleX: 0.250000 +ScaleY: 0.250000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 1: Genesis $Briefing Music: Brief5 #End #Mission Info $Version: 0.10 $Name: XSTR("Mentu Duel", 431) $Author: Jim Boone $Created: 04/08/98 at 00:15:12 $Modified: 09/15/99 at 01:20:56 $Notes: Straightforward TvT mission. $End Notes: $Mission Desc: XSTR("Team vs. team mission in which two cruisers and their escorts tangle in a battle to the finish. Max respawns 10. Recommended respawns 6.", 417) $end_multi_text +Game Type Flags: 18 +Flags: 0 +Num Players: 8 +Num Respawns: 10 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 11.717616, 8116.955078, 2456.547363 +Viewer orient: 0.000973, 0.000000, -1.000000, 0.999970, 0.007692, 0.000973, 0.007692, -0.999970, 0.000007 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Your primary mission is to defend the $f Kemwer from the attacking forces of the $h Zenenet. Destroy $h Zeta wing and any other enemy forces you encounter. Your secondary objective is to destroy the $h Zenenet. $f Omicron wing will assist in guarding the $f Kemwer.", 432) $end_multi_text $voice: MT20_MB_01.wav $camera_pos: 11.717616, 8116.955078, 2456.547363 $camera_orient: 0.000973, 0.000000, -1.000000, 0.999970, 0.007692, 0.000973, 0.007692, -0.999970, 0.000007 $camera_time: 500 $num_lines: 0 $num_icons: 6 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Hostile $class: GVF Tauret $pos: 982.480347, -0.000109, 5220.319336 $label: Theta +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: GVF Serapis $pos: -449.820374, 0.002978, 4484.393555 $label: Zeta +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: GVC Mentu $pos: -272.023834, -0.000658, 5633.479980 $label: Zenenet +id: 3 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GVF Serapis $pos: -267.569702, 0.003072, 1054.128052 $label: Alpha +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GVF Tauret $pos: 987.462402, 0.001265, 97.892616 $label: Omicron +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GVC Mentu $pos: -64.523140, 0.000076, -7.584489 $label: Kemwer +id: 6 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Your primary mission is to defend the $f Zenenet from the attacking forces of the $h Kemwer. Destroy $h Alpha wing and any other enemy forces you encounter. Your secondary objective is to destroy the $h Kemwer. $f Theta wing will assist in guarding the $f Zenenet.", 433) $end_multi_text $voice: MT20_MB_02.wav $camera_pos: 11.717616, 8116.955078, 2456.547363 $camera_orient: 0.000973, 0.000000, -1.000000, 0.999970, 0.007692, 0.000973, 0.007692, -0.999970, 0.000007 $camera_time: 500 $num_lines: 0 $num_icons: 6 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: GVF Tauret $pos: 1012.245422, 0.000246, 5354.837891 $label: Theta +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GVF Serapis $pos: 12.715522, -0.000001, 4261.926270 $label: Zeta +id: 8 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GVC Mentu $pos: 26.532867, -0.002344, 5395.937988 $label: Zenenet +id: 9 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: GVC Mentu $pos: 62.208572, -0.001095, -602.231750 $label: Kemwer +id: 10 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: GVF Serapis $pos: -13.699028, 0.000574, 740.716370 $label: Alpha +id: 11 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: GVF Tauret $pos: 897.988281, -0.001456, -111.055893 $label: Omicron +id: 12 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 3 $Formula: ( > ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Congratulations! Your superior teamwork and skills enabled you to win this mission. Good work, pilots!", 423) $end_multi_text $Voice: MTG_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( > ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("Your team lost this engagement. Try to improve your skills and teamwork so that the outcome might be different next time.", 434) $end_multi_text $Voice: MTG_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( = ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("This battle was indecisive and neither side now controls this sector. We must redouble our efforts.", 435) $end_multi_text $Voice: MT19-21_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text #Debriefing_info $Num stages: 3 $Formula: ( > ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("Congratulations! Your superior teamwork and skills enabled you to win this mission. Good work, pilots!", 423) $end_multi_text $Voice: MTG_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( > ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Your team lost this engagement. Try to improve your skills and teamwork so that the outcome might be different next time.", 434) $end_multi_text $Voice: MTG_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( = ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("This battle was indecisive and neither side now controls this sector. We must redouble our efforts.", 435) $end_multi_text $Voice: MT19-21_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 8 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GVF Seth" 4 "GVF Horus" 4 "GVF Thoth" 4 "GVF Serapis" 4 "GVF Tauret" 4 "GVB Sekhmet" 4 "GVB Osiris" 4 "GVB Bakha" 4 ) +Weaponry Pool: ( "Mekhu HL-7" 16 "Akheton SDG" 12 "Morning Star" 12 "Prometheus R" 12 "Prometheus S" 14 "Maxim" 12 "UD-8 Kayser" 12 "Circe" 12 "Lamprey" 12 "Rockeye" 400 "Tempest" 6000 "Hornet" 1540 "Tornado" 100 "Stiletto II" 100 "Cyclops#short" 124 "EMP Adv." 100 ) $Starting Shipname: Alpha 1 $Ship Choices: ( "GVF Seth" 4 "GVF Horus" 4 "GVF Thoth" 4 "GVF Serapis" 4 "GVF Tauret" 4 "GVB Sekhmet" 4 "GVB Osiris" 4 "GVB Bakha" 4 ) +Weaponry Pool: ( "Mekhu HL-7" 16 "Akheton SDG" 12 "Morning Star" 12 "Prometheus R" 12 "Prometheus S" 14 "Maxim" 12 "UD-8 Kayser" 12 "Circe" 12 "Lamprey" 12 "Rockeye" 100 "Tempest" 6000 "Hornet" 4340 "Tornado" 100 "Stiletto II" 100 "Cyclops#short" 124 "EMP Adv." 100 ) #Objects ;! 14 total $Name: Alpha 1 ;! Object #0 $Class: GVF Serapis $Team: Friendly $Location: 1902.364502, 0.000848, 499.320007 $Orientation: 0.953119, 0.000000, 0.302595, 0.000000, 1.000000, 0.000000, -0.302595, 0.000000, 0.953119 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-guard "Alpha 3" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Mekhu HL-7" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GVF Serapis $Team: Friendly $Location: 1500.863770, 0.001000, 499.400513 $Orientation: 0.973036, 0.000000, 0.230655, 0.000000, 1.000000, 0.000000, -0.230655, 0.000000, 0.973035 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-guard "Alpha 4" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Mekhu HL-7" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GVB Sekhmet $Team: Friendly $Location: 1800.099976, 0.000000, 700.200012 $Orientation: 0.955307, 0.000000, 0.295615, 0.000000, 1.000000, 0.000000, -0.295615, 0.000000, 0.955307 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" ) +Secondary Banks: ( "Hornet" "Cyclops#short" "Cyclops#short" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GVB Sekhmet $Team: Friendly $Location: 1600.894043, 0.000860, 701.587463 $Orientation: 0.965928, 0.000000, 0.258811, 0.000000, 1.000000, 0.000000, -0.258811, 0.000000, 0.965928 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" ) +Secondary Banks: ( "Hornet" "Cyclops#short" "Cyclops#short" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Kemwer ;! Object #4 $Class: GVC Mentu $Team: Friendly $Location: -64.523140, 0.000076, -7.584489 $Orientation: 0.644827, 0.000000, 0.764329, 0.000000, 1.000000, 0.000000, -0.764329, 0.000000, 0.644827 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Kemwer dying" 30 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Hotkey: 7 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 100 $Name: Zeta 1 ;! Object #5 $Class: GVF Serapis $Team: Hostile $Location: -277.468384, -2400.000244, 4415.385742 $Orientation: -0.994017, 0.000000, -0.109223, 0.001948, 0.999841, -0.017732, 0.109206, -0.017839, -0.993859 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-guard "Zeta 3" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Mekhu HL-7" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 2 ;! Object #6 $Class: GVF Serapis $Team: Hostile $Location: -678.626709, -2400.002686, 4409.999512 $Orientation: -0.985723, 0.000000, -0.168378, 0.002943, 0.999847, -0.017231, 0.168352, -0.017480, -0.985572 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-guard "Zeta 4" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Mekhu HL-7" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 3 ;! Object #7 $Class: GVB Sekhmet $Team: Hostile $Location: -560.352661, -2400.000977, 4190.766113 $Orientation: -0.986380, 0.000000, -0.164483, 0.003021, 0.999831, -0.018119, 0.164456, -0.018370, -0.986213 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase "Kemwer" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" ) +Secondary Banks: ( "Hornet" "Cyclops#short" "Cyclops#short" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 4 ;! Object #8 $Class: GVB Sekhmet $Team: Hostile $Location: -354.533020, -2400.000244, 4186.071289 $Orientation: -0.991841, 0.000000, -0.127481, 0.002357, 0.999829, -0.018337, 0.127459, -0.018488, -0.991671 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase "Kemwer" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" ) +Secondary Banks: ( "Hornet" "Cyclops#short" "Cyclops#short" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zenenet ;! Object #9 $Class: GVC Mentu $Team: Hostile $Location: 717.059570, -2500.000244, 4320.592773 $Orientation: -0.824436, 0.000000, -0.565956, 0.000000, 1.000000, 0.000000, 0.565956, 0.000000, -0.824436 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Zenenet dying" 30 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Hotkey: 6 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 100 $Name: Omicron 1 ;! Object #10 $Class: GVF Tauret $Team: Friendly $Location: -249.096054, 0.000086, 225.415573 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Omicron 2 ;! Object #11 $Class: GVF Tauret $Team: Friendly $Location: -334.478241, 0.000110, 147.306747 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Theta 1 ;! Object #12 $Class: GVF Tauret $Team: Hostile $Location: 1037.489624, -2500.000244, 4102.945801 $Orientation: -0.992617, 0.000000, -0.121293, 0.000000, 1.000000, 0.000000, 0.121293, 0.000000, -0.992617 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Theta 2 ;! Object #13 $Class: GVF Tauret $Team: Hostile $Location: 1112.766968, -2500.000244, 4190.833984 $Orientation: -0.992617, 0.000000, -0.121293, 0.000000, 1.000000, 0.000000, 0.121293, 0.000000, -0.992617 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 #Wings ;! 4 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Zeta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Zeta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Zeta 1" "Zeta 2" "Zeta 3" "Zeta 4" ) +Hotkey: 2 +Flags:( ) $Name: Omicron $Waves: 4 $Wave Threshold: 1 $Special Ship: 0 ;! Omicron 1 $Arrival Location: Hyperspace $Arrival Cue: ( not ( destroyed-or-departed-delay 0 "Kemwer" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Omicron 1" "Omicron 2" ) $AI Goals: ( goals ( ai-guard "Kemwer" 50 ) ) +Hotkey: 1 +Flags:( ) +Wave Delay Min: 15 +Wave Delay Max: 20 $Name: Theta $Waves: 4 $Wave Threshold: 1 $Special Ship: 0 ;! Theta 1 $Arrival Location: Hyperspace $Arrival Cue: ( not ( destroyed-or-departed-delay 0 "Zenenet" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Theta 1" "Theta 2" ) $AI Goals: ( goals ( ai-guard "Zenenet" 50 ) ) +Hotkey: 3 +Flags:( ) +Wave Delay Min: 15 +Wave Delay Max: 20 #Events ;! 8 total $Formula: ( when ( < ( hits-left "Kemwer" ) 10 ) ( send-message "Kemwer" "High" "Kemwer dying" ) ) +Name: Kemwer dying +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Zenenet" ) 10 ) ( send-message "Zenenet" "High" "Zenenet dying" ) ) +Name: Zenenet dying +Repeat Count: 1 +Interval: 1 $Formula: ( when ( false ) ( send-message "#Command" "High" "Kemwer dead" ) ) +Name: Kemwer dead +Repeat Count: 1 +Interval: 1 $Formula: ( when ( false ) ( send-message "#Command" "High" "Zenenet dead" ) ) +Name: Zenenet dead +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( beam-free-all "Kemwer" ) ) +Name: Beam 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( beam-free-all "Zenenet" ) ) +Name: Beam 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( destroyed-or-departed-delay 0 "Kemwer" ) ( destroyed-or-departed-delay 0 "Zenenet" ) ) ( do-nothing ) ) +Name: RTB Trigger +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( do-nothing ) ) +Name: RTB +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) #Goals ;! 4 total $Type: Primary +Name: Protect Kemwer $MessageNew: XSTR("Protect the Kemwer from enemy forces", 436) $end_multi_text $Formula: ( and ( destroyed-or-departed-delay 0 "Zenenet" ) ( not ( destroyed-or-departed-delay 0 "Kemwer" ) ) ) +Score: 100 +Team: 0 $Type: Primary +Name: Protect Zenenet $MessageNew: XSTR("Protect the Zenenet from enemy forces", 437) $end_multi_text $Formula: ( and ( destroyed-or-departed-delay 0 "Kemwer" ) ( not ( destroyed-or-departed-delay 0 "Zenenet" ) ) ) +Score: 100 +Team: 1 $Type: Secondary +Name: Destroy the Zenenet $MessageNew: XSTR("Destroy the Zenenet", 438) $end_multi_text $Formula: ( is-destroyed-delay 0 "Zenenet" ) +Score: 400 +Team: 0 $Type: Secondary +Name: Destroy the Kemwer $MessageNew: XSTR("Destroy the Kemwer", 439) $end_multi_text $Formula: ( is-destroyed-delay 0 "Kemwer" ) +Score: 400 +Team: 1 #Waypoints ;! 0 lists total #Messages ;! 211 total $Name: Zenenet dying $Team: -1 $MessageNew: XSTR("We've taken too much damage. Powering up our subspace drive.", 428) $end_multi_text +Persona: Large Ship +AVI Name: Head-VC +Wave Name: MT20_Ze_01.wav $Name: Kemwer dying $Team: -1 $MessageNew: XSTR("We've taken too much damage. Powering up our subspace drive.", 428) $end_multi_text +Persona: Large Ship +AVI Name: Head-VC +Wave Name: MT20_Ke_01.wav $Name: Zenenet dead $Team: -1 $MessageNew: XSTR("The Zenenet has been destroyed.", 440) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: MT20_AC_01.wav $Name: Kemwer dead $Team: -1 $MessageNew: XSTR("The Kemwer has been destroyed.", 441) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: MT20_AC_02.wav #Reinforcements ;! 0 total #Background bitmaps ;! 36 total $Num stars: 500 $Ambient light level: 0 $Sun: SunGreen +Angles: 5.410516 0.000000 2.076940 +Scale: 0.450000 $Starbitmap: dneb09 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb10 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb14 +Angles: 0.000000 1.308996 0.558505 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb09 +Angles: 6.021381 0.890117 5.794488 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb14 +Angles: 5.951568 2.740165 5.602502 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 0.000000 0.000000 5.951568 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 5.881755 5.009091 5.532689 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb09 +Angles: 5.585049 0.383972 5.393063 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb14 +Angles: 0.558505 0.628318 6.126101 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb11 +Angles: 5.218530 0.000000 5.218530 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 5.009091 5.585049 5.218530 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb09 +Angles: 5.585049 5.585049 0.925024 +ScaleX: 2.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb14 +Angles: 5.777035 2.321286 0.802851 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 6.021381 4.468040 0.628318 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 5.585049 0.575958 0.925024 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb09 +Angles: 5.358157 2.740165 0.628318 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb14 +Angles: 5.131264 5.951568 0.506145 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 4.991638 0.855211 0.418879 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb10 +Angles: 4.764745 1.692968 0.191986 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb09 +Angles: 5.253437 3.455749 1.117010 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb14 +Angles: 5.078904 1.256636 1.308996 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 3.508109 0.383972 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb09 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb14 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 4.886918 4.276053 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.345866 0.366519 2.216566 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb09 +Angles: 3.874628 1.570795 2.408552 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb14 +Angles: 4.031707 0.558505 0.959930 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb11 +Angles: 4.345866 1.797688 0.715584 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb09 +Angles: 4.520399 2.146753 0.541052 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 3.961894 1.570795 0.506145 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: planeth +Angles: 0.000000 0.000000 2.687805 +ScaleX: 1.700000 +ScaleY: 1.700000 +DivX: 1 +DivY: 1 $Starbitmap: planetd +Angles: 0.279252 5.811942 2.757618 +ScaleX: 0.250000 +ScaleY: 0.250000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 2: Exodus $Briefing Music: Brief5 #End #Mission Info $Version: 0.10 $Name: XSTR("*Deimos Duel", 3414) $Author: Jim Boone $Created: 04/08/98 at 00:15:12 $Modified: 10/21/99 at 15:30:42 $Notes: Straightforward TvT mission. $End Notes: $Mission Desc: XSTR("Team vs. team mission in which two corvettes and their escorts tangle in a battle to the finish. Max respawns 10. Recommended respawns 6.", 443) $end_multi_text +Game Type Flags: 18 +Flags: 0 +Num Players: 8 +Num Respawns: 10 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 11.717616, 8116.955078, 2456.547363 +Viewer orient: 0.000973, 0.000000, -1.000000, 0.999970, 0.007692, 0.000973, 0.007692, -0.999970, 0.000007 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Your primary mission is to defend the $f Heraklion from the attacking forces of the $h Tomkin. Destroy $h Zeta wing and any other enemy forces you encounter. Your secondary objective is to destroy the $h Tomkin. $f Omicron wing will assist in guarding the $f Heraklion.", 444) $end_multi_text $voice: MT21_MB_01.wav $camera_pos: 11.717616, 8116.955078, 2456.547363 $camera_orient: 0.000973, 0.000000, -1.000000, 0.999970, 0.007692, 0.000973, 0.007692, -0.999970, 0.000007 $camera_time: 500 $num_lines: 0 $num_icons: 6 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Hostile $class: GTF Hercules Mark II $pos: 982.480347, -0.000109, 5220.319336 $label: Theta +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: GTF Erinyes $pos: -449.820374, 0.002978, 4484.393555 $label: Zeta +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Hostile $class: GTCv Deimos $pos: -272.023834, -0.000658, 5633.479980 $label: Tomkin +id: 3 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Erinyes $pos: -267.569702, 0.003072, 1054.128052 $label: Alpha +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: 987.462402, 0.001265, 97.892616 $label: Omicron +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Friendly $class: GTCv Deimos $pos: -64.523140, 0.000076, -7.584489 $label: Heraklion +id: 6 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Your primary mission is to defend the $f Tomkin from the attacking forces of the $h Heraklion. Destroy $h Alpha wing and any other enemy forces you encounter. Your secondary objective is to destroy the $h Heraklion. $f Theta wing will assist in guarding the $f Tomkin.", 445) $end_multi_text $voice: MT21_MB_02.wav $camera_pos: 11.717616, 8116.955078, 2456.547363 $camera_orient: 0.000973, 0.000000, -1.000000, 0.999970, 0.007692, 0.000973, 0.007692, -0.999970, 0.000007 $camera_time: 500 $num_lines: 0 $num_icons: 6 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: 1012.245422, 0.000246, 5354.837891 $label: Theta +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Erinyes $pos: 12.715522, -0.000001, 4261.926270 $label: Zeta +id: 8 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Friendly $class: GTCv Deimos $pos: 26.532867, -0.002344, 5395.937988 $label: Tomkin +id: 9 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Hostile $class: GTCv Deimos $pos: 62.208572, -0.001095, -602.231750 $label: Heraklion +id: 10 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: GTF Erinyes $pos: -13.699028, 0.000574, 740.716370 $label: Alpha +id: 11 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: GTF Hercules Mark II $pos: 897.988281, -0.001456, -111.055893 $label: Omicron +id: 12 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 3 $Formula: ( > ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Congratulations! Your superior teamwork and skills enabled you to win this mission. Good work, pilots!", 423) $end_multi_text $Voice: MTG_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( > ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("Your team lost this engagement. Try to improve your skills and teamwork so that the outcome might be different next time.", 434) $end_multi_text $Voice: MTG_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( = ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("This battle was indecisive and neither side now controls this sector. We must redouble our efforts.", 435) $end_multi_text $Voice: MT19-21_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text #Debriefing_info $Num stages: 3 $Formula: ( > ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("Congratulations! Your superior teamwork and skills enabled you to win this mission. Good work, pilots!", 423) $end_multi_text $Voice: MTG_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( > ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Your team lost this engagement. Try to improve your skills and teamwork so that the outcome might be different next time.", 434) $end_multi_text $Voice: MTG_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( = ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("This battle was indecisive and neither side now controls this sector. We must redouble our efforts.", 435) $end_multi_text $Voice: MT19-21_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 8 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 4 "GTF Hercules" 4 "GTF Hercules Mark II" 4 "GTF Erinyes" 5 "GTF Loki" 4 "GTF Perseus" 4 "GTF Myrmidon" 4 "GTB Artemis" 4 "GTB Medusa" 4 "GTB Ursa" 4 "GTB Zeus" 4 "GTB Boanerges" 4 "GVF Seth" 4 "GVF Horus" 4 "GVF Thoth" 4 "GVF Serapis" 4 "GVF Tauret" 4 "GVB Sekhmet" 4 "GVB Osiris" 4 "GVB Bakha" 4 ) +Weaponry Pool: ( "Subach HL-7" 16 "Akheton SDG" 12 "Morning Star" 12 "Prometheus R" 14 "Prometheus S" 12 "Maxim" 12 "UD-8 Kayser" 12 "Circe" 12 "Lamprey" 12 "Rockeye" 400 "Tempest" 6000 "Hornet" 1460 "Tornado" 100 "Harpoon" 100 "Piranha" 100 "Cyclops#short" 116 "Helios" 100 "EMP Adv." 100 ) $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 4 "GTF Hercules" 4 "GTF Hercules Mark II" 4 "GTF Erinyes" 4 "GTF Loki" 4 "GTF Perseus" 4 "GTF Myrmidon" 4 "GTB Artemis" 4 "GTB Medusa" 2 "GTB Ursa" 5 "GTB Zeus" 4 "GTB Boanerges" 4 "GVF Seth" 4 "GVF Horus" 4 "GVF Thoth" 4 "GVF Serapis" 4 "GVF Tauret" 4 "GVB Sekhmet" 4 "GVB Osiris" 4 "GVB Bakha" 4 ) +Weaponry Pool: ( "Subach HL-7" 16 "Akheton SDG" 12 "Morning Star" 12 "Prometheus R" 14 "Prometheus S" 12 "Maxim" 12 "UD-8 Kayser" 12 "Circe" 12 "Lamprey" 12 "Rockeye" 100 "Tempest" 6000 "Hornet" 4260 "Tornado" 100 "Harpoon" 100 "Piranha" 100 "Cyclops#short" 116 "Helios" 100 "EMP Adv." 100 ) #Objects ;! 14 total $Name: Alpha 1 ;! Object #0 $Class: GTF Erinyes $Team: Friendly $Location: 669.195068, 0.001080, 1995.555908 $Orientation: 0.953119, 0.000000, 0.302595, 0.000000, 1.000000, 0.000000, -0.302595, 0.000000, 0.953119 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-guard "Alpha 3" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Erinyes $Team: Friendly $Location: 267.694336, 0.001232, 1995.636475 $Orientation: 0.973036, 0.000000, 0.230655, 0.000000, 1.000000, 0.000000, -0.230655, 0.000000, 0.973035 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-guard "Alpha 4" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTB Artemis $Team: Friendly $Location: 566.930664, 0.000232, 2196.436035 $Orientation: 0.955307, 0.000000, 0.295615, 0.000000, 1.000000, 0.000000, -0.295615, 0.000000, 0.955307 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GTB Artemis $Team: Friendly $Location: 367.724609, 0.001092, 2197.823242 $Orientation: 0.965928, 0.000000, 0.258811, 0.000000, 1.000000, 0.000000, -0.258811, 0.000000, 0.965928 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Heraklion ;! Object #4 $Class: GTCv Deimos $Team: Friendly $Location: 1495.778687, -0.000342, 2177.688477 $Orientation: 0.180054, 0.161730, 0.970271, 0.240432, 0.949235, -0.202841, -0.953821, 0.269807, 0.132028 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret11 +Primary Banks: ( "Terran Huge Turret" ) +Subsystem: turret12 +Primary Banks: ( "Terran Huge Turret" ) +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Primary Banks: ( "LTerSlash" ) +Subsystem: turret24 +Primary Banks: ( "Terran Huge Turret" ) +Subsystem: turret25 +Sbank Ammo: ( 0 ) +Subsystem: turret26 +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( and ( is-event-true-delay "Heraklion dying" 30 ) ( not ( destroyed-or-departed-delay 0 "Tomkin" ) ) ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Hotkey: 7 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 100 $Name: Zeta 1 ;! Object #5 $Class: GTF Erinyes $Team: Hostile $Location: 967.035522, 599.999146, 4472.229980 $Orientation: -0.994017, 0.000000, -0.109223, 0.001948, 0.999841, -0.017732, 0.109206, -0.017839, -0.993859 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-guard "Zeta 3" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" "Prometheus S" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 2 ;! Object #6 $Class: GTF Erinyes $Team: Hostile $Location: 565.877258, 599.996826, 4466.843750 $Orientation: -0.985723, 0.000000, -0.168378, 0.002943, 0.999847, -0.017231, 0.168352, -0.017480, -0.985572 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-guard "Zeta 4" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" "Prometheus S" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 3 ;! Object #7 $Class: GTB Artemis $Team: Hostile $Location: 684.151062, 599.998413, 4247.610352 $Orientation: -0.986380, 0.000000, -0.164483, 0.003021, 0.999831, -0.018119, 0.164456, -0.018370, -0.986213 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase "Heraklion" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 4 ;! Object #8 $Class: GTB Artemis $Team: Hostile $Location: 889.971069, 599.999268, 4242.915527 $Orientation: -0.991841, 0.000000, -0.127481, 0.002357, 0.999829, -0.018337, 0.127459, -0.018488, -0.991671 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase "Heraklion" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Tomkin ;! Object #9 $Class: GTCv Deimos $Team: Hostile $Location: -188.981415, 499.999451, 4275.128906 $Orientation: -0.039177, -0.029996, -0.998783, 0.378809, 0.924493, -0.042623, 0.924646, -0.380017, -0.024856 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret11 +Primary Banks: ( "Terran Huge Turret" ) +Subsystem: turret12 +Primary Banks: ( "Terran Huge Turret" ) +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Primary Banks: ( "LTerSlash" ) +Subsystem: turret24 +Primary Banks: ( "Terran Huge Turret" ) +Subsystem: turret25 +Sbank Ammo: ( 0 ) +Subsystem: turret26 +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( and ( is-event-true-delay "Tomkin dying" 30 ) ( not ( destroyed-or-departed-delay 0 "Heraklion" ) ) ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Hotkey: 6 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 100 $Name: Omicron 1 ;! Object #10 $Class: GTF Hercules Mark II $Team: Friendly $Location: 1108.987671, -0.000176, 2514.324219 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Omicron 2 ;! Object #11 $Class: GTF Hercules Mark II $Team: Friendly $Location: 1023.605774, -0.000152, 2436.214844 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Theta 1 ;! Object #12 $Class: GTF Hercules Mark II $Team: Hostile $Location: 232.072815, 499.999725, 3658.603271 $Orientation: -0.992617, 0.000000, -0.121293, 0.000000, 1.000000, 0.000000, 0.121293, 0.000000, -0.992617 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Theta 2 ;! Object #13 $Class: GTF Hercules Mark II $Team: Hostile $Location: 307.350159, 499.999725, 3746.491455 $Orientation: -0.992617, 0.000000, -0.121293, 0.000000, 1.000000, 0.000000, 0.121293, 0.000000, -0.992617 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 #Wings ;! 4 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Zeta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Zeta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Zeta 1" "Zeta 2" "Zeta 3" "Zeta 4" ) +Hotkey: 2 +Flags:( ) $Name: Omicron $Waves: 4 $Wave Threshold: 1 $Special Ship: 0 ;! Omicron 1 $Arrival Location: Hyperspace $Arrival Cue: ( not ( destroyed-or-departed-delay 0 "Heraklion" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Omicron 1" "Omicron 2" ) $AI Goals: ( goals ( ai-guard "Heraklion" 50 ) ) +Hotkey: 1 +Flags:( ) +Wave Delay Min: 15 +Wave Delay Max: 20 $Name: Theta $Waves: 4 $Wave Threshold: 1 $Special Ship: 0 ;! Theta 1 $Arrival Location: Hyperspace $Arrival Cue: ( not ( destroyed-or-departed-delay 0 "Tomkin" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Theta 1" "Theta 2" ) $AI Goals: ( goals ( ai-guard "Tomkin" 50 ) ) +Hotkey: 3 +Flags:( ) +Wave Delay Min: 15 +Wave Delay Max: 20 #Events ;! 8 total $Formula: ( when ( < ( hits-left "Heraklion" ) 5 ) ( send-message "Heraklion" "High" "Heraklion dying" ) ) +Name: Heraklion dying +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Tomkin" ) 5 ) ( send-message "Tomkin" "High" "Tomkin dying" ) ) +Name: Tomkin dying +Repeat Count: 1 +Interval: 1 $Formula: ( when ( false ) ( send-message "#Command" "High" "Heraklion dead" ) ) +Name: Heraklion dead +Repeat Count: 1 +Interval: 1 $Formula: ( when ( false ) ( send-message "#Command" "High" "Tomkin dead" ) ) +Name: Tomkin dead +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( beam-free-all "Heraklion" ) ) +Name: Beam 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( beam-free-all "Tomkin" ) ) +Name: Beam 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( destroyed-or-departed-delay 8 "Heraklion" ) ( destroyed-or-departed-delay 8 "Tomkin" ) ) ( do-nothing ) ) +Name: RTB Trigger +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( do-nothing ) ) +Name: RTB +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) #Goals ;! 4 total $Type: Primary +Name: Protect Heraklion $MessageNew: XSTR("Protect the Heraklion from enemy forces", 446) $end_multi_text $Formula: ( and ( not ( destroyed-or-departed-delay 0 "Heraklion" ) ) ( destroyed-or-departed-delay 0 "Tomkin" ) ) +Score: 100 +Team: 0 $Type: Primary +Name: Protect Tomkin $MessageNew: XSTR("Protect the Tomkin from enemy forces", 447) $end_multi_text $Formula: ( and ( not ( destroyed-or-departed-delay 0 "Tomkin" ) ) ( destroyed-or-departed-delay 0 "Heraklion" ) ) +Score: 100 +Team: 1 $Type: Secondary +Name: Destroy Tomkin $MessageNew: XSTR("Destroy the Tomkin", 448) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Tomkin" ) ( not ( destroyed-or-departed-delay 0 "Heraklion" ) ) ) +Score: 400 +Team: 0 $Type: Secondary +Name: Destroy Heraklion $MessageNew: XSTR("Destroy the Heraklion", 449) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Heraklion" ) ( not ( destroyed-or-departed-delay 0 "Tomkin" ) ) ) +Score: 400 +Team: 1 #Waypoints ;! 0 lists total #Messages ;! 211 total $Name: Tomkin dying $Team: -1 $MessageNew: XSTR("We've taken too much damage. Powering up our subspace drive.", 450) $end_multi_text +Persona: Large Ship +AVI Name: Head-CM3 +Wave Name: MT21_To_01.wav $Name: Heraklion dying $Team: -1 $MessageNew: XSTR("We've taken too much damage. Powering up our subspace drive.", 450) $end_multi_text +Persona: Large Ship +AVI Name: Head-CM5 +Wave Name: MT21_He_01.wav $Name: Tomkin dead $Team: -1 $MessageNew: XSTR("The Tomkin has been destroyed.", 451) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: MT21_AC_01.wav $Name: Heraklion dead $Team: -1 $MessageNew: XSTR("The Heraklion has been destroyed.", 452) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: MT21_AC_02.wav #Reinforcements ;! 0 total #Background bitmaps ;! 36 total $Num stars: 500 $Ambient light level: 0 $Sun: SunGold +Angles: 0.174533 0.000000 2.076940 +Scale: 1.400000 $Starbitmap: planetd +Angles: 5.235983 0.767944 3.316123 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb17 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb04 +Angles: 0.383972 0.663225 0.122173 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 0.802851 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 0.000000 1.308996 0.558505 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb17 +Angles: 6.021381 0.872664 5.777035 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 5.951568 2.740165 5.585049 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 0.000000 0.000000 5.951568 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 5.881755 5.009091 5.532689 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb17 +Angles: 5.585049 0.366519 5.393063 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 0.558505 0.628318 6.126101 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb15 +Angles: 5.218530 0.000000 5.218530 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.009091 5.585049 5.218530 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb17 +Angles: 5.585049 5.585049 0.925024 +ScaleX: 2.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 5.777035 2.321286 0.802851 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 6.021381 4.468040 0.628318 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.585049 0.558505 0.925024 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb17 +Angles: 5.358157 2.740165 0.628318 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 5.131264 5.951568 0.488692 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 4.991638 0.855211 0.418879 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb04 +Angles: 4.764745 1.692968 0.174533 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb17 +Angles: 5.253437 3.455749 1.117010 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 5.078904 1.256636 1.308996 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 3.508109 0.366519 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb17 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb06 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 4.886918 4.258600 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 4.345866 0.366519 2.199113 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 4.014254 0.558505 0.942477 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb15 +Angles: 4.345866 1.797688 0.698131 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb17 +Angles: 4.520399 2.111847 0.541052 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 3.944441 1.570795 0.488692 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: planetb +Angles: 0.000000 0.000000 3.874628 +ScaleX: 1.700000 +ScaleY: 1.700000 +DivX: 1 +DivY: 1 $Starbitmap: planetd +Angles: 0.104720 0.174533 3.490656 +ScaleX: 0.250000 +ScaleY: 0.250000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 3: Leviticus $Briefing Music: Brief5 #End #Mission Info $Version: 0.10 $Name: XSTR("Cruiser Race", 453) $Author: Chad Nicholas $Created: 08/04/99 at 09:50:23 $Modified: 09/15/99 at 01:22:11 $Notes: I may need to turn the BGreen beams off on the cruisers. May be too much... -chad$End Notes: $Mission Desc: XSTR("The first team to get its cruiser to the other team's jump node wins!", 454) $end_multi_text +Game Type Flags: 18 +Flags: 4 +NebAwacs: 4000.000000 +Storm: s_standard +Num Players: 8 +Num Respawns: 99 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 0.000000, 7852.998535, -5355.125000 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.563395, 0.826188, 0.000000, -0.826188, 0.563395 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Greetings, pilots. In this simulation, you are $f Alpha wing and your opponents are designated $h Zeta wing. Both wings have been given a cruiser to escort to the other team's jump node. Your job is to both protect your cruiser and destroy theirs. First team to get its cruiser to jump out through the other node wins. Good luck, pilots.", 455) $end_multi_text $voice: MT04_MB_01.wav $camera_pos: 0.000000, 20025.324219, -13655.690430 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.563395, 0.826188, 0.000000, -0.826188, 0.563395 $camera_time: 500 $num_lines: 0 $num_icons: 6 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: GTF Ulysses $pos: -4005.165771, -2113.102051, -1152.021240 $label: Alpha Wing +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: GTF Ulysses $pos: 3944.703125, -1778.897217, -1340.778442 $label: Zeta Wing +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: GTC Aeolus $pos: 4055.453613, 1335.328247, 1042.310303 $label: GTC Zeta +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 33 $team: Hostile $class: GTF Ulysses $pos: 8708.135742, 137.132431, -0.000283 $label: Zeta Node +id: 6 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 33 $team: Friendly $class: GTF Ulysses $pos: -8984.225586, 85.884140, -0.000011 $label: Alpha Node +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTC Aeolus $pos: -4027.414795, 1188.812134, 990.842712 $label: GTC Alpha +id: 8 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Greetings, pilots. In this simulation, you are $f Zeta wing and your opponents are designated $h Alpha wing. Both wings have been given a cruiser to escort to the other team's node. Your job is to both protect your cruiser and destroy theirs. First team to get its cruiser to jump out through the other node wins. Good luck, pilots.", 456) $end_multi_text $voice: MT04_MB_02.wav $camera_pos: 0.000000, 20025.324219, -13655.690430 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.563395, 0.826188, 0.000000, -0.826188, 0.563395 $camera_time: 500 $num_lines: 0 $num_icons: 6 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Hostile $class: GTF Ulysses $pos: -4005.165771, -2113.102051, -1152.021240 $label: Alpha Wing +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Ulysses $pos: 3944.703125, -1778.897217, -1340.778442 $label: Zeta Wing +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTC Aeolus $pos: 4055.453613, 1335.328247, 1042.310303 $label: GTC Zeta +id: 5 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 33 $team: Friendly $class: GTF Ulysses $pos: 8708.135742, 137.132431, -0.000283 $label: Zeta Node +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 33 $team: Hostile $class: GTF Ulysses $pos: -8984.225586, 85.884140, -0.000011 $label: Alpha Node +id: 7 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: GTC Aeolus $pos: -4027.414795, 1188.812134, 990.842712 $label: GTC Alpha +id: 8 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 3 $Formula: ( > ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Congratulations! Your superior teamwork and skills enabled you to win this mission. Good work, pilots!", 423) $end_multi_text $Voice: MTG_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( > ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("Your team lost this engagement. Try to improve your skills and teamwork so that the outcome might be different next time.", 434) $end_multi_text $Voice: MTG_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( = ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("This battle was indecisive and neither side now controls this sector. We must redouble our efforts.", 435) $end_multi_text $Voice: MT19-21_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text #Debriefing_info $Num stages: 3 $Formula: ( > ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("Congratulations! Your superior teamwork and skills enabled you to win this mission. Good work, pilots!", 423) $end_multi_text $Voice: MTG_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( > ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Your team lost this engagement. Try to improve your skills and teamwork so that the outcome might be different next time.", 434) $end_multi_text $Voice: MTG_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( = ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("This battle was indecisive and neither side now controls this sector. We must redouble our efforts.", 435) $end_multi_text $Voice: MT19-21_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 8 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 4 "GTF Hercules" 4 "GTF Hercules Mark II" 4 "GTF Erinyes" 4 "GTF Loki" 4 "GTF Perseus" 4 "GTF Myrmidon" 4 "GVF Seth" 4 "GVF Horus" 4 "GVF Thoth" 4 "GVF Serapis" 4 "GVF Tauret" 4 ) +Weaponry Pool: ( "Subach HL-7" 8 "Mekhu HL-7" 8 "Akheton SDG" 12 "Morning Star" 8 "Prometheus S" 8 "Maxim" 8 "UD-8 Kayser" 12 "Circe" 8 "Lamprey" 8 "Rockeye" 999 "Tempest" 999 "Hornet" 1239 "Tornado" 1063 "Piranha" 999 ) $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 4 "GTF Hercules" 4 "GTF Hercules Mark II" 4 "GTF Erinyes" 4 "GTF Loki" 4 "GTF Perseus" 4 "GTF Myrmidon" 4 "GVF Seth" 4 "GVF Horus" 4 "GVF Thoth" 4 "GVF Serapis" 4 "GVF Tauret" 4 ) +Weaponry Pool: ( "Subach HL-7" 8 "Mekhu HL-7" 8 "Akheton SDG" 12 "Morning Star" 8 "Prometheus S" 8 "Maxim" 8 "UD-8 Kayser" 12 "Circe" 8 "Lamprey" 8 "Rockeye" 999 "Tempest" 999 "Hornet" 1239 "Tornado" 1063 "Piranha" 999 ) #Objects ;! 10 total $Name: Alpha 1 ;! Object #0 $Class: GTF Myrmidon $Team: Friendly $Location: -400.000000, 1800.000000, 0.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.976187, 0.216930, 0.000000, 0.216930, -0.976187, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Akheton SDG" "UD-8 Kayser" ) +Secondary Banks: ( "Hornet" "Tornado" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Myrmidon $Team: Friendly $Location: -400.000000, 1900.000000, 100.000000 $Orientation: -0.242536, 0.000000, -0.970142, 0.948076, 0.212070, -0.237019, 0.205738, -0.977255, -0.051434 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Akheton SDG" "UD-8 Kayser" ) +Secondary Banks: ( "Hornet" "Tornado" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTF Myrmidon $Team: Friendly $Location: -400.000000, 1900.000000, -100.000000 $Orientation: 0.242536, 0.000000, -0.970142, 0.948076, 0.212070, 0.237019, 0.205738, -0.977255, 0.051434 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Akheton SDG" "UD-8 Kayser" ) +Secondary Banks: ( "Hornet" "Tornado" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GTF Myrmidon $Team: Friendly $Location: -450.000000, 2000.000000, 0.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.975610, 0.219512, 0.000000, 0.219512, -0.975610, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Akheton SDG" "UD-8 Kayser" ) +Secondary Banks: ( "Hornet" "Tornado" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 1 ;! Object #4 $Class: GTF Myrmidon $Team: Hostile $Location: 400.000000, -1800.000000, 0.000000 $Orientation: 0.000000, 0.000000, 1.000000, 0.976187, 0.216930, 0.000000, -0.216930, 0.976187, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Akheton SDG" "UD-8 Kayser" ) +Secondary Banks: ( "Hornet" "Tornado" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 2 ;! Object #5 $Class: GTF Myrmidon $Team: Hostile $Location: 400.000000, -1900.000244, 100.000008 $Orientation: -0.242536, 0.000000, 0.970142, 0.948076, 0.212070, 0.237019, -0.205738, 0.977255, -0.051434 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Akheton SDG" "UD-8 Kayser" ) +Secondary Banks: ( "Hornet" "Tornado" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 3 ;! Object #6 $Class: GTF Myrmidon $Team: Hostile $Location: 400.000000, -1900.000244, -99.999992 $Orientation: 0.242536, 0.000000, 0.970142, 0.948076, 0.212070, -0.237019, -0.205738, 0.977255, 0.051434 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Akheton SDG" "UD-8 Kayser" ) +Secondary Banks: ( "Hornet" "Tornado" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 4 ;! Object #7 $Class: GTF Myrmidon $Team: Hostile $Location: 450.000000, -2000.000000, 0.000000 $Orientation: 0.000000, 0.000000, 1.000000, 0.975610, 0.219512, 0.000000, -0.219512, 0.975610, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Akheton SDG" "UD-8 Kayser" ) +Secondary Banks: ( "Hornet" "Tornado" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: GTC Alpha ;! Object #8 $Class: GTC Aeolus $Team: Friendly $Location: -300.000000, 2500.000000, 0.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.989825, 0.142287, 0.000000, 0.142287, -0.989825, 0.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "alphaFlight" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: GTC Zeta ;! Object #9 $Class: GTC Aeolus $Team: Hostile $Location: 300.000000, -2500.000000, 0.000000 $Orientation: 0.001581, 0.000190, -0.999999, -0.992876, -0.119145, -0.001593, -0.119145, 0.992877, 0.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "zetaFlight" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 #Wings ;! 2 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) $AI Goals: ( goals ( ai-chase-wing "Zeta" 89 ) ) +Hotkey: 0 +Flags:( ) $Name: Zeta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Zeta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Zeta 1" "Zeta 2" "Zeta 3" "Zeta 4" ) $AI Goals: ( goals ( ai-chase-wing "Alpha" 89 ) ) +Flags:( ) #Events ;! 3 total $Formula: ( when ( true ) ( beam-free-all "GTC Alpha" ) ( beam-free-all "GTC Zeta" ) ( turret-free-all "GTC Alpha" ) ( turret-free-all "GTC Zeta" ) ) +Name: BeamOn: all +Repeat Count: 1 +Interval: 1 $Formula: ( when ( destroyed-or-departed-delay 0 "GTC Alpha" "GTC Zeta" ) ( send-message "#Command" "High" "End_Command_MissionOver" ) ) +Name: End: returnToBase +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( do-nothing ) ) +Name: Directive: returnToBase +Repeat Count: 1 +Interval: 1 +Chained: 3 +Objective: XSTR("Return to base", 66) #Goals ;! 2 total $Type: Primary +Name: winAlpha $MessageNew: XSTR("Get the GTC Alpha to the other node", 457) $end_multi_text $Formula: ( and ( has-departed-delay 0 "GTC Alpha" ) ( is-destroyed-delay 0 "GTC Zeta" ) ) +Score: 100 +Team: 0 $Type: Primary +Name: winZeta $MessageNew: XSTR("Get the GTC Zeta to the other node", 458) $end_multi_text $Formula: ( and ( has-departed-delay 0 "GTC Zeta" ) ( is-destroyed-delay 0 "GTC Alpha" ) ) +Score: 100 +Team: 1 #Waypoints ;! 3 lists total $Jump Node: 0.000000, 3500.000000, 0.000000 $Jump Node Name: Jump Node 0 $Jump Node: 0.000000, -3500.000000, 0.000000 $Jump Node Name: Jump Node 1 $Name: rotation $List: ( ;! 1 points in list ( 0.000000, 0.000000, 0.000000 ) ) $Name: zetaFlight $List: ( ;! 2 points in list ( 275.000000, -1500.000000, 0.000000 ) ( 50.000000, 2500.000000, 0.000000 ) ) $Name: alphaFlight $List: ( ;! 2 points in list ( -275.000000, 1500.000000, 0.000000 ) ( -50.000000, -2500.000000, 0.000000 ) ) #Messages ;! 208 total $Name: End_Command_MissionOver $Team: -1 $MessageNew: XSTR("This mission is over. Return to base.", 459) $end_multi_text +AVI Name: Head-CM2 +Wave Name: MT4_AC_01.wav #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 500 $Ambient light level: 0 +Neb2: nbackblue1 +Neb2Flags: 51 $Sun: SunBlue +Angles: 0.000000 0.000000 0.000000 +Scale: 1.600000 #Asteroid Fields #Music $Event Music: 3: Leviticus $Briefing Music: Brief1 #End #Mission Info $Version: 0.10 $Name: XSTR("*Close Quarters", 3415) $Author: Volition - Jordan Roc $Created: 08/10/99 at 14:00:57 $Modified: 10/20/99 at 17:23:04 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("Destroy the other team's Shivan corvette before they destroy yours.", 461) $end_multi_text +Game Type Flags: 18 +Flags: 0 +Num Players: 8 +Num Respawns: 10 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 826.101990, 1271.834961, -3852.215576 +Viewer orient: 0.972701, -0.000000, 0.232063, -0.075295, 0.945899, 0.315603, -0.219508, -0.324460, 0.920077 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Your team's base is inside a jump node, guarded by five sentry guns. Nearby are two simulated Shivan corvettes. One is under your control, the other belongs to your opponents. The goal of this mission is to destroy their corvette before they destroy yours. Your team has been provided with two fighters and two bombers and an appropriate weapon loadout.", 462) $end_multi_text $voice: MT15_MB_01.wav $camera_pos: -3298.045898, 4784.957031, -11298.899414 $camera_orient: 0.972701, 0.000000, 0.232063, -0.075295, 0.945899, 0.315603, -0.219508, -0.324460, 0.920077 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 33 $team: Friendly $class: GTF Ulysses $pos: -10010.728516, -0.000803, -1.741082 $label: Alpha's Node +id: 1 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 33 $team: Friendly $class: GTF Ulysses $pos: -10010.728516, -0.000803, -1.741082 $label: Alpha's Node +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 33 $team: Friendly $class: GTF Ulysses $pos: -10010.728516, -0.000803, -1.741082 $label: Alpha's Node +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Hostile $class: SCv Moloch $pos: -1991.529541, 0.003876, -7.753230 $label: SD Alpha's Target +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Friendly $class: SCv Moloch $pos: -7448.353027, 0.003709, 5068.343750 $label: Our SCv [Protect this] +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Your team's base is inside a jump node, guarded by five sentry guns. Nearby are two simulated Shivan corvettes. One is under your control, the other belongs to your opponents. The goal of this mission is to destroy their corvette before they destroy yours. Your team has been provided with two fighters and two bombers and an appropriate weapon loadout.", 462) $end_multi_text $voice: MT15_MB_01.wav $camera_pos: -3900.234375, 4778.169922, -11422.214844 $camera_orient: 0.972701, 0.000000, 0.232063, -0.075295, 0.945899, 0.315603, -0.219508, -0.324460, 0.920077 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 33 $team: Friendly $class: GTF Ulysses $pos: -10010.728516, -0.000803, -1.741082 $label: Zeta's Node +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Hostile $class: SCv Moloch $pos: -1991.529541, 0.003876, -7.753230 $label: SD Zeta's Target +id: 6 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Friendly $class: SCv Moloch $pos: -7448.353027, 0.003709, 5068.343750 $label: Our SCv [Protect this] +id: 8 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 3 $Formula: ( > ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Congratulations! Your superior teamwork and skills enabled you to win this mission. Good work, pilots!", 423) $end_multi_text $Voice: MTG_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( > ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("Your team lost this engagement. Try to improve your skills and teamwork so that the outcome might be different next time.", 434) $end_multi_text $Voice: MTG_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( = ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("This battle was indecisive and neither side now controls this sector. We must redouble our efforts.", 435) $end_multi_text $Voice: MT19-21_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text #Debriefing_info $Num stages: 3 $Formula: ( > ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("Congratulations! Your superior teamwork and skills enabled you to win this mission. Good work, pilots!", 423) $end_multi_text $Voice: MTG_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( > ( team-score 1 ) ( team-score 2 ) ) $Multi text XSTR("Your team lost this engagement. Try to improve your skills and teamwork so that the outcome might be different next time.", 434) $end_multi_text $Voice: MTG_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( = ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("This battle was indecisive and neither side now controls this sector. We must redouble our efforts.", 435) $end_multi_text $Voice: MT19-21_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 8 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Erinyes" 4 "GTF Perseus" 4 "GTB Zeus" 4 ) +Weaponry Pool: ( "Subach HL-7" 18 "Prometheus R" 22 "Maxim" 16 "Circe" 100 "Rockeye" 500 "Hornet" 860 "Piranha" 8 "Cyclops#short" 112 "EMP Adv." 25 ) $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Erinyes" 4 "GTF Perseus" 4 "GTB Zeus" 4 ) +Weaponry Pool: ( "Subach HL-7" 18 "Prometheus R" 22 "Maxim" 16 "Circe" 16 "Rockeye" 500 "Hornet" 860 "Piranha" 8 "Cyclops#short" 112 "EMP Adv." 25 ) #Objects ;! 28 total $Name: Alpha 1 ;! Object #0 $Class: GTF Hercules Mark II $Team: Friendly $Location: -1565.136475, 0.000730, 253.114746 $Orientation: 0.378546, 0.000000, -0.925583, -0.000007, 1.000000, -0.000003, 0.925583, 0.000007, 0.378546 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha's Target ;! Object #1 $Class: SCv Moloch $Team: Hostile $Location: -27.718506, 0.000170, -1688.151367 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "beam-protect-ship" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 500 $Name: Alpha 2 ;! Object #2 $Class: GTB Zeus $Team: Friendly $Location: -1566.366943, -0.000465, 299.688873 $Orientation: 0.002895, -0.018696, -0.999821, -0.090435, 0.995723, -0.018881, 0.995898, 0.090474, 0.001192 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Piranha" "Cyclops#short" "Cyclops#short" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #3 $Class: GTF Hercules Mark II $Team: Friendly $Location: -1562.343506, 0.000812, 213.869141 $Orientation: 0.548911, 0.000000, -0.835881, -0.000005, 1.000000, -0.000003, 0.835881, 0.000006, 0.548911 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #4 $Class: GTB Zeus $Team: Friendly $Location: -1568.806396, -0.000455, 340.235748 $Orientation: -0.113096, 0.000000, -0.993584, -0.000014, 1.000000, 0.000002, 0.993584, 0.000014, -0.113096 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Piranha" "Cyclops#short" "Cyclops#short" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 1 ;! Object #5 $Class: GTF Hercules Mark II $Team: Hostile $Location: 1586.994629, -0.000757, -263.907562 $Orientation: -0.553778, 0.000000, 0.832664, -0.185875, 0.974766, -0.123620, -0.811653, -0.223230, -0.539804 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 2 ;! Object #6 $Class: GTF Hercules Mark II $Team: Hostile $Location: 1581.244629, -0.000841, -331.778687 $Orientation: -0.335129, 0.000000, 0.942172, -0.242470, 0.966318, -0.086246, -0.910438, -0.257352, -0.323841 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 3 ;! Object #7 $Class: GTB Zeus $Team: Hostile $Location: 1577.101074, -0.000811, -394.677063 $Orientation: -0.052861, 0.000000, 0.998602, -0.276399, 0.960932, -0.014631, -0.959588, -0.276786, -0.050796 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Piranha" "Cyclops#short" "Cyclops#short" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 4 ;! Object #8 $Class: GTB Zeus $Team: Hostile $Location: 1565.767090, 0.000095, -457.552063 $Orientation: 0.262631, 0.000000, 0.964896, -0.272834, 0.959191, 0.074261, -0.925520, -0.282760, 0.251913 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Piranha" "Cyclops#short" "Cyclops#short" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Xi 1 ;! Object #9 $Class: GTB Zeus $Team: Hostile $Location: 1413.086792, 0.002907, -10.729767 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Tornado" "Cyclops#short" "Cyclops#short" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Xi 2 ;! Object #10 $Class: GTB Zeus $Team: Hostile $Location: 1303.707886, 0.000574, -70.033936 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Tornado" "Cyclops#short" "Cyclops#short" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Xi 3 ;! Object #11 $Class: GTB Zeus $Team: Hostile $Location: 1545.453125, 0.000795, -76.207275 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Tornado" "Cyclops#short" "Cyclops#short" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Xi 4 ;! Object #12 $Class: GTB Zeus $Team: Hostile $Location: 1418.501831, 0.000823, -180.857697 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Tornado" "Cyclops#short" "Cyclops#short" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Nu 1 ;! Object #13 $Class: GTB Zeus $Team: Friendly $Location: -1554.240967, -0.002106, 19.784668 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Tornado" "Cyclops#short" "Cyclops#short" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Nu 2 ;! Object #14 $Class: GTB Zeus $Team: Friendly $Location: -1660.245850, -0.002124, -66.936493 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Tornado" "Cyclops#short" "Cyclops#short" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Nu 3 ;! Object #15 $Class: GTB Zeus $Team: Friendly $Location: -1423.425537, -0.002201, -69.732880 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Tornado" "Cyclops#short" "Cyclops#short" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Nu 4 ;! Object #16 $Class: GTB Zeus $Team: Friendly $Location: -1552.995850, -0.002360, -201.465286 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Tornado" "Cyclops#short" "Cyclops#short" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Zeta's Target ;! Object #17 $Class: SCv Moloch $Team: Friendly $Location: 37.352783, -0.000998, 1216.037842 $Orientation: -0.999989, 0.000000, -0.004784, 0.000000, 1.000000, 0.000000, 0.004784, 0.000000, -0.999988 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "beam-protect-ship" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 500 $Name: GTSG Alpha Turret 3 ;! Object #18 $Class: GTSG Alastor $Team: Friendly $Location: -1399.276123, 6.299910, 300.664459 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: GTSG Alpha Turret 4 ;! Object #19 $Class: GTSG Alastor $Team: Friendly $Location: -1399.225342, -15.557225, 270.118530 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: GTSG Alpha Turret 2 ;! Object #20 $Class: GTSG Alastor $Team: Friendly $Location: -1422.203857, -36.807632, 298.553131 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: GTSG Alpha Turret 1 ;! Object #21 $Class: GTSG Alastor $Team: Friendly $Location: -1407.438232, -12.684851, 332.892487 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: GTSG Alpha Turret 5 ;! Object #22 $Class: GTSG Alastor $Team: Friendly $Location: -1421.854248, 30.857014, 298.555573 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: GTSG Zeta Turret 3 ;! Object #23 $Class: GTSG Alastor $Team: Hostile $Location: 1398.301147, 0.001125, -331.217163 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: GTSG Zeta Turret 2 ;! Object #24 $Class: GTSG Alastor $Team: Hostile $Location: 1392.965210, 51.753883, -374.598022 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: GTSG Zeta-Turret 1 ;! Object #25 $Class: GTSG Alastor $Team: Hostile $Location: 1357.756226, -1.080876, -381.211304 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: GTSG Zeta Turret 4 ;! Object #26 $Class: GTSG Alastor $Team: Hostile $Location: 1392.598022, -58.520023, -373.684937 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: GTSG Zeta Turret 5 ;! Object #27 $Class: GTSG Alastor $Team: Hostile $Location: 1400.609741, 0.000916, -417.557922 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 #Wings ;! 4 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Zeta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Zeta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Zeta 1" "Zeta 2" "Zeta 3" "Zeta 4" ) +Flags:( ) $Name: Xi $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Xi 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Xi 1" "Xi 2" "Xi 3" "Xi 4" ) +Flags:( "reinforcement" ) $Name: Nu $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Nu 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Nu 1" "Nu 2" "Nu 3" "Nu 4" ) +Flags:( "reinforcement" ) #Events ;! 15 total $Formula: ( when ( and ( is-destroyed-delay 0 "Alpha's Target" ) ( not ( is-destroyed-delay 0 "Zeta's Target" ) ) ) ( send-message "#Command" "High" "Alpha Wins" ) ( add-goal "Zeta's Target" ( ai-warp-out 89 ) ) ) +Name: destroyed - alpha wins - tmone +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-destroyed-delay 0 "Zeta's Target" ) ( not ( is-destroyed-delay 0 "Alpha's Target" ) ) ) ( send-message "#Command" "High" "Zeta Wins" ) ( add-goal "Alpha's Target" ( ai-warp-out 89 ) ) ) +Name: destroyed - zeta wins - tmone +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( and ( is-destroyed-delay 0 "Alpha's Target" ) ( not ( is-destroyed-delay 0 "Zeta's Target" ) ) ) ( send-message "#Command" "High" "Alpha Wins" ) ( add-goal "Zeta's Target" ( ai-warp-out 89 ) ) ) +Name: destroyed - alpha wins - tmtwo +Repeat Count: 1 +Interval: 1 +Team: 1 $Formula: ( when ( and ( is-destroyed-delay 0 "Zeta's Target" ) ( not ( is-destroyed-delay 0 "Alpha's Target" ) ) ) ( send-message "#Command" "High" "Zeta Wins" ) ( add-goal "Alpha's Target" ( ai-warp-out 89 ) ) ) +Name: destroyed - zeta wins - tmtwo +Repeat Count: 1 +Interval: 1 +Team: 1 $Formula: ( when ( has-time-elapsed 1 ) ( turret-free-all "Zeta's Target" ) ( turret-free-all "Alpha's Target" ) ( beam-free-all "Zeta's Target" ) ( beam-free-all "Alpha's Target" ) ) +Name: turret free all +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-goal-true-delay "Destroy Zeta Perimeter" 0 ) ( send-message "#Command" "High" "Zeta alert" ) ) +Name: zeta alert for you +Repeat Count: 1 +Interval: 1 +Team: 1 $Formula: ( when ( is-goal-true-delay "Destroy Alpha Perimeter" 0 ) ( send-message "#Command" "High" "Alpha Alert" ) ) +Name: alpha alert for you +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( true ) ( add-remove-escort "Zeta's Target" 1 ) ( add-remove-escort "Alpha's Target" 1 ) ) +Name: monitor me zeta +Repeat Count: 1 +Interval: 1 +Team: 1 $Formula: ( when ( true ) ( add-remove-escort "Alpha's Target" 1 ) ( add-remove-escort "Zeta's Target" 1 ) ) +Name: monitor me alpha +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Alpha's Target" ) ( do-nothing ) ) +Name: SD alpha's target +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Kill Alpha's SCv", 463) +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Zeta's Target" ) ( do-nothing ) ) +Name: SD Zeta's target +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Kill Zeta's SCv", 464) +Team: 1 $Formula: ( when ( has-time-elapsed 5 ) ( send-message "#Command" "High" "rein zeta" ) ) +Name: reinforcements +Repeat Count: 1 +Interval: 1 +Team: 1 $Formula: ( when ( has-time-elapsed 5 ) ( send-message "#Command" "High" "Alpah rein" ) ) +Name: reinforcements alpha +Repeat Count: 1 +Interval: 1 +Team: 0 $Formula: ( when ( is-destroyed-delay 0 "Alpha's Target" ) ( do-nothing ) ) +Name: d protect for zeta +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Protect Alpha's Target", 465) +Team: 1 $Formula: ( when ( is-destroyed-delay 0 "Zeta's Target" ) ( do-nothing ) ) +Name: d protect for alpha +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Protect Zeta's Target", 466) +Team: 0 #Goals ;! 4 total $Type: Primary +Name: Destroy Zeta's corvette $MessageNew: XSTR("Destroy Zeta's corvette", 467) $end_multi_text $Formula: ( is-destroyed-delay 0 "Alpha's Target" ) +Score: 100 +Team: 0 $Type: Primary +Name: Destroy Alpha's corvette $MessageNew: XSTR("Destroy Alpha's corvette", 468) $end_multi_text $Formula: ( is-destroyed-delay 0 "Zeta's Target" ) +Score: 100 +Team: 1 $Type: Bonus +Name: Destroy Zeta Perimeter $MessageNew: XSTR("Destroy Zeta perimeter guard", 469) $end_multi_text $Formula: ( is-destroyed-delay 0 "GTSG Zeta-Turret 1" "GTSG Zeta Turret 2" "GTSG Zeta Turret 3" "GTSG Zeta Turret 4" "GTSG Zeta Turret 5" ) +Score: 150 +Team: 0 $Type: Bonus +Name: Destroy Alpha Perimeter $MessageNew: XSTR("Destroy Alpha perimeter guard.", 470) $end_multi_text $Formula: ( is-destroyed-delay 0 "GTSG Alpha Turret 1" "GTSG Alpha Turret 2" "GTSG Alpha Turret 3" "GTSG Alpha Turret 4" "GTSG Alpha Turret 5" ) +Score: 150 +Team: 1 #Waypoints ;! 0 lists total $Jump Node: -1623.382568, -0.001262, -24.809540 $Jump Node Name: Alpha-Home $Jump Node: 1533.693359, 0.002707, -89.033463 $Jump Node Name: Zeta-Home #Messages ;! 215 total $Name: Alpha Wins $Team: -1 $MessageNew: XSTR("Alpha team has destroyed its target first. Alpha team wins! All pilots return to base.", 471) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: MT15_AC_01.wav $Name: Zeta Wins $Team: -1 $MessageNew: XSTR("Zeta team has destroyed its target first. Zeta team wins! All pilots return to base.", 472) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: MT15_AC_02.wav $Name: Zeta alert $Team: 1 $MessageNew: XSTR("Zeta team, your perimeter guard has been destroyed!", 473) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: MT15_AC_03.wav $Name: Alpha Alert $Team: 0 $MessageNew: XSTR("Alpha team, your perimeter guard has been destroyed!", 474) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: MT15_AC_04.wav $Name: zeta saviour down $Team: -1 $MessageNew: XSTR("Zeta team, your AWACS ship has been destroyed!", 475) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: MT15_AC_05.wav $Name: alpha saviour down $Team: -1 $MessageNew: XSTR("Alpha team, your AWACS ship has been destroyed!", 476) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: MT15_AC_06.wav $Name: rein zeta $Team: 1 $MessageNew: XSTR("Zeta team, a wing of bomber reinforcements is now available.", 477) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: MT15_AC_07.wav $Name: Alpah rein $Team: 0 $MessageNew: XSTR("Alpha team, a wing of bomber reinforcements is now available.", 478) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: MT15_AC_08.wav #Reinforcements ;! 2 total $Name: Xi $Type: Attack/Protect $Num times: 1 +Arrival Delay: 0 +No Messages: ( ) +Yes Messages: ( ) $Name: Nu $Type: Attack/Protect $Num times: 1 +Arrival Delay: 0 +No Messages: ( ) +Yes Messages: ( ) #Background bitmaps ;! 27 total $Num stars: 2000 $Ambient light level: 0 $Sun: SunGold +Angles: 5.393063 0.000000 4.206240 +Scale: 2.600000 $Starbitmap: dneb03 +Angles: 0.000000 0.000000 1.047197 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: planetd +Angles: 0.785398 3.316123 3.490656 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: planeta1 +Angles: 1.047197 0.000000 3.333576 +ScaleX: 0.400000 +ScaleY: 0.400000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 0.733038 0.733038 0.733038 +ScaleX: 3.000000 +ScaleY: 2.200000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 0.855211 2.146753 0.558505 +ScaleX: 2.200000 +ScaleY: 3.500000 +DivX: 1 +DivY: 2 $Starbitmap: dneb12 +Angles: 0.383972 0.383972 0.733038 +ScaleX: 2.400000 +ScaleY: 3.200000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 1.117010 1.117010 1.117010 +ScaleX: 2.000000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 1.937314 2.146753 1.082103 +ScaleX: 3.200000 +ScaleY: 2.700000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 2.146753 1.937314 2.146753 +ScaleX: 3.400000 +ScaleY: 4.100000 +DivX: 1 +DivY: 2 $Starbitmap: dneb12 +Angles: 1.937314 3.455749 2.321286 +ScaleX: 2.000000 +ScaleY: 3.500000 +DivX: 1 +DivY: 2 $Starbitmap: neb18 +Angles: 1.745328 0.000000 2.146753 +ScaleX: 3.000000 +ScaleY: 2.700000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 1.937314 3.874628 1.745328 +ScaleX: 2.500000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 1.518435 5.811942 0.855211 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 1.256636 0.000000 0.645771 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 1.658062 1.570795 0.488692 +ScaleX: 3.200000 +ScaleY: 1.800000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 1.954767 1.850047 0.383972 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 2.146753 2.146753 0.209439 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 2.286380 4.258600 6.265727 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 2.356193 2.356193 5.951568 +ScaleX: 4.500000 +ScaleY: 3.800000 +DivX: 2 +DivY: 2 $Starbitmap: dneb02 +Angles: 2.216566 1.343902 5.707222 +ScaleX: 3.000000 +ScaleY: 2.200000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 1.937314 3.298670 5.532689 +ScaleX: 2.000000 +ScaleY: 3.200000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 1.675515 1.867501 5.427969 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 1.343902 1.588248 5.480330 +ScaleX: 4.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb18 +Angles: 0.994837 2.146753 5.654862 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb02 +Angles: 0.767944 3.961894 5.951568 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 0.575958 0.000000 6.230820 +ScaleX: 4.000000 +ScaleY: 2.200000 +DivX: 2 +DivY: 1 $Starbitmap: dneb12 +Angles: 0.645771 2.565632 0.191986 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 #Asteroid Fields $Density: 21 +Field Type: 0 +Debris Genre: 0 +Field Debris Type: 0 +Field Debris Type: 1 +Field Debris Type: 2 $Average Speed: 0.000000 $Minimum: -300.000000, -300.000000, -300.000000 $Maximum: 300.000000, 300.000000, 300.000000 #Music $Event Music: 6: Joshua $Briefing Music: Brief1 #End #Mission Info $Version: 0.10 $Name: XSTR("Nowhere to Run", 479) $Author: Chad Nicholas $Created: 08/04/99 at 09:50:23 $Modified: 10/26/99 at 15:31:53 $Notes: Plain Jane TvT mission.$End Notes: $Mission Desc: XSTR("Team vs. team mission -- no obstacles, no nebula, no excuses.", 480) $end_multi_text +Game Type Flags: 18 +Flags: 0 +Num Players: 8 +Num Respawns: 99 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 0.000000, 2397.822754, -4153.148438 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Destroy $h Zeta wing.", 481) $end_multi_text $voice: MT06_MB_01.wav $camera_pos: 0.000000, 2589.343750, -4425.063477 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: GTF Ulysses $pos: -1500.000000, 0.000000, 0.000000 $label: Alpha +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: GTF Ulysses $pos: 1500.000000, 0.000000, 0.000000 $label: Zeta +id: 2 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Destroy $h Alpha wing.", 482) $end_multi_text $voice: MT06_MB_02.wav $camera_pos: 0.000000, 2589.343750, -4425.063477 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: GTF Ulysses $pos: 1500.000000, 0.000000, 0.000000 $label: Zeta +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: GTF Ulysses $pos: -1500.000000, 0.000000, 0.000000 $label: Alpha +id: 4 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 4 $Formula: ( and ( > ( team-score 1 ) ( team-score 2 ) ) ( has-time-elapsed 120 ) ) $Multi text XSTR("Congratulations! Your superior teamwork and skills enabled you to win this mission. Good work, pilots!", 423) $end_multi_text $Voice: MTG_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( > ( team-score 2 ) ( team-score 1 ) ) ( has-time-elapsed 120 ) ) $Multi text XSTR("Your team lost this engagement. Try to improve your skills and teamwork so that the outcome might be different next time.", 434) $end_multi_text $Voice: MTG_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( not ( has-time-elapsed 120 ) ) $Multi text XSTR("You left before the mission was over. This doesn't help your team's chances.", 483) $end_multi_text $Voice: MTG_DB_03.wav $Recommendation text: XSTR("In order for points to be awarded, you must engage the enemy for at least two minutes.", 484) $end_multi_text $Formula: ( and ( = ( team-score 2 ) ( team-score 1 ) ) ( has-time-elapsed 120 ) ) $Multi text XSTR("This battle was indecisive and neither side now controls this sector. We must redouble our efforts.", 435) $end_multi_text $Voice: MT19-21_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text #Debriefing_info $Num stages: 4 $Formula: ( and ( > ( team-score 2 ) ( team-score 1 ) ) ( has-time-elapsed 120 ) ) $Multi text XSTR("Congratulations! Your superior teamwork and skills enabled you to win this mission. Good work, pilots!", 423) $end_multi_text $Voice: MTG_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( > ( team-score 1 ) ( team-score 2 ) ) ( has-time-elapsed 120 ) ) $Multi text XSTR("Your team lost this engagement. Try to improve your skills and teamwork so that the outcome might be different next time.", 434) $end_multi_text $Voice: MTG_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( not ( has-time-elapsed 120 ) ) $Multi text XSTR("You left before the mission was over. This doesn't help your team's chances.", 483) $end_multi_text $Voice: MTG_DB_03.wav $Recommendation text: XSTR("In order for points to be awarded, you must engage the enemy for at least two minutes.", 484) $end_multi_text $Formula: ( = ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("This battle was indecisive and neither side now controls this sector. We must redouble our efforts.", 435) $end_multi_text $Voice: MT19-21_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 8 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 4 "GTF Hercules" 4 "GTF Hercules Mark II" 4 "GTF Erinyes" 4 "GTF Loki" 4 "GTF Myrmidon" 4 "GTB Artemis" 4 "GTB Medusa" 4 "GTB Ursa" 4 "GTB Zeus" 4 "GTB Boanerges" 4 "GVF Seth" 4 "GVF Horus" 4 "GVF Thoth" 4 "GVF Serapis" 4 "GVF Tauret" 4 "GVB Sekhmet" 4 "GVB Osiris" 4 "GVB Bakha" 4 ) +Weaponry Pool: ( "Subach HL-7" 8 "Akheton SDG" 4 "Morning Star" 4 "Prometheus R" 8 "Prometheus S" 4 "Maxim" 4 "UD-8 Kayser" 4 "Circe" 4 "Lamprey" 4 "Rockeye" 500 "Tempest" 500 "Hornet" 660 "Tornado" 500 "Piranha" 500 "Stiletto II" 500 "EMP Adv." 500 ) $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 4 "GTF Hercules" 4 "GTF Hercules Mark II" 4 "GTF Erinyes" 4 "GTF Loki" 4 "GTF Myrmidon" 4 "GTB Artemis" 4 "GTB Medusa" 4 "GTB Ursa" 4 "GTB Zeus" 4 "GTB Boanerges" 4 "GVF Seth" 4 "GVF Horus" 4 "GVF Thoth" 4 "GVF Serapis" 4 "GVF Tauret" 4 "GVB Sekhmet" 4 "GVB Osiris" 4 "GVB Bakha" 4 ) +Weaponry Pool: ( "Subach HL-7" 8 "Akheton SDG" 4 "Morning Star" 4 "Prometheus R" 8 "Prometheus S" 4 "Maxim" 4 "UD-8 Kayser" 4 "Circe" 4 "Lamprey" 4 "Rockeye" 500 "Tempest" 500 "Hornet" 660 "Tornado" 500 "Piranha" 500 "Stiletto II" 500 "EMP Adv." 500 ) #Objects ;! 8 total $Name: Alpha 1 ;! Object #0 $Class: GTF Ulysses $Team: Friendly $Location: -1500.000000, 100.000000, 1500.000000 $Orientation: -0.707107, 0.000000, -0.707107, 0.033296, 0.998891, -0.033296, 0.706322, -0.047088, -0.706322 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Ulysses $Team: Friendly $Location: -1450.000000, 0.000000, 1550.000000 $Orientation: -0.729537, 0.000000, -0.683941, 0.000000, 1.000000, 0.000000, 0.683941, 0.000000, -0.729537 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTF Ulysses $Team: Friendly $Location: -1550.000000, 0.000000, 1450.000000 $Orientation: -0.682318, 0.000000, -0.731055, 0.000000, 1.000000, 0.000000, 0.731055, 0.000000, -0.682318 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GTF Ulysses $Team: Friendly $Location: -1500.000000, -100.000000, 1500.000000 $Orientation: -0.707107, 0.000000, -0.707107, -0.033296, 0.998891, 0.033296, 0.706322, 0.047088, -0.706322 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 1 ;! Object #4 $Class: GTF Ulysses $Team: Hostile $Location: 1500.000000, 100.000000, -1500.000000 $Orientation: 0.707107, 0.000000, 0.707107, -0.033296, 0.998891, 0.033296, -0.706322, -0.047088, 0.706322 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 2 ;! Object #5 $Class: GTF Ulysses $Team: Hostile $Location: 1550.000000, 0.000000, -1450.000000 $Orientation: 0.682318, 0.000000, 0.731055, 0.000000, 1.000000, 0.000000, -0.731055, 0.000000, 0.682318 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 3 ;! Object #6 $Class: GTF Ulysses $Team: Hostile $Location: 1450.000000, 0.000000, -1550.000000 $Orientation: 0.729537, 0.000000, 0.683941, 0.000000, 1.000000, 0.000000, -0.683941, 0.000000, 0.729537 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 4 ;! Object #7 $Class: GTF Ulysses $Team: Hostile $Location: 1500.000000, -100.000000, -1500.000000 $Orientation: 0.707107, 0.000000, 0.707107, 0.033296, 0.998891, -0.033296, -0.706322, 0.047088, 0.706322 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 2 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Zeta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Zeta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Zeta 1" "Zeta 2" "Zeta 3" "Zeta 4" ) +Flags:( ) #Events ;! 0 total #Goals ;! 2 total $Type: Primary +Name: WinAlpha $MessageNew: XSTR("Defeat Zeta team in a dogfight of at least two minutes", 485) $end_multi_text $Formula: ( and ( has-time-elapsed 360 ) ( > ( team-score 1 ) ( team-score 2 ) ) ) +Score: 100 +Team: 0 $Type: Primary +Name: WinZeta $MessageNew: XSTR("Defeat Alpha team in a dogfight of at least two minutes", 486) $end_multi_text $Formula: ( and ( has-time-elapsed 360 ) ( > ( team-score 2 ) ( team-score 1 ) ) ) +Score: 100 +Team: 1 #Waypoints ;! 1 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( 0.000000, 0.000000, 0.000000 ) ) #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 25 total $Num stars: 500 $Ambient light level: 0 $Sun: SunRed +Angles: 0.000000 0.000000 1.221730 +Scale: 1.500000 $Starbitmap: planetg +Angles: 0.000000 0.000000 5.497783 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb02 +Angles: 0.000000 0.000000 5.672316 +ScaleX: 3.500000 +ScaleY: 3.500000 +DivX: 1 +DivY: 1 $Starbitmap: neb12 +Angles: 0.000000 3.141590 5.759582 +ScaleX: 3.500000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: neb02 +Angles: 0.000000 4.712385 0.244346 +ScaleX: 1.000000 +ScaleY: 5.500000 +DivX: 1 +DivY: 1 $Starbitmap: neb12 +Angles: 0.000000 3.141590 5.899208 +ScaleX: 2.000000 +ScaleY: 1.250000 +DivX: 1 +DivY: 1 $Starbitmap: neb12 +Angles: 0.000000 0.000000 0.000000 +ScaleX: 3.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb02 +Angles: 0.000000 3.141590 6.073741 +ScaleX: 3.000000 +ScaleY: 1.250000 +DivX: 1 +DivY: 1 $Starbitmap: neb12 +Angles: 6.265727 3.141590 0.436332 +ScaleX: 4.000000 +ScaleY: 0.800000 +DivX: 1 +DivY: 1 $Starbitmap: neb12 +Angles: 6.265727 3.141590 0.872664 +ScaleX: 3.000000 +ScaleY: 0.400000 +DivX: 1 +DivY: 1 $Starbitmap: neb02 +Angles: 0.000000 1.570795 1.221730 +ScaleX: 0.500000 +ScaleY: 1.200000 +DivX: 1 +DivY: 1 $Starbitmap: neb12 +Angles: 0.000000 3.141590 1.117010 +ScaleX: 1.000000 +ScaleY: 0.150000 +DivX: 1 +DivY: 1 $Starbitmap: neb12 +Angles: 6.265727 3.141590 0.872664 +ScaleX: 4.000000 +ScaleY: 0.200000 +DivX: 4 +DivY: 1 $Starbitmap: planetf +Angles: 5.497783 3.141590 3.490656 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: planetc +Angles: 5.497783 3.490656 3.385936 +ScaleX: 0.300000 +ScaleY: 0.300000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 0.000000 0.000000 3.141590 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 0.000000 0.000000 2.949604 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 0.000000 0.000000 2.617992 +ScaleX: 4.000000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 0.488692 0.000000 3.141590 +ScaleX: 3.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 5.829395 1.221730 3.228857 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 4.712385 0.000000 0.000000 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb18 +Angles: 4.188787 0.000000 0.000000 +ScaleX: 3.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 2 $Starbitmap: neb18 +Angles: 4.188787 0.000000 5.759582 +ScaleX: 5.000000 +ScaleY: 3.500000 +DivX: 2 +DivY: 1 $Starbitmap: neb18 +Angles: 1.570795 0.000000 0.000000 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb18 +Angles: 0.872664 0.000000 0.000000 +ScaleX: 3.500000 +ScaleY: 6.000000 +DivX: 1 +DivY: 2 $Starbitmap: neb02 +Angles: 0.000000 1.570795 5.585049 +ScaleX: 4.300000 +ScaleY: 4.300000 +DivX: 2 +DivY: 2 #Asteroid Fields #Music $Event Music: 1: Genesis $Briefing Music: Brief1 #End #Mission Info $Version: 0.10 $Name: XSTR("*Ganymede Redux", 3416) $Author: Chad Nicholas $Created: 08/04/99 at 09:50:23 $Modified: 10/26/99 at 15:27:25 $Notes: Plain Jane TvT mission.$End Notes: $Mission Desc: XSTR("Team vs. team furball in and around a Ganymede installation.", 488) $end_multi_text +Game Type Flags: 18 +Flags: 0 +Num Players: 8 +Num Respawns: 99 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 0.000000, 2113.239014, -3942.750000 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("This team vs. team mission pits your team against $h Zeta team, separated by a Ganymede facility with a disabled Vasudan destroyer in for repairs. Good luck, pilots!", 489) $end_multi_text $voice: MT12_MB_01.wav $camera_pos: 0.000000, 2589.343750, -4425.063477 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: GTF Ulysses $pos: -1500.000000, 0.000000, 0.000000 $label: Alpha +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: GTF Ulysses $pos: 1500.000000, 0.000000, 0.000000 $label: Zeta +id: 2 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("This team vs. team mission pits your team against $h Alpha team, separated by a Ganymede facility with a disabled Vasudan destroyer in for repairs. Good luck, pilots!", 490) $end_multi_text $voice: MT12_MB_02.wav $camera_pos: 0.000000, 2589.343750, -4425.063477 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: GTF Ulysses $pos: 1500.000000, 0.000000, 0.000000 $label: Zeta +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: GTF Ulysses $pos: -1500.000000, 0.000000, 0.000000 $label: Alpha +id: 4 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 4 $Formula: ( and ( > ( team-score 1 ) ( team-score 2 ) ) ( has-time-elapsed 120 ) ) $Multi text XSTR("Congratulations! Your superior teamwork and skills enabled you to win this mission. Good work, pilots!", 423) $end_multi_text $Voice: MTG_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( > ( team-score 2 ) ( team-score 1 ) ) ( has-time-elapsed 120 ) ) $Multi text XSTR("Your team lost this engagement. Try to improve your skills and teamwork so that the outcome might be different next time.", 434) $end_multi_text $Voice: MTG_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( not ( has-time-elapsed 120 ) ) $Multi text XSTR("You left before the mission was over. This doesn't help your team's chances.", 483) $end_multi_text $Voice: MTG_DB_03.wav $Recommendation text: XSTR("In order for points to be awarded, you must engage the enemy for at least two minutes.", 484) $end_multi_text $Formula: ( and ( has-time-elapsed 120 ) ( = ( team-score 2 ) ( team-score 1 ) ) ) $Multi text XSTR("This battle was indecisive and neither side now controls this sector. We must redouble our efforts.", 435) $end_multi_text $Voice: MT19-21_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text #Debriefing_info $Num stages: 4 $Formula: ( and ( > ( team-score 2 ) ( team-score 1 ) ) ( has-time-elapsed 120 ) ) $Multi text XSTR("Congratulations! Your superior teamwork and skills enabled you to win this mission. Good work, pilots!", 423) $end_multi_text $Voice: MTG_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( > ( team-score 1 ) ( team-score 2 ) ) ( has-time-elapsed 120 ) ) $Multi text XSTR("Your team lost this engagement. Try to improve your skills and teamwork so that the outcome might be different next time.", 434) $end_multi_text $Voice: MTG_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( not ( has-time-elapsed 120 ) ) $Multi text XSTR("You left before the mission was over. This doesn't help your team's chances.", 483) $end_multi_text $Voice: MTG_DB_03.wav $Recommendation text: XSTR("In order for points to be awarded, you must engage the enemy for at least two minutes.", 484) $end_multi_text $Formula: ( = ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("This battle was indecisive and neither side now controls this sector. We must redouble our efforts.", 435) $end_multi_text $Voice: MT19-21_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 8 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 4 "GTF Hercules" 4 "GTF Hercules Mark II" 4 "GTF Erinyes" 4 "GTF Loki" 4 "GTF Myrmidon" 4 "GTB Artemis" 4 "GTB Medusa" 4 "GTB Ursa" 4 "GTB Zeus" 4 "GTB Boanerges" 4 "GVF Seth" 4 "GVF Horus" 4 "GVF Thoth" 4 "GVF Serapis" 4 "GVF Tauret" 4 "GVB Sekhmet" 4 "GVB Osiris" 4 "GVB Bakha" 4 ) +Weaponry Pool: ( "Subach HL-7" 20 "Mekhu HL-7" 16 "Akheton SDG" 4 "Morning Star" 4 "Prometheus R" 8 "Prometheus S" 4 "Maxim" 4 "UD-8 Kayser" 4 "Circe" 4 "Lamprey" 4 "Rockeye" 500 "Tempest" 500 "Hornet" 660 "Tornado" 500 "Piranha" 500 "Stiletto II" 500 "EMP Adv." 500 ) $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 4 "GTF Hercules" 4 "GTF Hercules Mark II" 4 "GTF Erinyes" 4 "GTF Loki" 4 "GTF Myrmidon" 4 "GTB Artemis" 4 "GTB Medusa" 4 "GTB Ursa" 4 "GTB Zeus" 4 "GTB Boanerges" 4 "GVF Seth" 4 "GVF Horus" 4 "GVF Thoth" 4 "GVF Serapis" 4 "GVF Tauret" 4 "GVB Sekhmet" 4 "GVB Osiris" 4 "GVB Bakha" 4 ) +Weaponry Pool: ( "Subach HL-7" 8 "Mekhu HL-7" 16 "Akheton SDG" 4 "Morning Star" 4 "Prometheus R" 8 "Prometheus S" 4 "Maxim" 4 "UD-8 Kayser" 4 "Circe" 4 "Lamprey" 4 "Rockeye" 500 "Tempest" 500 "Hornet" 660 "Tornado" 500 "Piranha" 500 "Stiletto II" 500 "EMP Adv." 500 ) #Objects ;! 12 total $Name: Alpha 1 ;! Object #0 $Class: GTF Ulysses $Team: Friendly $Location: -2000.000000, 100.000000, 0.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Ulysses $Team: Friendly $Location: -2000.000000, 0.000000, 100.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTF Ulysses $Team: Friendly $Location: -2000.000000, 0.000000, -100.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GTF Ulysses $Team: Friendly $Location: -2000.000000, -100.000000, 0.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 1 ;! Object #4 $Class: GTF Ulysses $Team: Hostile $Location: 2000.000000, 100.000000, 0.000000 $Orientation: 0.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, -1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 2 ;! Object #5 $Class: GTF Ulysses $Team: Hostile $Location: 2000.000000, 0.000000, 100.000000 $Orientation: 0.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, -1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 3 ;! Object #6 $Class: GTF Ulysses $Team: Hostile $Location: 2000.000000, 0.000000, -100.000000 $Orientation: 0.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, -1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 4 ;! Object #7 $Class: GTF Ulysses $Team: Hostile $Location: 2000.000000, -100.000000, 0.000000 $Orientation: 0.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, -1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: GTI Ganymede ;! Object #8 $Class: GTI Ganymede $Team: Neutral $Location: 0.000000, 0.000000, 0.000000 $Orientation: -0.360873, 0.932616, 0.000000, -0.932616, -0.360873, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 $Name: Nunet ;! Object #9 $Class: GVD Hatshepsut $Team: Unknown $Location: 20.000000, 60.000000, -538.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 +Subsystem: turret27 +Subsystem: turret28 +Subsystem: turret29 +Subsystem: turret30 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-destroyed-delay 120 "GTI Ganymede" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 $Name: Libra 1 ;! Object #10 $Class: GVB Sekhmet $Team: Unknown $Location: 534.482788, -0.000078, -660.453125 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "" ) +Secondary Banks: ( "Trebuchet" "Trebuchet" "Trebuchet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 $Name: Virgo 1 ;! Object #11 $Class: GVB Sekhmet $Team: Unknown $Location: -504.428955, -0.000129, -665.028625 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "" ) +Secondary Banks: ( "Trebuchet" "Trebuchet" "Trebuchet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 #Wings ;! 4 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Zeta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Zeta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Zeta 1" "Zeta 2" "Zeta 3" "Zeta 4" ) +Flags:( ) $Name: Virgo $Waves: 99 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Nunet $Arrival Cue: ( false ) $Departure Location: Docking Bay $Departure Anchor: Nunet $Departure Cue: ( is-destroyed-delay 0 "GTI Ganymede" ) $Ships: ( ;! 1 total "Virgo 1" ) +Flags:( "no-arrival-music" "no-arrival-message" ) $Name: Libra $Waves: 99 $Wave Threshold: 0 $Special Ship: 0 ;! Libra 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Nunet $Arrival Cue: ( false ) $Departure Location: Docking Bay $Departure Anchor: Nunet $Departure Cue: ( is-destroyed-delay 0 "GTI Ganymede" ) $Ships: ( ;! 1 total "Libra 1" ) +Flags:( "no-arrival-music" "no-arrival-message" ) #Events ;! 1 total $Formula: ( when ( true ) ( turret-lock-all "Nunet" ) ( beam-lock-all "Nunet" ) ) +Name: Start: turnTurretsOff +Repeat Count: 1 +Interval: 1 #Goals ;! 2 total $Type: Primary +Name: WinAlpha $MessageNew: XSTR("Defeat Zeta team in a dogfight of at least two minutes", 485) $end_multi_text $Formula: ( and ( > ( team-score 1 ) ( team-score 2 ) ) ( has-time-elapsed 360 ) ) +Score: 100 +Team: 0 $Type: Primary +Name: WinZeta $MessageNew: XSTR("Defeat Alpha team in a dogfight of at least two minutes", 486) $end_multi_text $Formula: ( and ( > ( team-score 2 ) ( team-score 1 ) ) ( has-time-elapsed 360 ) ) +Score: 100 +Team: 1 #Waypoints ;! 1 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( 0.000000, 0.000000, 0.000000 ) ) #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 34 total $Num stars: 399 $Ambient light level: 0 $Sun: SunBlue +Angles: 2.670352 0.000000 5.811942 +Scale: 2.000000 $Starbitmap: dneb03 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb12 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 0.000000 1.308996 0.558505 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb03 +Angles: 6.021381 0.890117 5.794488 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 5.951568 2.740165 5.602502 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 0.000000 0.000000 5.951568 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 5.881755 5.009091 5.532689 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb03 +Angles: 5.585049 0.383972 5.393063 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 0.558505 0.628318 6.126101 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb01 +Angles: 5.218530 0.000000 5.218530 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 5.009091 5.585049 5.218530 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 5.585049 5.585049 0.925024 +ScaleX: 2.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 5.777035 2.321286 0.802851 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 6.021381 4.468040 0.628318 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 5.585049 0.575958 0.925024 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb03 +Angles: 5.358157 2.740165 0.628318 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 5.131264 5.951568 0.506145 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 4.991638 0.855211 0.418879 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb12 +Angles: 4.764745 1.692968 0.191986 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb03 +Angles: 5.253437 3.455749 1.117010 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb02 +Angles: 5.078904 1.256636 1.308996 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 3.508109 0.383972 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb02 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 4.886918 4.276053 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb12 +Angles: 4.345866 0.366519 2.216566 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 3.874628 1.570795 2.408552 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb02 +Angles: 4.031707 0.558505 0.959930 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb01 +Angles: 4.345866 1.797688 0.715584 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: planeth +Angles: 0.000000 0.000000 5.235983 +ScaleX: 2.500000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: planetf +Angles: 0.436332 1.308996 5.323250 +ScaleX: 0.250000 +ScaleY: 0.250000 +DivX: 1 +DivY: 1 $Starbitmap: planeth +Angles: 6.108647 0.000000 4.904371 +ScaleX: 0.100000 +ScaleY: 0.100000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 4: Numbers $Briefing Music: Brief1 #End #Mission Info $Version: 0.10 $Name: XSTR("Stealth vs. AWACS", 491) $Author: Chad Nicholas $Created: 08/04/99 at 09:50:23 $Modified: 10/26/99 at 15:32:52 $Notes: $End Notes: $Mission Desc: XSTR("Team vs. team stealth mission with AWACS.", 492) $end_multi_text +Game Type Flags: 18 +Flags: 0 +Num Players: 8 +Num Respawns: 99 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 0.000000, 2589.343750, -4425.063477 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this team vs. team mission, you face $h Zeta team. Each side receives an AWACS ship and the option to choose stealth fighters.", 493) $end_multi_text $voice: MT13_MB_01.wav $camera_pos: 0.000000, 2589.343750, -4425.063477 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: GTF Ulysses $pos: -1500.000000, 0.000000, 0.000000 $label: Alpha +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: GTF Ulysses $pos: 1500.000000, 0.000000, 0.000000 $label: Zeta +id: 2 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this team vs. team mission, you face $h Alpha team. Each side receives an AWACS ship and the option to choose stealth fighters.", 494) $end_multi_text $voice: MT13_MB_02.wav $camera_pos: 0.000000, 2589.343750, -4425.063477 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: GTF Ulysses $pos: 1500.000000, 0.000000, 0.000000 $label: Zeta +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: GTF Ulysses $pos: -1500.000000, 0.000000, 0.000000 $label: Alpha +id: 4 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 4 $Formula: ( and ( > ( team-score 1 ) ( team-score 2 ) ) ( has-time-elapsed 120 ) ) $Multi text XSTR("Congratulations! Your superior teamwork and skills enabled you to win this mission. Good work, pilots!", 423) $end_multi_text $Voice: MTG_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( > ( team-score 2 ) ( team-score 1 ) ) ( has-time-elapsed 120 ) ) $Multi text XSTR("Your team lost this engagement. Try to improve your skills and teamwork so that the outcome might be different next time.", 434) $end_multi_text $Voice: MTG_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( not ( has-time-elapsed 120 ) ) $Multi text XSTR("You left before the mission was over. This doesn't help your team's chances.", 483) $end_multi_text $Voice: MTG_DB_03.wav $Recommendation text: XSTR("In order for points to be awarded, you must engage the enemy for at least two minutes.", 484) $end_multi_text $Formula: ( = ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("This battle was indecisive and neither side now controls this sector. We must redouble our efforts.", 435) $end_multi_text $Voice: MT19-21_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text #Debriefing_info $Num stages: 4 $Formula: ( and ( > ( team-score 2 ) ( team-score 1 ) ) ( has-time-elapsed 120 ) ) $Multi text XSTR("Congratulations! Your superior teamwork and skills enabled you to win this mission. Good work, pilots!", 423) $end_multi_text $Voice: MTG_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( > ( team-score 1 ) ( team-score 2 ) ) ( has-time-elapsed 120 ) ) $Multi text XSTR("Your team lost this engagement. Try to improve your skills and teamwork so that the outcome might be different next time.", 434) $end_multi_text $Voice: MTG_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( not ( has-time-elapsed 120 ) ) $Multi text XSTR("You left before the mission was over. This doesn't help your team's chances.", 483) $end_multi_text $Voice: MTG_DB_03.wav $Recommendation text: XSTR("In order for points to be awarded, you must engage the enemy for at least two minutes.", 484) $end_multi_text $Formula: ( = ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("This battle was indecisive and neither side now controls this sector. We must redouble our efforts.", 435) $end_multi_text $Voice: MT19-21_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 8 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 4 "GTF Hercules Mark II" 4 "GTF Erinyes" 4 "GTF Loki" 4 "GTF Pegasus" 1 "GTF Perseus" 3 "GTF Myrmidon" 4 "GTB Artemis" 4 "GTB Medusa" 4 "GTB Ursa" 4 "GTB Zeus" 4 "GTB Boanerges" 4 "GVF Seth" 4 "GVF Horus" 4 "GVF Thoth" 4 "GVF Serapis" 4 "GVF Tauret" 4 "GVB Sekhmet" 4 "GVB Osiris" 4 "GVB Bakha" 4 "GVF Ptah" 4 ) +Weaponry Pool: ( "Subach HL-7" 12 "Akheton SDG" 8 "Morning Star" 8 "Prometheus R" 9 "Prometheus S" 8 "Maxim" 8 "UD-8 Kayser" 8 "Circe" 8 "Lamprey" 8 "Rockeye" 500 "Tempest" 500 "Hornet" 590 "Tornado" 532 "Piranha" 500 "Stiletto II" 505 "EMP Adv." 500 ) $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 4 "GTF Hercules Mark II" 4 "GTF Erinyes" 4 "GTF Loki" 4 "GTF Pegasus" 1 "GTF Perseus" 3 "GTF Myrmidon" 4 "GTB Artemis" 4 "GTB Medusa" 4 "GTB Ursa" 4 "GTB Zeus" 4 "GTB Boanerges" 4 "GVF Seth" 4 "GVF Horus" 4 "GVF Thoth" 4 "GVF Serapis" 4 "GVF Tauret" 4 "GVB Sekhmet" 4 "GVB Osiris" 4 "GVB Bakha" 4 "GVF Ptah" 4 ) +Weaponry Pool: ( "Subach HL-7" 12 "Akheton SDG" 8 "Morning Star" 8 "Prometheus R" 9 "Prometheus S" 8 "Maxim" 8 "UD-8 Kayser" 8 "Circe" 8 "Lamprey" 8 "Rockeye" 500 "Tempest" 500 "Hornet" 590 "Tornado" 532 "Piranha" 500 "Stiletto II" 505 "EMP Adv." 500 ) #Objects ;! 10 total $Name: Alpha 1 ;! Object #0 $Class: GTF Pegasus $Team: Friendly $Location: -1500.000000, 100.000000, 1500.000000 $Orientation: -0.707107, 0.000000, -0.707107, 0.033296, 0.998891, -0.033296, 0.706322, -0.047088, -0.706322 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Pegasus $Team: Friendly $Location: -1450.000000, 0.000000, 1550.000000 $Orientation: -0.729537, 0.000000, -0.683941, 0.000000, 1.000000, 0.000000, 0.683941, 0.000000, -0.729537 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTF Pegasus $Team: Friendly $Location: -1550.000000, 0.000000, 1450.000000 $Orientation: -0.682318, 0.000000, -0.731055, 0.000000, 1.000000, 0.000000, 0.731055, 0.000000, -0.682318 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GTF Perseus $Team: Friendly $Location: -1500.000000, -100.000000, 1500.000000 $Orientation: -0.707107, 0.000000, -0.707107, -0.033296, 0.998891, 0.033296, 0.706322, 0.047088, -0.706322 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Tornado" "Stiletto II" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 1 ;! Object #4 $Class: GTF Pegasus $Team: Hostile $Location: 1500.000000, 100.000000, -1500.000000 $Orientation: 0.707107, 0.000000, 0.707107, -0.033296, 0.998891, 0.033296, -0.706322, -0.047088, 0.706322 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 2 ;! Object #5 $Class: GTF Pegasus $Team: Hostile $Location: 1550.000000, 0.000000, -1450.000000 $Orientation: 0.682318, 0.000000, 0.731055, 0.000000, 1.000000, 0.000000, -0.731055, 0.000000, 0.682318 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 3 ;! Object #6 $Class: GTF Pegasus $Team: Hostile $Location: 1450.000000, 0.000000, -1550.000000 $Orientation: 0.729537, 0.000000, 0.683941, 0.000000, 1.000000, 0.000000, -0.683941, 0.000000, 0.729537 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 4 ;! Object #7 $Class: GTF Perseus $Team: Hostile $Location: 1500.000000, -100.000000, -1500.000000 $Orientation: 0.707107, 0.000000, 0.707107, 0.033296, 0.998891, -0.033296, -0.706322, 0.047088, 0.706322 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Tornado" "Stiletto II" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: GTA Charybdis 8 ;! Object #8 $Class: GTA Charybdis $Team: Hostile $Location: 1750.000000, 0.000000, -1750.000000 $Orientation: 0.707107, 0.000000, 0.707107, 0.000000, 1.000000, 0.000000, -0.707107, 0.000000, 0.707107 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 50 $Name: GTA Charybdis 9 ;! Object #9 $Class: GTA Charybdis $Team: Friendly $Location: -1750.000000, 0.000000, 1750.000000 $Orientation: -0.707107, 0.000000, -0.707107, 0.000000, 1.000000, 0.000000, 0.707107, 0.000000, -0.707107 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 50 #Wings ;! 2 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) $AI Goals: ( goals ( ai-chase-any 89 ) ) +Hotkey: 0 +Flags:( ) $Name: Zeta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Zeta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Zeta 1" "Zeta 2" "Zeta 3" "Zeta 4" ) $AI Goals: ( goals ( ai-chase-any 89 ) ) +Flags:( ) #Events ;! 0 total #Goals ;! 2 total $Type: Primary +Name: WinAlpha $MessageNew: XSTR("Defeat Zeta team in a dogfight of at least two minutes", 485) $end_multi_text $Formula: ( and ( > ( team-score 1 ) ( team-score 2 ) ) ( has-time-elapsed 360 ) ) +Score: 100 +Team: 0 $Type: Primary +Name: WinZeta $MessageNew: XSTR("Defeat Alpha team in a dogfight of at least two minutes", 486) $end_multi_text $Formula: ( and ( > ( team-score 2 ) ( team-score 1 ) ) ( has-time-elapsed 360 ) ) +Score: 100 +Team: 1 #Waypoints ;! 1 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( 0.000000, 0.000000, 0.000000 ) ) #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 24 total $Num stars: 500 $Ambient light level: 0 $Sun: SunBlue +Angles: 0.000000 0.000000 1.221730 +Scale: 1.500000 $Starbitmap: planeta1 +Angles: 0.000000 0.000000 5.497783 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 3 +DivY: 3 $Starbitmap: dneb10 +Angles: 0.000000 0.000000 5.672316 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 0.000000 3.141590 5.759582 +ScaleX: 3.500000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 0.000000 4.712385 0.244346 +ScaleX: 1.000000 +ScaleY: 5.500000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 0.000000 3.141590 5.899208 +ScaleX: 2.000000 +ScaleY: 1.250000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 0.000000 0.000000 0.000000 +ScaleX: 3.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 0.000000 3.141590 6.073741 +ScaleX: 3.000000 +ScaleY: 1.250000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 6.265727 3.141590 0.436332 +ScaleX: 4.000000 +ScaleY: 0.800000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 6.265727 3.141590 0.872664 +ScaleX: 3.000000 +ScaleY: 0.400000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 0.000000 1.570795 1.221730 +ScaleX: 0.500000 +ScaleY: 1.200000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 0.000000 3.141590 1.134463 +ScaleX: 1.000000 +ScaleY: 0.150000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 6.265727 3.141590 0.872664 +ScaleX: 4.000000 +ScaleY: 0.200000 +DivX: 4 +DivY: 1 $Starbitmap: planetf +Angles: 5.497783 3.141590 3.490656 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: planetc +Angles: 5.497783 3.490656 3.385936 +ScaleX: 0.300000 +ScaleY: 0.300000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 0.000000 0.000000 3.141590 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb10 +Angles: 0.000000 0.000000 2.949604 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb17 +Angles: 0.000000 0.000000 2.617992 +ScaleX: 4.000000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 $Starbitmap: dneb17 +Angles: 0.488692 0.000000 3.141590 +ScaleX: 3.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 5.829395 1.221730 3.228857 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.712385 0.000000 0.000000 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb15 +Angles: 4.188787 0.000000 0.000000 +ScaleX: 3.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb10 +Angles: 4.188787 0.000000 5.759582 +ScaleX: 5.000000 +ScaleY: 3.500000 +DivX: 2 +DivY: 1 $Starbitmap: dneb10 +Angles: 1.570795 0.000000 0.000000 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb15 +Angles: 0.872664 0.000000 0.000000 +ScaleX: 3.500000 +ScaleY: 6.000000 +DivX: 1 +DivY: 2 #Asteroid Fields #Music $Event Music: 7: Revelation $Briefing Music: Brief1 #End #Mission Info $Version: 0.10 $Name: XSTR("*Team Chaos", 3417) $Author: Chad Nicholas $Created: 08/04/99 at 09:50:23 $Modified: 10/26/99 at 15:28:27 $Notes: Plain Jane TvT mission in a nebula.$End Notes: $Mission Desc: XSTR("Team vs. team mission in an electrostatically charged nebula.", 496) $end_multi_text +Game Type Flags: 18 +Flags: 4 +NebAwacs: 4000.000000 +Storm: s_emp +Num Players: 8 +Num Respawns: 99 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 0.000000, 2248.675293, -3894.818115 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Your task is to hunt down and destroy $h Zeta wing in a lightning-torn nebula.", 497) $end_multi_text $voice: MT09_MB_01.wav $camera_pos: 0.000000, 2589.343750, -4425.063477 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: GTF Ulysses $pos: -1500.000000, 0.000000, 0.000000 $label: Alpha +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: GTF Ulysses $pos: 1500.000000, 0.000000, 0.000000 $label: Zeta +id: 2 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Your task is to hunt down and destroy $h Alpha wing in a lightning-torn nebula.", 498) $end_multi_text $voice: MT09_MB_02.wav $camera_pos: 0.000000, 2589.343750, -4425.063477 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: GTF Ulysses $pos: 1500.000000, 0.000000, 0.000000 $label: Zeta +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: GTF Ulysses $pos: -1500.000000, 0.000000, 0.000000 $label: Alpha +id: 4 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 4 $Formula: ( and ( > ( team-score 1 ) ( team-score 2 ) ) ( has-time-elapsed 120 ) ) $Multi text XSTR("Congratulations! Your superior teamwork and skills enabled you to win this mission. Good work, pilots!", 423) $end_multi_text $Voice: MTG_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( > ( team-score 2 ) ( team-score 1 ) ) ( has-time-elapsed 120 ) ) $Multi text XSTR("Your team lost this engagement. Try to improve your skills and teamwork so that the outcome might be different next time.", 434) $end_multi_text $Voice: MTG_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( not ( has-time-elapsed 120 ) ) $Multi text XSTR("You left before the mission was over. This doesn't help your team's chances.", 483) $end_multi_text $Voice: MTG_DB_03.wav $Recommendation text: XSTR("In order for points to be awarded, you must engage the enemy for at least two minutes.", 484) $end_multi_text $Formula: ( = ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("This battle was indecisive and neither side now controls this sector. We must redouble our efforts.", 435) $end_multi_text $Voice: MT19-21_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text #Debriefing_info $Num stages: 4 $Formula: ( and ( > ( team-score 2 ) ( team-score 1 ) ) ( has-time-elapsed 120 ) ) $Multi text XSTR("Congratulations! Your superior teamwork and skills enabled you to win this mission. Good work, pilots!", 423) $end_multi_text $Voice: MTG_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( > ( team-score 1 ) ( team-score 2 ) ) ( has-time-elapsed 120 ) ) $Multi text XSTR("Your team lost this engagement. Try to improve your skills and teamwork so that the outcome might be different next time.", 434) $end_multi_text $Voice: MTG_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( not ( has-time-elapsed 120 ) ) $Multi text XSTR("You left before the mission was over. This doesn't help your team's chances.", 483) $end_multi_text $Voice: MTG_DB_03.wav $Recommendation text: XSTR("In order for points to be awarded, you must engage the enemy for at least two minutes.", 484) $end_multi_text $Formula: ( = ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("This battle was indecisive and neither side now controls this sector. We must redouble our efforts.", 435) $end_multi_text $Voice: MT19-21_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 8 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 4 "GTF Hercules" 4 "GTF Hercules Mark II" 4 "GTF Erinyes" 4 "GTF Loki" 4 "GTF Myrmidon" 4 "GTB Artemis" 4 "GTB Medusa" 4 "GTB Ursa" 4 "GTB Zeus" 4 "GTB Boanerges" 4 "GVF Seth" 4 "GVF Horus" 4 "GVF Thoth" 4 "GVF Serapis" 4 "GVF Tauret" 4 "GVB Sekhmet" 4 "GVB Osiris" 4 "GVB Bakha" 4 ) +Weaponry Pool: ( "Subach HL-7" 8 "Akheton SDG" 4 "Morning Star" 4 "Prometheus R" 8 "Prometheus S" 4 "Maxim" 4 "UD-8 Kayser" 4 "Circe" 4 "Lamprey" 4 "Rockeye" 500 "Tempest" 500 "Hornet" 660 "Tornado" 500 "Piranha" 500 "Stiletto II" 500 "EMP Adv." 500 ) $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 4 "GTF Hercules" 4 "GTF Hercules Mark II" 4 "GTF Erinyes" 4 "GTF Loki" 4 "GTF Myrmidon" 4 "GTB Artemis" 4 "GTB Medusa" 4 "GTB Ursa" 4 "GTB Zeus" 4 "GTB Boanerges" 4 "GVF Seth" 4 "GVF Horus" 4 "GVF Thoth" 4 "GVF Serapis" 4 "GVF Tauret" 4 "GVB Sekhmet" 4 "GVB Osiris" 4 "GVB Bakha" 4 ) +Weaponry Pool: ( "Subach HL-7" 8 "Akheton SDG" 4 "Morning Star" 4 "Prometheus R" 8 "Prometheus S" 4 "Maxim" 4 "UD-8 Kayser" 4 "Circe" 4 "Lamprey" 4 "Rockeye" 500 "Tempest" 500 "Hornet" 660 "Tornado" 500 "Piranha" 500 "Stiletto II" 500 "EMP Adv." 500 ) #Objects ;! 9 total $Name: Alpha 1 ;! Object #0 $Class: GTF Ulysses $Team: Friendly $Location: -2000.000000, 100.000000, 0.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Ulysses $Team: Friendly $Location: -2000.000000, 0.000000, 100.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTF Ulysses $Team: Friendly $Location: -2000.000000, 0.000000, -100.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GTF Ulysses $Team: Friendly $Location: -2000.000000, -100.000000, 0.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 1 ;! Object #4 $Class: GTF Ulysses $Team: Hostile $Location: 2000.000000, 100.000000, 0.000000 $Orientation: 0.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, -1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 2 ;! Object #5 $Class: GTF Ulysses $Team: Hostile $Location: 2000.000000, 0.000000, 100.000000 $Orientation: 0.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, -1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 3 ;! Object #6 $Class: GTF Ulysses $Team: Hostile $Location: 2000.000000, 0.000000, -100.000000 $Orientation: 0.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, -1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 4 ;! Object #7 $Class: GTF Ulysses $Team: Hostile $Location: 2000.000000, -100.000000, 0.000000 $Orientation: 0.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, -1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: GTI Ganymede 8 ;! Object #8 $Class: GTI Ganymede $Team: Unknown $Location: 0.000000, 0.000000, 0.000000 $Orientation: 0.755322, -0.642959, -0.126852, 0.215681, 0.426660, -0.878319, 0.618845, 0.636054, 0.460940 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 30 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: navigation $Damage: 100 +Subsystem: sensors01 $Damage: 100 +Subsystem: communications $Damage: 100 +Subsystem: sensors02 $Damage: 100 +Subsystem: storage $Damage: 99 +Subsystem: piece1a $Damage: 99 +Subsystem: piece2a $Damage: 99 +Subsystem: piece3a $Damage: 99 +Subsystem: piece4a $Damage: 99 +Subsystem: hose01 $Damage: 99 +Subsystem: hose02 $Damage: 99 +Subsystem: hose03 $Damage: 99 +Subsystem: hose04 $Damage: 99 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 #Wings ;! 2 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) $AI Goals: ( goals ( ai-chase-wing "Zeta" 89 ) ) +Hotkey: 0 +Flags:( ) $Name: Zeta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Zeta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Zeta 1" "Zeta 2" "Zeta 3" "Zeta 4" ) $AI Goals: ( goals ( ai-chase-wing "Alpha" 89 ) ) +Flags:( ) #Events ;! 0 total #Goals ;! 2 total $Type: Primary +Name: WinAlpha $MessageNew: XSTR("Defeat Zeta team in a dogfight of at least two minutes", 485) $end_multi_text $Formula: ( and ( > ( team-score 1 ) ( team-score 2 ) ) ( has-time-elapsed 360 ) ) +Score: 100 +Team: 0 $Type: Primary +Name: WinZeta $MessageNew: XSTR("Defeat Alpha team in a dogfight of at least two minutes", 486) $end_multi_text $Formula: ( and ( > ( team-score 2 ) ( team-score 1 ) ) ( has-time-elapsed 360 ) ) +Score: 100 +Team: 1 #Waypoints ;! 1 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( 0.000000, 0.000000, 0.000000 ) ) #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 500 $Ambient light level: 0 +Neb2: nbackblue2 +Neb2Flags: 34 $Sun: SunBlue +Angles: 0.000000 0.000000 0.000000 +Scale: 5.000000 #Asteroid Fields #Music $Event Music: 3: Leviticus $Briefing Music: Brief1 #End #Mission Info $Version: 0.10 $Name: XSTR("*Ganymede Showdown", 3418) $Author: Chad Nicholas $Created: 08/04/99 at 09:50:23 $Modified: 10/26/99 at 15:29:01 $Notes: $End Notes: $Mission Desc: XSTR("Team vs. team mission around a Ganymede repair facility.", 500) $end_multi_text +Game Type Flags: 18 +Flags: 0 +Num Players: 8 +Num Respawns: 99 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 0.000000, 2244.497559, -3893.664307 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("This team vs. team mission pits your team against $h Zeta team with a Ganymede installation in between. Good luck, pilots!", 501) $end_multi_text $voice: MT10_MB_01.wav $camera_pos: 0.000000, 2589.343750, -4425.063477 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: GTF Ulysses $pos: -1500.000000, 0.000000, 0.000000 $label: Alpha +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: GTF Ulysses $pos: 1500.000000, 0.000000, 0.000000 $label: Zeta +id: 2 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("This team vs. team mission pits your team against $h Alpha team with a Ganymede installation in between. Good luck, pilots!", 502) $end_multi_text $voice: MT10_MB_02.wav $camera_pos: 0.000000, 2589.343750, -4425.063477 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: GTF Ulysses $pos: 1500.000000, 0.000000, 0.000000 $label: Zeta +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: GTF Ulysses $pos: -1500.000000, 0.000000, 0.000000 $label: Alpha +id: 4 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 4 $Formula: ( and ( > ( team-score 1 ) ( team-score 2 ) ) ( has-time-elapsed 120 ) ) $Multi text XSTR("Congratulations! Your superior teamwork and skills enabled you to win this mission. Good work, pilots!", 423) $end_multi_text $Voice: MTG_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( > ( team-score 2 ) ( team-score 1 ) ) ( has-time-elapsed 120 ) ) $Multi text XSTR("Your team lost this engagement. Try to improve your skills and teamwork so that the outcome might be different next time.", 434) $end_multi_text $Voice: MTG_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( not ( has-time-elapsed 120 ) ) $Multi text XSTR("You left before the mission was over. This doesn't help your team's chances.", 483) $end_multi_text $Voice: MTG_DB_03.wav $Recommendation text: XSTR("In order for points to be awarded, you must engage the enemy for at least two minutes.", 484) $end_multi_text $Formula: ( = ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("This battle was indecisive and neither side now controls this sector. We must redouble our efforts.", 435) $end_multi_text $Voice: MT19-21_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text #Debriefing_info $Num stages: 4 $Formula: ( and ( > ( team-score 2 ) ( team-score 1 ) ) ( has-time-elapsed 120 ) ) $Multi text XSTR("Congratulations! Your superior teamwork and skills enabled you to win this mission. Good work, pilots!", 423) $end_multi_text $Voice: MTG_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( > ( team-score 1 ) ( team-score 2 ) ) ( has-time-elapsed 120 ) ) $Multi text XSTR("Your team lost this engagement. Try to improve your skills and teamwork so that the outcome might be different next time.", 434) $end_multi_text $Voice: MTG_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( not ( has-time-elapsed 120 ) ) $Multi text XSTR("You left before the mission was over. This doesn't help your team's chances.", 483) $end_multi_text $Voice: MTG_DB_03.wav $Recommendation text: XSTR("In order for points to be awarded, you must engage the enemy for at least two minutes.", 484) $end_multi_text $Formula: ( = ( team-score 2 ) ( team-score 1 ) ) $Multi text XSTR("This battle was indecisive and neither side now controls this sector. We must redouble our efforts.", 435) $end_multi_text $Voice: MT19-21_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 8 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 4 "GTF Hercules" 4 "GTF Hercules Mark II" 4 "GTF Erinyes" 4 "GTF Loki" 4 "GTF Myrmidon" 4 "GTB Artemis" 4 "GTB Medusa" 4 "GTB Ursa" 4 "GTB Zeus" 4 "GTB Boanerges" 4 "GVF Seth" 4 "GVF Horus" 4 "GVF Thoth" 4 "GVF Serapis" 4 "GVF Tauret" 4 "GVB Sekhmet" 4 "GVB Osiris" 4 "GVB Bakha" 4 ) +Weaponry Pool: ( "Subach HL-7" 8 "Akheton SDG" 4 "Morning Star" 4 "Prometheus R" 8 "Prometheus S" 4 "Maxim" 4 "UD-8 Kayser" 4 "Circe" 4 "Lamprey" 4 "Rockeye" 500 "Tempest" 500 "Hornet" 660 "Tornado" 500 "Piranha" 500 "Stiletto II" 500 "EMP Adv." 500 ) $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 4 "GTF Hercules" 4 "GTF Hercules Mark II" 4 "GTF Erinyes" 4 "GTF Loki" 4 "GTF Myrmidon" 4 "GTB Artemis" 4 "GTB Medusa" 4 "GTB Ursa" 4 "GTB Zeus" 4 "GTB Boanerges" 4 "GVF Seth" 4 "GVF Horus" 4 "GVF Thoth" 4 "GVF Serapis" 4 "GVF Tauret" 4 "GVB Sekhmet" 4 "GVB Osiris" 4 "GVB Bakha" 4 ) +Weaponry Pool: ( "Subach HL-7" 8 "Akheton SDG" 4 "Morning Star" 4 "Prometheus R" 8 "Prometheus S" 4 "Maxim" 4 "UD-8 Kayser" 4 "Circe" 4 "Lamprey" 4 "Rockeye" 500 "Tempest" 500 "Hornet" 660 "Tornado" 500 "Piranha" 500 "Stiletto II" 500 "EMP Adv." 500 ) #Objects ;! 10 total $Name: Alpha 1 ;! Object #0 $Class: GTF Ulysses $Team: Friendly $Location: -2000.000000, 100.000000, 0.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Ulysses $Team: Friendly $Location: -2000.000000, 0.000000, 100.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTF Ulysses $Team: Friendly $Location: -2000.000000, 0.000000, -100.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GTF Ulysses $Team: Friendly $Location: -2000.000000, -100.000000, 0.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 1 ;! Object #4 $Class: GTF Ulysses $Team: Hostile $Location: 2000.000000, 100.000000, 0.000000 $Orientation: 0.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, -1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 2 ;! Object #5 $Class: GTF Ulysses $Team: Hostile $Location: 2000.000000, 0.000000, 100.000000 $Orientation: 0.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, -1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 3 ;! Object #6 $Class: GTF Ulysses $Team: Hostile $Location: 2000.000000, 0.000000, -100.000000 $Orientation: 0.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, -1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Zeta 4 ;! Object #7 $Class: GTF Ulysses $Team: Hostile $Location: 2000.000000, -100.000000, 0.000000 $Orientation: 0.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, -1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: GTI Ganymede ;! Object #8 $Class: GTI Ganymede $Team: Unknown $Location: 0.000000, 0.000000, 0.000000 $Orientation: -0.801144, 0.598473, 0.000000, -0.598473, -0.801144, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 $Name: GTD Labam ;! Object #9 $Class: GTD Hades $Team: Unknown $Location: -0.000113, 107.411644, -125.001877 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03a +Subsystem: turret04a +Subsystem: turret05a +Subsystem: turret06a +Subsystem: turret07a +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 #Wings ;! 2 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Zeta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Zeta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Zeta 1" "Zeta 2" "Zeta 3" "Zeta 4" ) +Flags:( ) #Events ;! 1 total $Formula: ( when ( true ) ( turret-lock-all "GTD Labam" ) ) +Name: Start: disableTurrents +Repeat Count: 1 +Interval: 1 #Goals ;! 2 total $Type: Primary +Name: WinAlpha $MessageNew: XSTR("Defeat Zeta team in a dogfight of at least two minutes", 485) $end_multi_text $Formula: ( and ( > ( team-score 1 ) ( team-score 2 ) ) ( has-time-elapsed 360 ) ) +Score: 100 +Team: 0 $Type: Primary +Name: WinZeta $MessageNew: XSTR("Defeat Alpha team in a dogfight of at least two minutes", 486) $end_multi_text $Formula: ( and ( > ( team-score 2 ) ( team-score 1 ) ) ( has-time-elapsed 360 ) ) +Score: 100 +Team: 1 #Waypoints ;! 1 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( 0.000000, 0.000000, 0.000000 ) ) #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 36 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2.129300 2.949604 +ScaleX: 0.350000 +ScaleY: 0.350000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 1: Genesis $Briefing Music: Brief1 #End #Mission Info $Version: 0.10 $Name: XSTR("Old School Dogfight", 503) $Author: Chad Nicholas /JA $Created: 07/28/99 at 11:11:28 $Modified: 09/14/99 at 13:29:27 $Notes: FS1 ships without shields dogfighing. -chad$End Notes: $Mission Desc: XSTR("12-player dogfight around an Arcadia-class Terran installation, with only old ships. ", 504) $end_multi_text +Game Type Flags: 34 +Flags: 0 +Num Players: 12 +Num Respawns: 99 +Red Alert: 0 +Scramble: 0 +Disallow Support: 1 +Player Entry Delay: 1.000000 +Viewer pos: 287.553528, 4786.677246, -5208.208984 +Viewer orient: 0.999879, 0.000000, -0.015563, 0.010937, 0.711426, 0.702676, 0.011072, -0.702761, 0.711340 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score.", 376) $end_multi_text $voice: DOG_MB_01.wav $camera_pos: 287.553528, 4786.677246, -5208.208984 $camera_orient: 0.999879, 0.000000, -0.015563, 0.010937, 0.711426, 0.702676, 0.011072, -0.702761, 0.711340 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 15 $team: Unknown $class: GTI Arcadia $pos: 0.000000, 0.000000, 0.000000 $label: GTI Arcadia +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Ulysses $pos: -750.000000, -1250.000000, -750.000000 $label: Hostile +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Ulysses $pos: -931.332458, 1250.000000, -859.807739 +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Ulysses $pos: 1175.768188, 1249.999878, -809.204895 $label: Hostile +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Hostile $class: GTF Ulysses $pos: 566.363892, -1250.000000, -350.188751 $label: Hostile +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Players ;! 12 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 12 "GTF Hercules" 12 "GTF Loki" 12 "GVF Horus" 5 "GVF Thoth" 12 ) +Weaponry Pool: ( "Subach HL-D" 99 "Mekhu HL-7D" 99 "MorningStar D" 99 "Prometheus D" 99 "Rockeye" 9999 "Tempest D" 9999 "Hornet" 9999 "Tornado D" 9999 "Harpoon D" 9999 ) #Objects ;! 13 total $Name: Alpha 1 ;! Object #0 $Class: GTF Ulysses $Team: Friendly $Location: 0.000000, 0.000000, -1250.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Ulysses $Team: Friendly $Location: -750.000000, -1250.000000, -750.000000 $Orientation: 0.707107, 0.000000, -0.707107, -0.408248, 0.816497, -0.408248, 0.577350, 0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTF Ulysses $Team: Friendly $Location: -750.000000, 1250.000000, -750.000000 $Orientation: 0.707107, 0.000000, -0.707107, 0.408248, 0.816497, 0.408248, 0.577350, -0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GTF Ulysses $Team: Friendly $Location: -1250.000000, 0.000000, 0.000000 $Orientation: 0.000000, 0.000000, -1.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #4 $Class: GTF Ulysses $Team: Friendly $Location: -750.000000, -1250.000000, 750.000000 $Orientation: -0.707107, 0.000000, -0.707107, -0.408248, 0.816497, 0.408248, 0.577350, 0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #5 $Class: GTF Ulysses $Team: Friendly $Location: -750.000000, 1250.000000, 750.000000 $Orientation: -0.707107, 0.000000, -0.707107, 0.408248, 0.816497, -0.408248, 0.577350, -0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #6 $Class: GTF Ulysses $Team: Friendly $Location: 0.000000, 0.000000, 1250.000000 $Orientation: -1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, -1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #7 $Class: GTF Ulysses $Team: Friendly $Location: 750.000000, -1250.000000, 750.000000 $Orientation: -0.707107, 0.000000, 0.707107, 0.408248, 0.816497, 0.408248, -0.577350, 0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #8 $Class: GTF Ulysses $Team: Friendly $Location: 750.000000, 1250.000000, 750.000000 $Orientation: -0.707107, 0.000000, 0.707107, -0.408248, 0.816497, -0.408248, -0.577350, -0.577350, -0.577350 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 2 ;! Object #9 $Class: GTF Ulysses $Team: Friendly $Location: 1250.000000, 0.000000, 0.000000 $Orientation: 0.000000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000000, -1.000000, 0.000000, 0.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 3 ;! Object #10 $Class: GTF Ulysses $Team: Friendly $Location: 750.000000, -1250.000000, -750.000000 $Orientation: 0.707107, 0.000000, 0.707107, 0.408248, 0.816497, -0.408248, -0.577350, 0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 4 ;! Object #11 $Class: GTF Ulysses $Team: Friendly $Location: 750.000000, 1250.000000, -750.000000 $Orientation: 0.707107, 0.000000, 0.707107, -0.408248, 0.816497, 0.408248, -0.577350, -0.577350, 0.577350 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-D" "Prometheus D" ) +Secondary Banks: ( "Harpoon D" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: GTI Arcadia 12 ;! Object #12 $Class: GTI Arcadia $Team: Unknown $Location: 0.000000, 0.000000, 0.000000 $Orientation: -0.493191, 0.867825, 0.060355, -0.527944, -0.243448, -0.813639, -0.691403, -0.433143, 0.578229 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 1 total $Formula: ( when ( true ) ( turret-lock-all "GTI Arcadia 12" ) ( beam-lock-all "GTI Arcadia 12" ) ) +Name: Start: shutdownArcadia +Repeat Count: 1 +Interval: 1 #Goals ;! 1 total $Type: Primary +Name: Goal name $MessageNew: XSTR("Score as many kills as possible during mission", 361) $end_multi_text $Formula: ( has-time-elapsed 99999 ) #Waypoints ;! 0 lists total #Messages ;! 207 total #Reinforcements ;! 0 total #Background bitmaps ;! 34 total $Num stars: 998 $Ambient light level: 0 $Sun: SunWhite +Angles: 0.488692 0.000000 1.378809 +Scale: 1.000000 $Starbitmap: dneb04 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb05 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 0.000000 1.308996 0.558505 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb04 +Angles: 6.021381 0.890117 5.794488 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 5.951568 2.740165 5.602502 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 0.000000 0.000000 5.951568 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 5.881755 5.009091 5.532689 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.585049 0.383972 5.393063 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 0.558505 0.628318 6.126101 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb15 +Angles: 5.218530 0.000000 5.218530 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 5.009091 5.585049 5.218530 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.585049 5.585049 0.925024 +ScaleX: 2.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 5.777035 2.321286 0.802851 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 6.021381 4.468040 0.628318 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 5.585049 0.575958 0.925024 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb04 +Angles: 5.358157 2.740165 0.628318 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 5.131264 5.951568 0.506145 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 4.991638 0.855211 0.418879 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb05 +Angles: 4.764745 1.692968 0.191986 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb04 +Angles: 5.253437 3.455749 1.117010 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 5.078904 1.256636 1.308996 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 3.508109 0.383972 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb06 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 4.886918 4.276053 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 4.345866 0.366519 2.216566 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 3.874628 1.570795 2.408552 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb06 +Angles: 4.031707 0.558505 0.959930 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb15 +Angles: 4.345866 1.797688 0.715584 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 4.520399 2.146753 0.541052 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 3.961894 1.570795 0.506145 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 #Asteroid Fields #Music $Event Music: 4: Numbers $Briefing Music: Brief2 #End #Mission Info $Version: 0.10 $Name: XSTR("Surrender, Belisarius!", 505) $Author: Brad Johnson $Created: 04/15/99 at 10:36:45 $Modified: 09/14/99 at 19:07:52 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("The 53rd Hammerheads, GTD Aquitaine, must defend a convoy of Vasudan transports escaping Cygnus Prime. ", 506) $end_multi_text +Game Type Flags: 1 +Flags: 0 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -2759.583008, 11636.937500, 12197.359375 +Viewer orient: -1.000000, 0.000001, -0.000189, 0.000113, 0.802291, -0.596933, 0.000151, -0.596933, -0.802291 +SquadReassignName: 53rd Hammerheads +SquadReassignLogo: hammer.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Sexp_variables $Variables: ( 0 "Cancer" "20" "number" ) #Command Briefing $Stage Text: XSTR("Welcome to the Aquitaine This is Admiral Petrarch, commanding officer of the GTD Aquitaine. For those squadrons joining us here in Vega, welcome aboard. With a complement of 150 combat spacecraft, the Aquitaine serves as flagship of the GTVA 3rd Fleet, based in the Capella system. You join an elite crew of 10,000, the finest officers and enlisted personnel serving the Alliance today.", 507) $end_multi_text $Ani Filename: cb_sm1-01_a.ani +Wave Filename: SM101_CB_01.wav $Stage Text: XSTR("The Neo-Terran Front After 18 months of fighting, Admiral Bosch's Neo-Terran Front has become the most significant threat to regional security since the Great War ended 32 years ago. The NTF demands the independence of their systems and the revocation of the Beta Aquilae Convention, or BETAC. The BETAC treaty centralized power in the GTVA as the supreme authority in Terran-Vasudan space.", 508) $end_multi_text $Ani Filename: cb_sm1-01_b.ani +Wave Filename: SM101_CB_02.wav $Stage Text: XSTR("The Ideology of Neo-Terra Integral to NTF ideology is Bosch's vision of Neo-Terra, a utopian society where the lost grandeur of Earth will be restored. Bosch and his followers oppose any alliance with the Vasudans as a threat to the future of the human race. The rebels are entrenched in Polaris, Regulus, and Sirius. But before we hit these strongholds, we must secure Epsilon Pegasi, Alpha Centauri, and Deneb. These contested systems are now the focal point of allied operations.", 509) $end_multi_text $Ani Filename: cb_sm1-01_c.ani +Wave Filename: SM101_CB_03.wav $Stage Text: XSTR("The Battle of Deneb Allied Command has ordered the Aquitaine into the Deneb system. There we will reinforce the 13th Vasudan Battle Group, led by the GVD Psamtik. Both the NTF and the GTVA have sustained heavy casualties in the battle for Deneb. In the past seventy-two hours, we have lost the GVC Andromeda, the GTC Trafalgar, and over 15 fighter wings. Command anticipates the arrival of the Aquitaine and the Psamtik will shift the battle for Deneb in our favor and force the NTF to withdraw to Sirius.", 510) $end_multi_text $Ani Filename: cb_sm1-01_d.ani +Wave Filename: SM101_CB_04.wav #Briefing $start_briefing $num_stages: 4 $start_stage $multi_text XSTR("This is Captain Loukakis, squadron leader of the 53rd Hammerheads. At 0320 hours, the $f Aquitaine entered the Deneb system. Admiral Petrarch launched fighter and bomber wings as part of an all-out attack against $h NTF positions throughout the system. He has kept the Hammerheads on standby, until now.", 511) $end_multi_text $voice: SM101_MB_01.wav $camera_pos: -2755.950439, 16520.009766, 16621.408203 $camera_orient: -1.000000, 0.000001, -0.000189, 0.000113, 0.802291, -0.596933, 0.000151, -0.596933, -0.802291 $camera_time: 500 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 7 $team: Friendly $class: GTNB Pharos $pos: -1222.768066, 1500.442383, -4605.637207 $label: Cygnus Prime +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("A situation is developing near the inhabited planet of Cygnus Prime. We have over 100,000 Vasudan refugees fleeing their colonies in transports. Allied ships are rescuing the Vasudans as quickly as possible, though the logistics of this operation leave many refugees still vulnerable to rebel attack.", 512) $end_multi_text $voice: SM101_MB_02.wav $camera_pos: -8920.729492, 16520.009766, 16620.251953 $camera_orient: -1.000000, 0.000001, -0.000189, 0.000113, 0.802291, -0.596933, 0.000151, -0.596933, -0.802291 $camera_time: 800 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 7 $team: Friendly $class: GTNB Pharos $pos: -1222.768066, 1500.442383, -4605.637207 $label: Cygnus Prime +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 14 $team: Friendly $class: GVFr Satis $pos: -10068.556641, 19.425222, -6081.248535 $label: Iota +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("At 0545, we received a distress signal from a refugee convoy 900 clicks, or kilometers, from the outer orbit of Cygnus Prime. The Vasudans responded with a wing of Serapis fighters, designated Epsilon, which have just called in for reinforcements. Alpha wing, you're going in.", 513) $end_multi_text $voice: SM101_MB_03.wav $camera_pos: -8920.729492, 16520.009766, 16620.251953 $camera_orient: -1.000000, 0.000001, -0.000189, 0.000113, 0.802291, -0.596933, 0.000151, -0.596933, -0.802291 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 7 $team: Friendly $class: GTNB Pharos $pos: -1222.768066, 1500.442383, -4605.637207 $label: Cygnus Prime +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 14 $team: Friendly $class: GVFr Satis $pos: -17900.367188, 19.426117, -6521.108887 $label: Iota +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Neutral $class: GTF Hercules $pos: -14703.633789, 0.000019, -10335.233398 $label: Rebel Wing +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Because these transports do not have jump drives, you must protect the convoy until a recovery ship arrives. With all warships engaged and other convoys in dire need of protection, we do not know when a craft will become available. Command will keep you updated and send in reinforcements as needed.", 514) $end_multi_text $voice: SM101_MB_04.wav $camera_pos: -16304.275391, 9013.595703, 3673.245605 $camera_orient: -1.000000, 0.000001, -0.000189, 0.000113, 0.802291, -0.596933, 0.000151, -0.596933, -0.802291 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 7 $team: Friendly $class: GTNB Pharos $pos: -1222.768066, 1500.442383, -4605.637207 $label: Cygnus Prime +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 14 $team: Friendly $class: GVFr Satis $pos: -17900.367188, 19.426117, -6521.108887 $label: Iota +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Neutral $class: GTF Hercules $pos: -14703.633789, 0.000019, -10335.233398 $label: Rebel Wing +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 4 $Formula: ( and ( not ( is-destroyed-delay 0 "Iota 1" ) ) ( not ( is-destroyed-delay 0 "Iota 2" ) ) ( is-goal-true-delay "Protect Iota" 0 ) ) $Multi text XSTR("Good work, pilot. You held off the rebel attack and saved both Vasudan transports from destruction. Your squadmates and I all agree: you'll make a fine addition to the 53rd Hammerheads. Command reports that 75 percent of the refugees have been recovered with few casualties. The remaining 25 percent are under allied protection and will be rescued shortly. We have also won major victories against the NTF. The NTD Jacobus and the NTC Hengst have been destroyed, and our blockades of the Alpha Centauri and Sirius jump nodes has isolated the rebel fleet. Furthermore, 600,000 ground troops will soon land on the surface of Cygnus Prime in our effort to retake the planet. Prepare for your next mission, pilot. The battle for Deneb is not over yet.", 515) $end_multi_text $Voice: SM101_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Iota" ) ) ( or ( is-destroyed-delay 0 "Iota 1" ) ( is-destroyed-delay 0 "Iota 2" ) ) ( is-goal-true-delay "Protect Iota" 0 ) ) $Multi text XSTR("As officers of the GTVA, we have sworn to protect all citizens of the Alliance. The destruction of the Iota transport is unfortunate, pilot. If this were not your first sortie, I would recommend your immediate transfer out of the fighter corps. We'll give you another chance. Command reports heavy casualties among the Vasudan refugee convoys. Only 50 percent have been recovered, and the survivors remain at great risk. Our efforts to drive the rebels out of Deneb have stalled. Though we destroyed the NTC Hengst, we have lost the GTC Coriolanus and the GVC Mirage. Blockade runners continue to supply the rebel fleet, and the operation to liberate Cygnus Prime has been delayed. The Alliance remains committed to this counter-insurgency effort, though the battle for Deneb will not be won without sacrifice.", 516) $end_multi_text $Voice: SM101_DB_02.wav $Recommendation text: XSTR("Engage the rebel fighters before they reach the transports. Use your missiles to take them down quickly, and stay close to the convoy.", 517) $end_multi_text $Formula: ( is-destroyed-delay 0 "Iota" ) $Multi text XSTR("As officers of the GTVA, we have sworn to protect all citizens of the Alliance. The destruction of both Iota transports is a travesty, pilot. You have disgraced the 53rd Hammerheads, and I will recommend your immediate discharge from the fighter corps. The Alliance's offensive is now in shambles. Only 25 percent of the Vasudan refugees have been recovered, while the NTF continues to massacre thousands without mercy. Command reports we have lost the GTD Aeneas, the GTC Coriolanus, and the GVC Mirage. Our efforts to blockade the Alpha Centauri and Sirius jump nodes have failed. The Security Council will order the fleet to withdraw from Deneb and negotiate terms with the NTF.", 518) $end_multi_text $Voice: SM101_DB_03.wav $Recommendation text: XSTR("Engage the rebel fighters before they reach the transports. Use your missiles to take them down quickly, and stay close to the convoy.", 517) $end_multi_text $Formula: ( and ( not ( is-event-true-delay "Iota Protected" 0 ) ) ( not ( is-event-true-delay "Mission Over" 0 ) ) ) $Multi text XSTR("You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.", 180) $end_multi_text $Voice: 1_JOE.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( ) +Weaponry Pool: ( "Subach HL-7" 4 "Akheton SDG" 4 "Rockeye" 35 "Tempest" 970 ) #Objects ;! 28 total $Name: Alpha 1 ;! Object #0 $Class: GTF Myrmidon $Team: Friendly $Location: 118.313713, 626.684265, 1644.607056 $Orientation: 0.992809, -0.039923, 0.112859, 0.000000, 0.942755, 0.333488, -0.119712, -0.331089, 0.935976 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Iota 1 ;! Object #1 $Class: GVFr Satis $Team: Friendly $Location: -230.688797, -31.713612, 3018.263672 $Orientation: -0.999968, 0.000000, -0.007956, 0.000000, 1.000000, 0.000000, 0.007956, 0.000000, -0.999968 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Refugees", 519) +Initial Hull: 67 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-main +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "beam-protect-ship" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 97 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Iota 2 ;! Object #2 $Class: GVFr Satis $Team: Friendly $Location: 9.560104, 70.566818, 3610.557129 $Orientation: -0.999999, 0.000000, -0.001400, 0.000000, 1.000000, 0.000000, 0.001400, 0.000000, -0.999999 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Refugees", 519) +Initial Hull: 78 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-main $Damage: 2 +Subsystem: turret02 $Damage: 22 +Subsystem: turret03 $Damage: 7 +Subsystem: turret04 +Subsystem: turret05 $Damage: 14 +Subsystem: communication $Damage: 12 +Subsystem: engine $Damage: 3 +Subsystem: navigation $Damage: 2 +Subsystem: sensors $Damage: 10 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "beam-protect-ship" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 97 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 100 $Name: Alpha 2 ;! Object #3 $Class: GTF Myrmidon $Team: Friendly $Location: -26.030081, 662.067627, 1729.157715 $Orientation: 0.992809, -0.039923, 0.112859, 0.000000, 0.942755, 0.333488, -0.119712, -0.331090, 0.935975 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 0 $Name: Psamtik ;! Object #4 $Class: GVD Hatshepsut $Team: Friendly $Location: -7364.884277, -333.673309, -4172.427246 $Orientation: -0.377478, 0.865180, -0.330124, 0.386776, 0.471219, 0.792695, 0.841379, 0.171540, -0.512504 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 97 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Sbank Ammo: ( 0 ) +Subsystem: turret06 +Sbank Ammo: ( 0 ) +Subsystem: turret07 +Sbank Ammo: ( 0 ) +Subsystem: turret08 +Sbank Ammo: ( 0 ) +Subsystem: turret09 +Sbank Ammo: ( 0 ) +Subsystem: turret10 +Secondary Banks: ( "" ) +Sbank Ammo: ( 0 ) +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 +Subsystem: turret27 +Subsystem: turret28 +Subsystem: turret29 +Subsystem: turret30 $Arrival Location: Hyperspace +Arrival Delay: 215 $Arrival Cue: ( not ( is-destroyed-delay 0 "Iota" ) ) $Departure Location: Hyperspace $Departure Cue: ( or ( is-event-true-delay "Coordinates Received" 5 ) ( is-destroyed-delay 10 "Iota" ) ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" "invulnerable" )+Respawn priority: 0 +Escort priority: 96 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 $Name: Epsilon 1 ;! Object #5 $Class: GVF Serapis $Team: Friendly $Location: -1117.804443, 342.250519, 3308.007813 $Orientation: -0.905515, 0.000000, -0.424315, -0.016489, 0.999245, 0.035190, 0.423994, 0.038861, -0.904831 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 45 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "" ) +Secondary Banks: ( "Rockeye" "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 14 +Persona Index: 5 $Name: Epsilon 2 ;! Object #6 $Class: GVF Serapis $Team: Friendly $Location: 232.739761, -209.338226, 2937.627441 $Orientation: -0.911793, 0.000000, -0.410650, -0.016361, 0.999206, 0.036328, 0.410324, 0.039842, -0.911069 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 34 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "" ) +Secondary Banks: ( "Rockeye" "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 14 +Persona Index: 5 $Name: Belisarius ;! Object #7 $Class: GTCv Deimos $Team: Neutral $Location: 1851.318481, 1644.992188, -8971.079102 $Orientation: 0.775698, 0.051776, 0.628977, -0.089930, 0.995527, 0.028958, -0.624665, -0.079027, 0.776884 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 24 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 $Damage: 5 +Subsystem: turret02 $Damage: 5 +Primary Banks: ( "Green Beam" ) +Subsystem: turret03 $Damage: 12 +Subsystem: turret04 +Subsystem: turret05 $Damage: 2 +Subsystem: turret06 $Damage: 1 +Subsystem: turret07 $Damage: 6 +Subsystem: turret08 $Damage: 2 +Primary Banks: ( "Green Beam" ) +Subsystem: turret09 $Damage: 14 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Primary Banks: ( "Green Beam" ) +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 $Damage: 1 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret21 $Damage: 12 +Subsystem: turret22 +Subsystem: turret23 +Primary Banks: ( "Green Beam" ) +Subsystem: turret24 $Damage: 15 +Subsystem: turret25 +Subsystem: turret26 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Muahahaha" 10 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 50 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Zeta 1 ;! Object #8 $Class: GVF Serapis $Team: Friendly $Location: -5429.643555, -0.000166, -6993.861816 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "" ) +Secondary Banks: ( "Rockeye" "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 14 +Persona Index: 5 $Name: Zeta 2 ;! Object #9 $Class: GVF Serapis $Team: Friendly $Location: -5327.067871, -0.000082, -6773.891602 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "" ) +Secondary Banks: ( "Rockeye" "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 14 $Name: Zeta 3 ;! Object #10 $Class: GVF Serapis $Team: Friendly $Location: -5480.336426, 0.000189, -6747.118652 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "" ) +Secondary Banks: ( "Rockeye" "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 14 $Name: Zeta 4 ;! Object #11 $Class: GVF Serapis $Team: Friendly $Location: -5319.478516, 0.000072, -6512.459961 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "" ) +Secondary Banks: ( "Rockeye" "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 14 $Name: Theta 1 ;! Object #12 $Class: GVF Serapis $Team: Friendly $Location: -4993.506836, 0.000356, -7004.982422 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "" ) +Secondary Banks: ( "Rockeye" "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 14 $Name: Theta 2 ;! Object #13 $Class: GVF Serapis $Team: Friendly $Location: -5095.791992, 0.000369, -7008.471680 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "" ) +Secondary Banks: ( "Rockeye" "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 14 $Name: Theta 3 ;! Object #14 $Class: GVF Serapis $Team: Friendly $Location: -5196.297363, 0.000378, -6998.143555 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "" ) +Secondary Banks: ( "Rockeye" "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 14 $Name: Theta 4 ;! Object #15 $Class: GVF Serapis $Team: Friendly $Location: -5000.547363, 0.000365, -6909.797363 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "" ) +Secondary Banks: ( "Rockeye" "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 14 $Name: Leo 1 ;! Object #16 $Class: GTF Hercules $Team: Neutral $Location: -164.699997, 0.000000, -433.899994 $Orientation: 0.999817, 0.000000, 0.019112, -0.000176, 0.999958, 0.009183, -0.019111, -0.009185, 0.999775 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Harpoon#Weak" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Leo 2 ;! Object #17 $Class: GTF Hercules $Team: Neutral $Location: 242.148056, -0.000177, -498.894775 $Orientation: 0.991084, 0.000000, 0.133239, -0.001191, 0.999960, 0.008856, -0.133233, -0.008936, 0.991044 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Harpoon#Weak" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Cancer 1 ;! Object #18 $Class: GTF Hercules $Team: Neutral $Location: -185.588364, 0.000020, -1252.490723 $Orientation: 0.999817, 0.000000, 0.019112, -0.000176, 0.999958, 0.009183, -0.019111, -0.009185, 0.999775 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Harpoon#Weak" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Cancer 2 ;! Object #19 $Class: GTF Hercules $Team: Neutral $Location: 221.259689, -0.000157, -1317.485596 $Orientation: 0.991084, 0.000000, 0.133239, -0.001191, 0.999960, 0.008856, -0.133233, -0.008936, 0.991044 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Harpoon#Weak" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Gemini 1 ;! Object #20 $Class: GTF Hercules $Team: Neutral $Location: -215.757309, 0.000077, -1882.534180 $Orientation: 0.999817, 0.000000, 0.019112, -0.000176, 0.999958, 0.009183, -0.019111, -0.009185, 0.999775 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Harpoon#Weak" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Gemini 2 ;! Object #21 $Class: GTF Hercules $Team: Neutral $Location: 191.090744, -0.000100, -1947.529053 $Orientation: 0.991084, 0.000000, 0.133239, -0.001191, 0.999960, 0.008856, -0.133233, -0.008936, 0.991044 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Harpoon#Weak" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Aquarius 1 ;! Object #22 $Class: GTF Hercules $Team: Neutral $Location: -126.086639, -0.000121, -2865.378906 $Orientation: 0.999817, 0.000000, 0.019112, -0.000176, 0.999958, 0.009183, -0.019111, -0.009185, 0.999775 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Harpoon#Weak" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Aquarius 2 ;! Object #23 $Class: GTF Hercules $Team: Neutral $Location: 280.761414, -0.000298, -2930.374023 $Orientation: 0.991084, 0.000000, 0.133239, -0.001191, 0.999960, 0.008856, -0.133233, -0.008936, 0.991044 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Harpoon#Weak" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Aquarius 3 ;! Object #24 $Class: GTF Hercules $Team: Neutral $Location: 61.121696, -0.001285, -3076.128418 $Orientation: 0.997619, 0.000000, 0.068960, -0.000596, 0.999963, 0.008616, -0.068957, -0.008637, 0.997582 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Harpoon#Weak" "Hornet#Weak" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Aries 1 ;! Object #25 $Class: GTF Hercules $Team: Neutral $Location: -90.825630, -0.000098, -3424.756104 $Orientation: 0.999817, 0.000000, 0.019112, -0.000176, 0.999958, 0.009183, -0.019111, -0.009185, 0.999775 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Harpoon#Weak" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Aries 2 ;! Object #26 $Class: GTF Hercules $Team: Neutral $Location: 316.022400, -0.000275, -3489.751221 $Orientation: 0.991084, 0.000000, 0.133239, -0.001191, 0.999960, 0.008856, -0.133233, -0.008936, 0.991044 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Harpoon#Weak" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Aries 3 ;! Object #27 $Class: GTF Hercules $Team: Neutral $Location: 96.382706, -0.001262, -3635.505615 $Orientation: 0.997619, 0.000000, 0.068960, -0.000596, 0.999963, 0.008616, -0.068957, -0.008637, 0.997582 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Harpoon#Weak" "Hornet#Weak" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 #Wings ;! 10 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Alpha 1" "Alpha 2" ) +Hotkey: 0 +Flags:( ) $Name: Iota $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Iota 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Iota 1" "Iota 2" ) $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 89 ) ) +Flags:( ) $Name: Epsilon $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Epsilon 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Epsilon 1" "Epsilon 2" ) $AI Goals: ( goals ( ai-guard-wing "Iota" 89 ) ) +Flags:( ) $Name: Zeta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Zeta 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Psamtik $Arrival Cue: ( is-event-true-delay "Deploying" 5 ) $Departure Location: Docking Bay $Departure Anchor: Psamtik $Departure Cue: ( is-event-true-delay "Zeta and Theta Return" 0 ) $Ships: ( ;! 4 total "Zeta 1" "Zeta 2" "Zeta 3" "Zeta 4" ) $AI Goals: ( goals ( ai-guard "Psamtik" 89 ) ) +Flags:( "no-arrival-message" ) $Name: Theta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Theta 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Psamtik $Arrival Cue: ( has-arrived-delay 10 "Zeta" ) $Departure Location: Docking Bay $Departure Anchor: Psamtik $Departure Cue: ( is-event-true-delay "Zeta and Theta Return" 0 ) $Ships: ( ;! 4 total "Theta 1" "Theta 2" "Theta 3" "Theta 4" ) $AI Goals: ( goals ( ai-guard "Psamtik" 89 ) ) +Flags:( "no-arrival-message" ) $Name: Leo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Leo 1 $Arrival Location: Near Ship +Arrival Distance: 1600 $Arrival Anchor: Iota 1 $Arrival Cue: ( is-event-true-delay "Alpha 2" 12 ) $Departure Location: Hyperspace $Departure Cue: ( is-destroyed-delay 12 "Belisarius" ) $Ships: ( ;! 2 total "Leo 1" "Leo 2" ) $AI Goals: ( goals ( ai-chase "Iota 1" 89 ) ( ai-chase "Iota 2" 75 ) ( ai-chase-wing "Alpha" 50 ) ) +Flags:( "no-arrival-message" ) $Name: Cancer $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Near Ship +Arrival Distance: 1600 $Arrival Anchor: Iota 1 $Arrival Cue: ( and ( is-destroyed-delay ( rand 5 10 ) "Leo" ) ( not ( has-arrived-delay 0 "Psamtik" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Psmatik No Fighters" 8 ) $Ships: ( ;! 2 total "Cancer 1" "Cancer 2" ) $AI Goals: ( goals ( ai-chase "Iota 2" 89 ) ( ai-chase-wing "Alpha" 75 ) ( ai-chase "Iota 1" 50 ) ( ai-chase-wing "Epsilon" 50 ) ) +Flags:( ) $Name: Gemini $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gemini 1 $Arrival Location: Near Ship +Arrival Distance: 1600 $Arrival Anchor: Iota 1 $Arrival Cue: ( and ( is-destroyed-delay ( rand 5 10 ) "Cancer" ) ( not ( is-event-true-delay "Psmatik No Fighters" 0 ) ) ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Psmatik No Fighters" 8 ) $Ships: ( ;! 2 total "Gemini 1" "Gemini 2" ) $AI Goals: ( goals ( ai-chase-wing "Alpha" 89 ) ( ai-chase-wing "Epsilon" 75 ) ( ai-chase "Iota 1" 50 ) ( ai-chase "Iota 2" 50 ) ) +Flags:( ) $Name: Aquarius $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aquarius 1 $Arrival Location: Near Ship +Arrival Distance: 1600 $Arrival Anchor: Iota 1 $Arrival Cue: ( and ( is-destroyed-delay ( rand 5 10 ) "Gemini" ) ( not ( is-event-true-delay "Psmatik No Fighters" 0 ) ) ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Psmatik No Fighters" 8 ) $Ships: ( ;! 3 total "Aquarius 1" "Aquarius 2" "Aquarius 3" ) $AI Goals: ( goals ( ai-chase "Iota 1" 75 ) ( ai-chase "Iota 2" 50 ) ( ai-chase-wing "Alpha" 50 ) ( ai-chase-wing "Epsilon" 50 ) ) +Flags:( ) $Name: Aries $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aries 1 $Arrival Location: Near Ship +Arrival Distance: 1600 $Arrival Anchor: Iota 1 $Arrival Cue: ( and ( is-destroyed-delay ( rand 5 10 ) "Aquarius" ) ( not ( is-event-true-delay "Psmatik No Fighters" 0 ) ) ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Psmatik No Fighters" 8 ) $Ships: ( ;! 3 total "Aries 1" "Aries 2" "Aries 3" ) $AI Goals: ( goals ( ai-chase "Iota 2" 50 ) ( ai-chase "Iota 1" 50 ) ( ai-chase-wing "Alpha" 50 ) ( ai-chase "Psamtik" 50 ) ( ai-chase-wing "Epsilon" 50 ) ) +Flags:( ) #Events ;! 62 total $Formula: ( when ( is-event-true-delay "Commence" 0 ) ( clear-goals "Iota" ) ( add-goal "Iota 1" ( ai-dock "Psamtik" "docking point" "bottom dock" 89 ) ) ) +Name: Iota 1 Dock +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-event-true-delay "Commence" 0 ) ( or ( is-destroyed-delay 0 "Iota 1" ) ( has-undocked-delay "Iota 1" "Psamtik" 1 0 ) ) ) ( add-goal "Iota 2" ( ai-dock "Psamtik" "docking point" "bottom dock" 89 ) ) ( add-goal "Alpha" ( ai-guard "Psamtik" 89 ) ) ( add-goal "Epsilon" ( ai-guard "Psamtik" 89 ) ) ) +Name: Iota 2 Dock +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-docked-delay "Iota 1" "Psamtik" 1 10 ) ( is-event-true-delay "Iota 1 Clear" 3 ) ) ( add-goal "Iota 1" ( ai-undock 89 ) ) ( add-goal "Iota 1" ( ai-waypoints-once "Waypoint path 3" 89 ) ) ( add-goal "Alpha" ( ai-guard "Psamtik" 89 ) ) ( add-goal "Epsilon" ( ai-guard "Psamtik" 89 ) ) ) +Name: Iota 1 Undock +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-docked-delay "Iota 2" "Psamtik" 1 10 ) ( is-event-true-delay "Iota 2 Engage" 1 ) ) ( add-goal "Iota 2" ( ai-undock 89 ) ) ( add-goal "Iota 2" ( ai-waypoints-once "Waypoint path 4" 89 ) ) ) +Name: Iota 2 Undock +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-docked-delay "Iota 1" "Psamtik" 1 8 ) ( not ( is-destroyed-delay 0 "Iota 1" ) ) ) ( transfer-cargo "Iota 1" "Psamtik" ) ) +Name: Iota 1 Exchange +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-docked-delay "Iota 2" "Psamtik" 1 8 ) ( not ( is-destroyed-delay 0 "Iota 2" ) ) ) ( transfer-cargo "Iota 2" "Psamtik" ) ) +Name: Iota 2 Exchange +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Iota" ) ) ( has-arrived-delay 2 "Zeta" ) ) ( do-nothing ) ) +Name: Protect Iota +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( or ( not ( is-destroyed-delay 0 "Iota 1" ) ) ( not ( is-destroyed-delay 0 "Iota 2" ) ) ) ( is-event-true-delay "Mission Accomplished" 0 ) ) ( do-nothing ) ) +Name: Iota Protected +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) +Objective key: XSTR("Press $alt-j$", 520) $Formula: ( when ( true ) ( good-secondary-time "Friendly" 100 "Cyclops" "Belisarius" ) ) +Name: Good Secondary Time +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Psamtik" ) ( do-nothing ) ) +Name: Typhon Departs +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 5 ) ( send-message "Alpha 2" "High" "Convoy Visual" ) ) +Name: Convoy Visual +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Alpha 2" "High" "Adressing Transports" ) ) +Name: Adressing Transports +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "Epsilon 1" "High" "Fighter Message" ) ) +Name: 1st Fighter Message +Repeat Count: 1 +Interval: 1 +Chained: 9 $Formula: ( when ( true ) ( send-message "Alpha 2" "High" "Alpha 2" ) ) +Name: Alpha 2 +Repeat Count: 1 +Interval: 1 +Chained: 13 $Formula: ( when ( has-arrived-delay 3 "Leo" ) ( send-message "Alpha 2" "High" "1st Incoming" ) ) +Name: 1st Incoming +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( send-message "" "High" "Alpha Orders" ) ) +Name: Alpha Orders +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( has-time-elapsed 205 ) ( send-message "#Command" "High" "Coordinates" ) ) +Name: Coordinates +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( is-event-true-delay "Belisarius Incoming" 8 ) ( send-message "Psamtik" "High" "Psamtik Arrives" ) ) +Name: Psamtik Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Stand Clear" ) ) +Name: Stand Clear +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( true ) ( send-message "Psamtik" "High" "PSA-This is Admiral Hepsut" ) ) +Name: Bring Turrets +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "Belisarius" "High" "BEL-Negative, Vasudan" ) ) +Name: BEL-Negative, Vasudan +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( send-message "Psamtik" "High" "PSA-Surrender or be destroyed" ) ) +Name: PSA-Surrender or be destroyed +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "Belisarius" "High" "BEL-Your posturing" ) ) +Name: BEL-Your posturing +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "Psamtik" "High" "PSA-As you wish" ) ) +Name: PSA-As you wish +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "Psamtik" "High" "FIRE!" ) ( fire-beam "Psamtik" "turret03" "Belisarius" "turret13" ) ) +Name: Fire +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( is-destroyed-delay 15 "Belisarius" ) ( send-message "Psamtik" "High" "Deploying" ) ) +Name: Deploying +Repeat Count: 1 +Interval: 1 $Formula: ( when ( not ( is-destroyed-delay 0 "Iota" ) ) ( send-message "#Command" "High" "Mission Accomplished" ) ) +Name: Mission Accomplished +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "Psamtik" "High" "Commence" ) ) +Name: Commence +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( true ) ( send-message "Iota 1" "High" "Position" ) ) +Name: Position +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( has-docked-delay "Iota 1" "Psamtik" 1 2 ) ( send-message "Iota 1" "High" "Iota 1 Docked" ) ) +Name: Iota 1 Docked +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Psamtik" "High" "Iota 1 Abandon" ) ) +Name: Iota 1 Abandon +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( send-message "Iota 1" "High" "Iota 1 Clear" ) ) +Name: Iota 1 Clear +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( is-event-true-delay "Iota 2 Exchange" 1 ) ( send-message "Iota 2" "High" "Iota 2 Transfer" ) ) +Name: Iota 2 Transfer +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Psamtik" "High" "Iota 2 Auto" ) ) +Name: Iota 2 Auto +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( send-message "Iota 2" "High" "Iota 2 Engage" ) ) +Name: Iota 2 Engage +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( is-destroyed-delay 4 "Belisarius" ) ( send-message "#Command" "High" "Belisarius Destroyed" ) ( ship-vulnerable "Psamtik" ) ) +Name: Belisarius Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 2 "Iota 1" ) ( not ( is-event-true-delay "Iota 1 Dock" 0 ) ) ) ( send-message "#Command" "High" "Iota 1 Destroyed" ) ) +Name: Iota 1 Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 3 "Iota 2" ) ( not ( is-event-true-delay "Iota 1 Dock" 0 ) ) ) ( send-message "#Command" "High" "Iota 2 Destroyed" ) ) +Name: Iota 2 Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( has-undocked-delay "Iota 2" "Psamtik" 1 5 ) ( and ( has-undocked-delay "Iota 1" "Psamtik" 1 5 ) ( is-destroyed-delay 0 "Iota 2" ) ) ) ( send-message "Psamtik" "High" "Recovered" ) ) +Name: Recovered +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Psamtik Orders" ) ) +Name: Psamtik Orders +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "Psamtik" "High" "Zeta and Theta Return" ) ) +Name: Zeta and Theta Return +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( send-message "Zeta 1" "High" "Acknowledged Psamtik" ) ) +Name: Acknowledged Psamtik +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( has-departed-delay 0 "Zeta" "Theta" ) ( send-message "Psamtik" "High" "Coordinates Received" ) ) +Name: Coordinates Received +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( is-destroyed-delay 5 "Iota" ) ( send-message "#Command" "High" "Mission Over" ) ) +Name: Mission Over +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) +Objective key: XSTR("Press $alt-j$", 520) $Formula: ( when ( or ( is-event-true-delay "Mission Accomplished" 60 ) ( is-event-true-delay "Mission Over" 60 ) ) ( send-message "#Command" "High" "Return 2" ) ) +Name: Return 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( is-event-true-delay "Mission Accomplished" 120 ) ( is-event-true-delay "Mission Over" 120 ) ) ( send-message "#Command" "High" "Return 3" ) ) +Name: Return 3 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-event-true-delay "Fire" 8 ) ( not ( is-destroyed-delay 0 "Belisarius" ) ) ) ( self-destruct "Belisarius" ) ) +Name: Bye Bye Belisarius +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-arrived-delay 15 "Psamtik" ) ( not ( is-destroyed-delay 0 "Iota" ) ) ) ( do-nothing ) ) +Name: Protect Iota +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Escort Iota", 521) $Formula: ( when ( has-arrived-delay 0 "Leo" ) ( add-goal "Alpha" ( ai-guard "Iota" 89 ) ) ) +Name: Alpha Guard +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Psamtik" ) ( send-message "Psamtik" "High" "Psmatik No Fighters" ) ) +Name: Psmatik No Fighters +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( has-departed-delay 0 "Leo" ) ( has-departed-delay 0 "Cancer" ) ( has-departed-delay 0 "Gemini" ) ( has-departed-delay 0 "Aquarius" ) ( has-departed-delay 0 "Aries" ) ) ( send-message "#Command" "High" "Cowards" ) ) +Name: Cowards +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( is-event-true-delay "Psmatik No Fighters" 18 ) ( send-message "#Command" "High" "Belisarius En Route" ) ) +Name: Belisarius En Route +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Psamtik" "High" "Muahahaha" ) ) +Name: Muahahaha +Repeat Count: 1 +Interval: 1 +Chained: 13 $Formula: ( when ( has-arrived-delay 0 "Belisarius" ) ( send-message "#Command" "High" "Belisarius Incoming" ) ) +Name: Belisarius Incoming +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( tech-add-ships "GTCv Deimos" ) ) +Name: -----Destroy Directives----- +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Leo" ) ( do-nothing ) ) +Name: Destroy Leo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Leo", 15) $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Destroy Cancer +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( is-destroyed-delay 0 "Gemini" ) ( do-nothing ) ) +Name: Destroy Gemini +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Gemini", 16) $Formula: ( when ( is-destroyed-delay 0 "Aquarius" ) ( do-nothing ) ) +Name: Destroy Aquarius +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aquarius", 103) $Formula: ( when ( is-destroyed-delay 0 "Aries" ) ( do-nothing ) ) +Name: Destroy Bandit +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aries", 14) #Goals ;! 1 total $Type: Primary +Name: Protect Iota $MessageNew: XSTR("Protect Iota until you are relieved of duty", 522) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Iota" ) ) ( is-event-true-delay "Mission Accomplished" 2 ) ) #Waypoints ;! 4 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( -1014.694092, -468.515900, -5234.601563 ) ) $Name: Waypoint path 3 $List: ( ;! 1 points in list ( -1641.226196, -510.072418, -5923.325195 ) ) $Name: Waypoint path 4 $List: ( ;! 1 points in list ( -1635.050903, -510.071503, -5323.860840 ) ) $Name: Waypoint path 5 $List: ( ;! 1 points in list ( 9.447824, -510.071686, -8004.388184 ) ) #Messages ;! 248 total $Name: Fighter Message $Team: -1 $MessageNew: XSTR("Alpha wing, we have lost three transports to the rebel attack. The surviving vessels have sustained moderate damage. We anticipate the rebels will return in greater force.", 523) $end_multi_text +Persona: Wingman 6 +AVI Name: Head-VP1 +Wave Name: SM101_I1_12.wav $Name: Alpha 2 $Team: -1 $MessageNew: XSTR("Hang in there, Iota. Command will send a recovery craft as soon as possible. All right, Alpha, let's get to work. We must defend these transports until the recovery ship arrives.", 524) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: SM101_A2_10.wav $Name: Coordinates $Team: -1 $MessageNew: XSTR("We have transmitted your coordinates to the GVD Psamtik. The vessel should be exiting subspace momentarily.", 525) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM101_AC_04.wav $Name: Psamtik Arrives $Team: -1 $MessageNew: XSTR("Gunnery control, power up photon beam cannons. Commence plasma core insertion.", 526) $end_multi_text +Persona: Large Ship Vasudan +AVI Name: Head-VC +Wave Name: SM101_PS_16.wav $Name: Position $Team: -1 $MessageNew: XSTR("Roger that, Psamtik. Moving into position now.", 527) $end_multi_text +AVI Name: Head-VP2 +Wave Name: SM101_I1_05.wav $Name: Iota 1 Docked $Team: -1 $MessageNew: XSTR("This is Iota 1. We have secured the dock point. Now transferring refugees and crew.", 528) $end_multi_text +AVI Name: Head-VP2 +Wave Name: SM101_I1_06.wav $Name: Iota 1 Abandon $Team: -1 $MessageNew: XSTR("Iota 1, we must abandon your transport to clear that dock point. Prepare to activate autopilot.", 529) $end_multi_text +Persona: Large Ship Vasudan +AVI Name: Head-VC +Wave Name: SM101_PS_03.wav $Name: Iota 1 Clear $Team: -1 $MessageNew: XSTR("Iota 1 is clear. No personnel remain on board. You may proceed.", 530) $end_multi_text +AVI Name: Head-VP2 +Wave Name: SM101_I1_07.wav $Name: Iota 2 Transfer $Team: -1 $MessageNew: XSTR("This is Iota two. Transfer complete. All refugees and crew are now on board the Psamtik.", 531) $end_multi_text +AVI Name: Head-VP1 +Wave Name: SM101_I1_08.wav $Name: Iota 2 Auto $Team: -1 $MessageNew: XSTR("Engage Iota 2 autopilot and clear the dock point.", 532) $end_multi_text +Persona: Large Ship Vasudan +AVI Name: Head-VC +Wave Name: SM101_PS_04.wav $Name: Iota 2 Engage $Team: -1 $MessageNew: XSTR("Engaging autopilot now.", 533) $end_multi_text +AVI Name: Head-VP1 +Wave Name: SM101_I1_09.wav $Name: Belisarius Destroyed $Team: -1 $MessageNew: XSTR("Belisarius objective has been neutralized.", 534) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM101_AC_07.wav $Name: Iota 1 Destroyed $Team: -1 $MessageNew: XSTR("We've lost Iota 1!", 535) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM101_AC_09.wav $Name: Iota 2 Destroyed $Team: -1 $MessageNew: XSTR("Iota 2 has been destroyed! This massacre must end now!", 536) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM101_AC_10.wav $Name: Recovered $Team: -1 $MessageNew: XSTR("Allied Command, this is the Psamtik. All survivors have been recovered. Awaiting further orders.", 537) $end_multi_text +Persona: Large Ship Vasudan +AVI Name: Head-VC +Wave Name: SM101_PS_06.wav $Name: Psamtik Orders $Team: -1 $MessageNew: XSTR("Psamtik, we need more firepower at the Alpha Centauri jump node. Transmitting jump coordinates now.", 538) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM101_AC_12.wav $Name: Coordinates Received $Team: -1 $MessageNew: XSTR("Coordinates received. Engaging subspace drive.", 539) $end_multi_text +Persona: Large Ship Vasudan +AVI Name: Head-VC +Wave Name: SM101_PS_07.wav $Name: Convoy Visual $Team: -1 $MessageNew: XSTR("Alpha 2 here. I have a visual on the convoy. Fifteen hundred meters dead ahead. The escort wing is down two fighters.", 540) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: SM101_A2_13.wav $Name: Adressing Transports $Team: -1 $MessageNew: XSTR("Iota transports, this is Alpha wing of the 53rd Hammerheads, GTD Aquitaine. We have orders to protect your convoy. What's your status, over?", 541) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: SM101_A2_09.wav $Name: 1st Incoming $Team: -1 $MessageNew: XSTR("Sensors picking up incoming hostiles. A wing of Hercs closing in.", 542) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: SM101_A2_11.wav $Name: Alpha Orders $Team: -1 $MessageNew: XSTR("Alpha 1 and 2, intercept those fighters. We will defend the transports.", 543) $end_multi_text +Persona: Wingman 6 +AVI Name: Head-VP1 +Wave Name: SM101_E1_02.wav $Name: Stand Clear $Team: -1 $MessageNew: XSTR("All units stand clear of the Psamtik and Belisarius!", 544) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM101_AC_15.wav $Name: FIRE! $Team: -1 $MessageNew: XSTR("Gunnery control, open fire!", 545) $end_multi_text +Persona: Large Ship Vasudan +AVI Name: Head-VC +Wave Name: SM101_PS_13.wav $Name: Deploying $Team: -1 $MessageNew: XSTR("Now deploying wings Zeta and Theta. You are relieved of your escort, Alpha wing.", 546) $end_multi_text +Persona: Large Ship Vasudan +AVI Name: Head-VC +Wave Name: SM101_PS_11.wav $Name: Mission Accomplished $Team: -1 $MessageNew: XSTR("Mission accomplished, Alpha. Return to base. Well done, pilots.", 547) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM101_AC_17.wav $Name: Mission Over $Team: -1 $MessageNew: XSTR("This is mission is over, Alpha. Return to base.", 548) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM101_AC_18.wav $Name: Commence $Team: -1 $MessageNew: XSTR("Iota, you are cleared for docking.", 549) $end_multi_text +Persona: Large Ship Vasudan +AVI Name: Head-VC +Wave Name: SM101_PS_12.wav $Name: Return 2 $Team: -1 $MessageNew: XSTR("Alpha 1, return to base. You must rendezvous for your next sortie.", 550) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM101_AC_19.wav $Name: Return 3 $Team: -1 $MessageNew: XSTR("Is there a problem with your jump drive, Alpha 1?", 551) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM101_AC_20.wav $Name: Cowards $Team: -1 $MessageNew: XSTR("The rebels are retreating! They broke off their attack!", 552) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM101_AC_23.wav $Name: Belisarius En Route $Team: -1 $MessageNew: XSTR("The NTCv Belisarius, a Deimos-class corvette, has run our blockade of the Sirius jump node. We are now tracking the vessel through subspace. We have vectored its course to your immediate vicinity.", 553) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM101_AC_21.wav $Name: Muahahaha $Team: -1 $MessageNew: XSTR("Acknowledged, Command. We will intercept the target.", 554) $end_multi_text +Persona: Terran Command +AVI Name: Head-VC +Wave Name: SM101_PS_15.wav $Name: Belisarius Incoming $Team: -1 $MessageNew: XSTR("Incoming jump signature! It's the Belisarius!", 555) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM101_AC_22.wav $Name: Psmatik No Fighters $Team: -1 $MessageNew: XSTR("Command, this is the GVD Psamtik. We have arrived at the designated coordinates.", 556) $end_multi_text +Persona: Large Ship Vasudan +AVI Name: Head-VC +Wave Name: SM101_PS_17.wav $Name: PSA-This is Admiral Hepsut $Team: -1 $MessageNew: XSTR("Belisarius, this is the GVD Psamtik. You are ordered to power down and surrender!", 557) $end_multi_text +Persona: Large Ship Vasudan +AVI Name: Head-VC +Wave Name: SM101_PS_18.wav $Name: BEL-Negative, Vasudan $Team: -1 $MessageNew: XSTR("Negative, Vasudan! The NTF is the only legitimate authority in this system!", 558) $end_multi_text +Persona: Large Ship +AVI Name: Head-CM1 +Wave Name: SM101_BEL_01.wav $Name: PSA-Surrender or be destroyed $Team: -1 $MessageNew: XSTR("Surrender or be destroyed, Belisarius. This is your final warning.", 559) $end_multi_text +Persona: Large Ship Vasudan +AVI Name: Head-VC +Wave Name: SM101_PS_19.wav $Name: BEL-Your posturing $Team: -1 $MessageNew: XSTR("Your posturing insults us both, Vasudan. I will not give up my ship!", 560) $end_multi_text +Persona: Large Ship +AVI Name: Head-CM1 +Wave Name: SM101_BEL_02.wav $Name: PSA-As you wish $Team: -1 $MessageNew: XSTR("As you wish.", 306) $end_multi_text +Persona: Large Ship Vasudan +AVI Name: Head-VC +Wave Name: SM101_PS_20.wav $Name: Zeta and Theta Return $Team: -1 $MessageNew: XSTR("Zeta and Theta, return to the Psamtik.", 561) $end_multi_text +Persona: Large Ship Vasudan +AVI Name: Head-VC +Wave Name: SM101_PS_21.wav $Name: Acknowledged Psamtik $Team: -1 $MessageNew: XSTR("Acknowledged, Psamtik.", 562) $end_multi_text +Persona: Wingman 6 +AVI Name: Head-VP1 +Wave Name: SM101_ZE_01.wav #Reinforcements ;! 0 total #Background bitmaps ;! 35 total $Num stars: 1260 $Ambient light level: 0 $Sun: SunGold +Angles: 5.235983 0.000000 2.879791 +Scale: 2.000000 $Starbitmap: dneb02 +Angles: 0.558505 0.663225 0.122173 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb01 +Angles: 0.802851 4.834558 0.000000 +ScaleX: 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+DivX: 2 +DivY: 1 $Starbitmap: neb01 +Angles: 4.345866 1.797688 0.698131 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb12 +Angles: 4.520399 2.129300 0.541052 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb01 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb01 +Angles: 3.944441 1.570795 0.488692 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: planetf +Angles: 0.000000 0.000000 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb13 +Angles: 0.314159 1.727875 0.349066 +ScaleX: 2.500000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 1: Genesis $Briefing Music: Brief1 #End #Mission Info $Version: 0.10 $Name: XSTR("The Place of Chariots", 563) $Author: Brad Johnson $Created: 04/21/99 at 15:56:49 $Modified: 09/14/99 at 19:19:02 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("The 53rd are ordered to destroy an NTF depot hidden in the Deneb asteroid belt. ", 564) $end_multi_text +Game Type Flags: 1 +Flags: 0 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 184.079163, 6846.740723, -5730.130371 +Viewer orient: -0.677897, -0.000000, -0.735157, 0.006244, 0.999964, -0.005758, 0.735130, -0.008494, -0.677873 +SquadReassignName: 53rd Hammerheads +SquadReassignLogo: hammer.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("Command has ordered the 53rd Hammerheads to secure an $h NTF depot in the Deneb asteroid belt. Six sentry guns are positioned around the depot, and rebel freighters are now moving the cargo out of the area. The $h NTF has gone through a lot of trouble to hide these materials.", 565) $end_multi_text $voice: SM102_MB_01.wav $camera_pos: -2496.588135, 2794.064453, -2112.298828 $camera_orient: 1.000000, 0.000000, 0.000012, -0.000012, 0.144192, 0.989550, -0.000002, -0.989550, 0.144192 $camera_time: 1000 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 3 $team: Neutral $class: TAC 1 $pos: -2446.469971, 91.520447, -1748.889282 $label: Cargo +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 32 $team: Neutral $class: GTSG Alastor $pos: -2698.279297, -103.062302, -2122.899658 $label: Sentry Gun +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 32 $team: Neutral $class: GTSG Alastor $pos: -2695.819336, -117.493202, -1313.131836 $label: Sentry Gun +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 32 $team: Neutral $class: GTSG Alastor $pos: -2241.285645, 293.910736, -1432.643799 $label: Sentry Gun +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 32 $team: Neutral $class: GTSG Alastor $pos: -2195.576904, -97.647957, -2118.100830 $label: Sentry Gun +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Alpha 1, your mission is to seek and destroy all targets of opportunity, including freighters, cargo, and sentry guns. $f Beta wing will scan the cargo. Recon sighted a wing of $h Lokis guarding the depot, so prioritize these bandits.", 566) $end_multi_text $voice: SM102_MB_02.wav $camera_pos: -2802.504883, 3163.967285, -4188.106934 $camera_orient: 0.999999, 0.000000, -0.001712, 0.001335, 0.626273, 0.779603, 0.001072, -0.779604, 0.626272 $camera_time: 500 $num_lines: 0 $num_icons: 7 $Flags: 0 $Formula: ( true ) $start_icon $type: 3 $team: Neutral $class: TAC 1 $pos: -2458.817383, 91.520416, -1865.778076 $label: Cargo +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 32 $team: Neutral $class: GTSG Alastor $pos: -2785.057129, -103.062248, -2174.260010 $label: Sentry Gun +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 32 $team: Neutral $class: GTSG Alastor $pos: -2797.346680, -117.492249, -1174.691162 $label: Sentry Gun +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 32 $team: Neutral $class: GTSG Alastor $pos: -2140.443604, 293.910675, -1553.614990 $label: Sentry Gun +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 32 $team: Neutral $class: GTSG Alastor $pos: -2100.183838, -97.648026, -2178.770020 $label: Sentry Gun +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 14 $team: Neutral $class: GTFR Poseidon $pos: -3798.427490, 295.728668, -2153.458984 $label: Capricorn +id: 6 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Neutral $class: GTF Loki $pos: -1344.785645, -0.000392, -1041.898560 $label: Rebel Wing +id: 7 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Do not underestimate the importance of this mission, pilot. A depot raid won't win you any medals, but it can be just as vital as taking down a cruiser or corvette. We must sever rebel supply lines if we want to achieve a decisive victory.", 567) $end_multi_text $voice: SM102_MB_03.wav $camera_pos: -2802.504883, 3163.967285, -4188.106934 $camera_orient: 0.999999, 0.000000, -0.001712, 0.001335, 0.626273, 0.779603, 0.001072, -0.779604, 0.626272 $camera_time: 500 $num_lines: 0 $num_icons: 7 $Flags: 0 $Formula: ( true ) $start_icon $type: 3 $team: Neutral $class: TAC 1 $pos: -2458.817383, 91.520416, -1865.778076 $label: Cargo +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 32 $team: Neutral $class: GTSG Alastor $pos: -2785.057129, -103.062248, -2174.260010 $label: Sentry Gun +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 32 $team: Neutral $class: GTSG Alastor $pos: -2797.346680, -117.492249, -1174.691162 $label: Sentry Gun +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 32 $team: Neutral $class: GTSG Alastor $pos: -2140.443604, 293.910675, -1553.614990 $label: Sentry Gun +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 32 $team: Neutral $class: GTSG Alastor $pos: -2100.183838, -97.648026, -2178.770020 $label: Sentry Gun +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 14 $team: Neutral $class: GTFR Poseidon $pos: -3798.427490, 295.728668, -2153.458984 $label: Capricorn +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Neutral $class: GTF Loki $pos: -1344.785645, -0.000392, -1041.898560 $label: Rebel Wing +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 4 $Formula: ( not ( has-departed-delay 0 "Unknown NTF" ) ) $Multi text XSTR("You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.", 180) $end_multi_text $Voice: 1_JOE.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( has-departed-delay 0 "Unknown NTF" ) $Multi text XSTR("Command has issued no official explanation for Admiral Bosch's presence in the Deneb system. The hidden base and the shielded cargo units only compound the mystery of the admiral's agenda. Under the circumstances, there was nothing you could have done to stop the escape of Bosch's command frigate, designated the NTF Iceni.", 568) $end_multi_text $Voice: SM102_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( is-goal-true-delay "Destroy All Cargo" 0 ) $Multi text XSTR("Intelligence has also learned the Neo-Terran Front is working on a secret project known only as ETAK, possibly a weapon of mass destruction. By destroying all cargo units in the depot, we disrupted Bosch's research.", 569) $end_multi_text $Voice: SM102_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( has-departed-delay 0 "Capricorn 3" ) $Multi text XSTR("Three rebel freighters escaped the depot with shielded cargo. If they try to flee the system, our blockades will intercept them.", 570) $end_multi_text $Voice: SM102_DB_03.wav $Recommendation text: XSTR("", 10) $end_multi_text #Alternate Types: $Alt: Unknown #end #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( ) +Weaponry Pool: ( "Subach HL-7" 12 "Akheton SDG" 16 "Rockeye" 140 "Tempest" 1760 ) #Objects ;! 39 total $Name: Alpha 1 ;! Object #0 $Class: GTF Myrmidon $Team: Friendly $Location: -634.237610, 828.401428, -2775.651611 $Orientation: 0.514198, 0.000000, 0.857671, -0.297531, 0.937900, 0.178378, -0.804410, -0.346905, 0.482267 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: TC 2 1 ;! Object #1 $Class: TC 2 $Team: Neutral $Location: -2620.150879, -0.000840, -1653.872314 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Unable To Scan", 571) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" )+Respawn priority: 0 +Group: 0 $Name: TC 2 2 ;! Object #2 $Class: TC 2 $Team: Neutral $Location: -2598.400879, -0.000837, -1399.954590 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Unable To Scan", 571) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" )+Respawn priority: 0 +Group: 0 $Name: TC 2 3 ;! Object #3 $Class: TC 2 $Team: Neutral $Location: -2399.022461, -0.000817, -2020.358154 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Unable To Scan", 571) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" )+Respawn priority: 0 +Group: 0 $Name: TC 2 4 ;! Object #4 $Class: TC 2 $Team: Neutral $Location: -2298.455566, -0.000783, -1512.003174 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Unable To Scan", 571) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" )+Respawn priority: 0 +Group: 0 $Name: TC 2 5 ;! Object #5 $Class: TC 2 $Team: Neutral $Location: -2401.229004, 166.585388, -1714.146729 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Unable To Scan", 571) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "red-alert-carry" )+Respawn priority: 0 +Group: 0 $Name: TAC 1 6 ;! Object #6 $Class: TAC 1 $Team: Neutral $Location: -2295.457520, -0.000811, -2018.799561 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Unable To Scan", 571) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 5 $Name: TAC 1 9 ;! Object #7 $Class: TAC 1 $Team: Neutral $Location: -2501.497070, -0.000806, -1717.152588 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Unable To Scan", 571) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 5 $Name: TAC 1 10 ;! Object #8 $Class: TAC 1 $Team: Neutral $Location: -2498.199219, 142.153198, -1413.031250 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Unable To Scan", 571) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 5 $Name: Alpha 2 ;! Object #9 $Class: GTF Myrmidon $Team: Friendly $Location: -559.806580, 828.401428, -2897.782227 $Orientation: 0.543629, 0.000000, 0.839326, -0.273890, 0.945259, 0.177398, -0.793380, -0.326321, 0.513870 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "beam-protect-ship" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 1 $Name: Alpha 3 ;! Object #10 $Class: GTF Myrmidon $Team: Friendly $Location: -510.046814, 828.401550, -2703.550049 $Orientation: 0.455158, 0.000000, 0.890411, -0.298065, 0.942307, 0.152364, -0.839040, -0.334750, 0.428899 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 1 $Name: Sentry 03 ;! Object #11 $Class: GTSG Alastor $Team: Neutral $Location: -2195.576904, -97.647957, -2118.100830 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: Sentry 01 ;! Object #12 $Class: GTSG Alastor $Team: Neutral $Location: -2695.819336, -117.493202, -1313.131836 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: TAC 1 18 ;! Object #13 $Class: TAC 1 $Team: Neutral $Location: -2597.048828, -0.000651, -1920.144287 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Unable To Scan", 571) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 5 $Name: Sentry 04 ;! Object #14 $Class: GTSG Alastor $Team: Neutral $Location: -2593.935547, 308.210693, -2021.959717 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Unable To Scan", 571) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: Sentry 02 ;! Object #15 $Class: GTSG Alastor $Team: Neutral $Location: -2294.909180, 293.910339, -1421.125732 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: Unknown NTF ;! Object #16 $Class: NTF Boadicea $Alt: Unknown $Team: Neutral $Location: 3826.043945, -0.000068, 2148.225830 $Orientation: 0.789992, 0.000000, -0.613117, 0.000000, 1.000000, 0.000000, 0.613117, 0.000000, 0.789992 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Primary Banks: ( "Terran Huge Turret" ) +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Primary Banks: ( "Terran Huge Turret" ) +Subsystem: turret11 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Sbank Ammo: ( 0 ) +Subsystem: turret17 +Subsystem: turret18 +Secondary Banks: ( "FighterKiller" ) +Sbank Ammo: ( 0 ) +Subsystem: turret19 +Subsystem: turret20 +Secondary Banks: ( "FighterKiller" ) +Sbank Ammo: ( 0 ) +Subsystem: turret21a +Subsystem: turret22a +Subsystem: turret23a +Subsystem: turret24a +Subsystem: turret25a +Secondary Banks: ( "FighterKiller" ) +Sbank Ammo: ( 0 ) +Subsystem: turret26a +Secondary Banks: ( "FighterKiller" ) +Sbank Ammo: ( 0 ) +Subsystem: turret27a +Subsystem: turret28 +Subsystem: turret29 +Secondary Banks: ( "FighterKiller" ) +Sbank Ammo: ( 0 ) +Subsystem: turret30 +Subsystem: turret31 +Subsystem: turret32 +Secondary Banks: ( "FighterKiller" ) +Sbank Ammo: ( 0 ) +Subsystem: turret33 +Subsystem: turret34 +Subsystem: turret35 +Subsystem: turret36 +Subsystem: turret37 +Subsystem: turret38 +Subsystem: turret39 +Subsystem: turret40 $Arrival Location: Hyperspace $Arrival Cue: ( and ( is-event-true-delay "Em Sig" 2 ) ( or ( not ( facing-waypoint "Waypoint path 5" 40 ) ) ( is-event-true-delay "Em Sig" 30 ) ) ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Subspace" 2 ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "no-arrival-warp" "hidden-from-sensors" "red-alert-carry" )+Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Capricorn 1 ;! Object #17 $Class: GTFR Triton $Team: Neutral $Location: -3346.466309, 110.668503, -1499.145752 $Orientation: -0.995492, 0.000002, -0.094852, -0.013700, -0.989518, 0.143758, -0.093857, 0.144409, 0.985057 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace +Departure delay: 15 $Departure Cue: ( true ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "red-alert-carry" )+Respawn priority: 0 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 $Name: Capricorn 2 ;! Object #18 $Class: GTFR Poseidon $Team: Neutral $Location: -3173.178955, 15.132055, -2046.921265 $Orientation: -0.064716, -0.352272, 0.933658, -0.222067, 0.917243, 0.330686, -0.972883, -0.185935, -0.137588 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace +Departure delay: 12 $Departure Cue: ( true ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "red-alert-carry" )+Respawn priority: 0 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 $Name: Cancer 1 ;! Object #19 $Class: GTF Hercules $Team: Neutral $Location: -2099.699951, 0.000000, -1302.300049 $Orientation: -0.993165, 0.000000, 0.116722, -0.013779, 0.993008, -0.117240, -0.115906, -0.118046, -0.986221 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $AI Goals: ( goals ( ai-chase "Alpha 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Cancer 2 ;! Object #20 $Class: GTF Hercules $Team: Neutral $Location: -2200.200928, -0.000040, -1200.130493 $Orientation: -0.999987, 0.000000, -0.005037, 0.000533, 0.994390, -0.105774, 0.005009, -0.105776, -0.994377 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $AI Goals: ( goals ( ai-guard "Capricorn 3" 50 ) ( ai-guard "Sentry 01" 50 ) ( ai-guard "Sentry 02" 50 ) ( ai-guard "Sentry 03" 50 ) ( ai-guard "Sentry 04" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Capricorn 3 ;! Object #21 $Class: GTFR Poseidon $Team: Neutral $Location: -1787.599976, 619.130249, -1949.599976 $Orientation: 0.358240, 0.000000, 0.933630, -0.207227, 0.975056, 0.079514, -0.910341, -0.221959, 0.349304 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $AI Goals: ( goals ( ai-dock "TC 2 5" "cargo dock" "cargo dock" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "Capricorn 3" "Waypoint path 2" 0 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "red-alert-carry" )+Respawn priority: 0 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 $Name: Beta 1 ;! Object #22 $Class: GTF Myrmidon $Team: Friendly $Location: -1098.800049, 891.099976, -3202.199951 $Orientation: 0.752481, 0.000000, 0.658614, -0.226571, 0.938965, 0.258862, -0.618416, -0.344012, 0.706553 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #23 $Class: GTF Myrmidon $Team: Friendly $Location: -1100.863647, 891.099915, -3303.844727 $Orientation: 0.774028, 0.000000, 0.633151, -0.210634, 0.943042, 0.257500, -0.597088, -0.332675, 0.729941 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 2 $Name: Beta 3 ;! Object #24 $Class: GTF Myrmidon $Team: Friendly $Location: -985.929138, 891.099976, -3170.219727 $Orientation: 0.717075, 0.000000, 0.696996, -0.234227, 0.941843, 0.240975, -0.656461, -0.336053, 0.675373 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 1 ;! Object #25 $Class: GTF Loki $Team: Neutral $Location: -1699.500000, 0.000000, -1286.199951 $Orientation: -0.520663, 0.000000, 0.853762, 0.169590, 0.980073, 0.103424, -0.836749, 0.198638, -0.510288 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Aries 2 ;! Object #26 $Class: GTF Loki $Team: Neutral $Location: -1685.127930, 0.000063, -1403.373169 $Orientation: -0.398107, 0.000000, 0.917339, 0.191449, 0.977980, 0.083085, -0.897139, 0.208700, -0.389340 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Aquarius 1 ;! Object #27 $Class: GTF Loki $Team: Neutral $Location: -2088.858643, 0.000187, -557.272827 $Orientation: -0.520663, 0.000000, 0.853762, 0.169590, 0.980073, 0.103424, -0.836749, 0.198638, -0.510288 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Aquarius 2 ;! Object #28 $Class: GTF Loki $Team: Neutral $Location: -2074.486572, 0.000250, -674.445984 $Orientation: -0.398107, 0.000000, 0.917339, 0.191449, 0.977980, 0.083085, -0.897139, 0.208700, -0.389340 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Delta 1 ;! Object #29 $Class: GTB Medusa $Team: Friendly $Location: 989.200012, 0.000000, 2186.199951 $Orientation: -0.013385, 0.000000, -0.999910, 0.000000, 1.000000, 0.000000, 0.999910, 0.000000, -0.013385 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Stiletto II" "Stiletto II" "Stiletto II" ) +Subsystem: turret01a $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Delta 2 ;! Object #30 $Class: GTB Medusa $Team: Friendly $Location: 1042.634766, -174.602631, 1935.598022 $Orientation: 0.076169, 0.000000, -0.997095, -0.062244, 0.998050, -0.004755, 0.995150, 0.062426, 0.076021 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Stiletto II" "Stiletto II" "Stiletto II" ) +Subsystem: turret01a $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 1 ;! Object #31 $Class: GTF Loki $Team: Neutral $Location: 2980.965576, -0.000102, 2594.276855 $Orientation: -0.538201, 0.000000, -0.842817, 0.000000, 1.000000, 0.000000, 0.842817, 0.000000, -0.538201 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Alpha 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Pisces 2 ;! Object #32 $Class: GTF Loki $Team: Neutral $Location: 2909.407227, -0.000123, 2513.809082 $Orientation: -0.441562, 0.000000, -0.897231, 0.000000, 1.000000, 0.000000, 0.897231, 0.000000, -0.441562 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $AI Goals: ( goals ( ai-guard "Unknown NTF" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Pisces 3 ;! Object #33 $Class: GTF Loki $Team: Neutral $Location: 3087.387939, -0.000090, 2448.096191 $Orientation: -0.464240, 0.000000, -0.885709, 0.000000, 1.000000, 0.000000, 0.885709, 0.000000, -0.464240 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $AI Goals: ( goals ( ai-guard "Unknown NTF" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Virgo 1 ;! Object #34 $Class: GTF Loki $Team: Neutral $Location: 3166.877686, -0.000012, 2836.080566 $Orientation: -0.777264, 0.000000, -0.629174, 0.000000, 1.000000, 0.000000, 0.629174, 0.000000, -0.777264 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Virgo 2 ;! Object #35 $Class: GTF Loki $Team: Neutral $Location: 3095.319336, -0.000033, 2755.612793 $Orientation: -0.701902, 0.000000, -0.712274, 0.000000, 1.000000, 0.000000, 0.712274, 0.000000, -0.701902 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Virgo 3 ;! Object #36 $Class: GTF Loki $Team: Neutral $Location: 3273.300049, 0.000000, 2689.899902 $Orientation: -0.769741, 0.000000, -0.638357, 0.000000, 1.000000, 0.000000, 0.638357, 0.000000, -0.769741 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: TC 2 27 ;! Object #37 $Class: TC 2 $Team: Neutral $Location: -3164.530518, 0.105615, -2051.995850 $Orientation: -0.064716, -0.352272, 0.933658, -0.222070, 0.917242, 0.330686, -0.972882, -0.185937, -0.137589 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Munitions", 572) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "red-alert-carry" )+Respawn priority: 0 +Docked With: Capricorn 2 $Docker Point: cargo dock $Dockee Point: cargo dock +Group: 0 $Name: TAC 1 47 ;! Object #38 $Class: TAC 1 $Team: Neutral $Location: -3352.391846, 97.033722, -1417.068970 $Orientation: 0.995492, -0.000003, 0.094848, -0.093876, 0.142770, 0.985294, -0.013545, -0.989756, 0.142126 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Fighter Parts", 573) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "red-alert-carry" )+Respawn priority: 0 +Docked With: Capricorn 1 $Docker Point: Cargo Dock01 $Dockee Point: cargo dockpoint +Group: 0 +Score: 5 #Wings ;! 8 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Alpha 1" "Alpha 2" "Alpha 3" ) +Hotkey: 0 +Flags:( ) $Name: Cancer $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Cancer 1" "Cancer 2" ) +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Beta 1" "Beta 2" "Beta 3" ) +Hotkey: 1 +Flags:( ) +Wave Delay Min: 10 +Wave Delay Max: 30 $Name: Aries $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aries 1 $Arrival Location: Near Ship +Arrival Distance: 1200 $Arrival Anchor: TC 2 5 $Arrival Cue: ( is-destroyed-delay ( rand 8 16 ) "Aquarius" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Aries 1" "Aries 2" ) $AI Goals: ( goals ( ai-guard "Capricorn 3" 50 ) ( ai-guard "Sentry 01" 50 ) ( ai-guard "Sentry 02" 50 ) ( ai-guard "Sentry 03" 50 ) ( ai-guard "Sentry 04" 50 ) ) +Flags:( ) $Name: Aquarius $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aquarius 1 $Arrival Location: Near Ship +Arrival Distance: 1200 $Arrival Anchor: TC 2 5 $Arrival Cue: ( and ( is-event-true-delay "Risk" 15 ) ( is-destroyed-delay 2 "Cancer" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Aquarius 1" "Aquarius 2" ) $AI Goals: ( goals ( ai-guard "Capricorn 3" 50 ) ( ai-guard "Sentry 04" 50 ) ( ai-guard "Sentry 03" 50 ) ( ai-guard "Sentry 02" 50 ) ( ai-guard "Sentry 01" 50 ) ) +Flags:( ) $Name: Delta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Delta 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Destroy" 10 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Delta 1" "Delta 2" ) $AI Goals: ( goals ( ai-destroy-subsystem "Unknown NTF" "comtowera" 89 ) ( ai-destroy-subsystem "Unknown NTF" "asteroid02a" 50 ) ( ai-destroy-subsystem "Unknown NTF" "fighterbaya" 50 ) ( ai-destroy-subsystem "Unknown NTF" "engine02a" 50 ) ( ai-destroy-subsystem "Unknown NTF" "asteroid01a" 50 ) ) +Flags:( ) $Name: Pisces $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Pisces 1 $Arrival Location: Near Ship +Arrival Distance: 1816 $Arrival Anchor: Unknown NTF $Arrival Cue: ( is-event-true-delay "Destroy" 13 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Pisces 1" "Pisces 2" "Pisces 3" ) +Flags:( "no-arrival-message" ) $Name: Virgo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Near Ship +Arrival Distance: 1816 $Arrival Anchor: Unknown NTF $Arrival Cue: ( is-destroyed-delay ( rand 8 14 ) "Pisces" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Virgo 1" "Virgo 2" "Virgo 3" ) $AI Goals: ( goals ( ai-guard "Unknown NTF" 89 ) ) +Flags:( ) #Events ;! 70 total $Formula: ( when ( is-destroyed-delay 0 "Sentry 03" "Sentry 01" "Sentry 04" "Sentry 02" ) ( do-nothing ) ) +Name: Destroy Sentries +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Sentries", 574) $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Destroy Cancer +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( is-destroyed-delay 0 "Aquarius" ) ( do-nothing ) ) +Name: Destroyed Aquarius +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aquarius", 103) $Formula: ( when ( is-destroyed-delay 0 "Aries" ) ( do-nothing ) ) +Name: Destroyed Bandit +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aries", 14) $Formula: ( when ( is-event-true-delay "Destroy" 0 ) ( do-nothing ) ) +Name: Dummy Destroy +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Unknown NTF" ) ( do-nothing ) ) +Name: Destroy Installation +Repeat Count: 1 +Interval: 1 +Chained: 4 +Objective: XSTR("Destroy Installation", 575) $Formula: ( when ( is-destroyed-delay 0 "Pisces" ) ( do-nothing ) ) +Name: Destroyed Pisces +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Pisces", 22) $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Destroy Virgo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( or ( has-docked-delay "Capricorn 3" "TC 2 5" 1 0 ) ( is-destroyed-delay 0 "TC 2 5" ) ) ( add-goal "Capricorn 3" ( ai-waypoints-once "Waypoint path 2" 89 ) ) ) +Name: Capricorn 3 Docked +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 5 ) ( send-message "Alpha 2" "High" "Lets Go" ) ) +Name: Lets Go +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( add-goal "Beta" ( ai-waypoints-once "Waypoint path 4" 89 ) ) ( send-message "Alpha 2" "High" "Beta Scan" ) ) +Name: Beta Scan +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( send-message "Alpha 2" "High" "Targets" ) ( add-goal "Alpha 3" ( ai-chase "Cancer" 89 ) ) ( add-goal "Alpha 2" ( ai-chase "Capricorn 3" 89 ) ) ( add-goal "Alpha 2" ( ai-chase "Capricorn 3" 89 ) ) ) +Name: Targets +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( send-message "Beta 1" "High" "Unscanable" ) ) +Name: Unscanable +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "#Command" "High" "Malfunction" ) ) +Name: Malfunction +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "Beta 1" "High" "Negative" ) ) +Name: Negative +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( send-message "#Command" "High" "Abort Scan" ) ( add-goal "Beta" ( ai-chase-any 89 ) ) ) +Name: Abort Scan +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( send-message "Beta 1" "High" "Recovery Op" ) ) +Name: Recovery Op +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( true ) ( send-message "#Command" "High" "Risk" ) ) +Name: Risk +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( has-arrived-delay 8 "Aquarius" ) ( send-message "Alpha 2" "High" "Dense Fighters" ) ) +Name: Dense Fighters +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( and ( is-destroyed-delay 5 "Sentry 03" "Sentry 01" "Sentry 04" "Sentry 02" "Cancer" "Aries" "Aquarius" ) ( not ( is-goal-true-delay "Destroy All Cargo" 0 ) ) ) ( send-message "Alpha 2" "High" "Secured" ) ) +Name: Secured +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 4 "Sentry 03" "Sentry 01" "Sentry 04" "Sentry 02" "Cancer" "Aries" "Aquarius" "TC 2 1" "TC 2 2" "TC 2 3" "TC 2 4" "TAC 1 6" "TAC 1 9" "TAC 1 10" ) ( not ( is-event-true-delay "Secured" 0 ) ) ) ( send-message "Alpha 2" "High" "Secured 2" ) ) +Name: Secured 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( is-event-true-delay "Secured" 8 ) ( is-event-true-delay "Secured 2" 8 ) ) ( send-message "#Command" "High" "Hold On" ) ) +Name: Hold On +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Alpha 2" "High" "Anomaly" ) ) +Name: Anomaly +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( send-message "#Command" "High" "Em Sig" ) ) +Name: Em Sig +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( true ) ( turret-lock-all "Unknown NTF" ) ( send-message "Alpha 2" "High" "Interference" ) ) +Name: Interference +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( send-message "#Command" "High" "New Objective" ) ( add-goal "Beta" ( ai-guard "Alpha 1" 89 ) ) ( add-goal "Alpha" ( ai-guard "Alpha 1" 89 ) ) ) +Name: New Objective +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( send-message "" "High" "Target" ) ) +Name: Target +Repeat Count: 1 +Interval: 1 +Chained: 11 $Formula: ( when ( true ) ( send-message "#Command" "High" "Unknown" ) ) +Name: Unknown +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( and ( is-event-true-delay "New Objective" 45 ) ( > ( distance "Alpha 1" "Unknown NTF" ) 4000 ) ) ( add-goal "Alpha" ( ai-waypoints-once "Waypoint path 5" 89 ) ) ( add-goal "Beta" ( ai-waypoints-once "Waypoint path 5" 89 ) ) ) +Name: Alpha guides player to asteroid +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( < ( distance "Alpha" "Unknown NTF" ) 1900 ) ( is-event-true-delay "Unknown" 12 ) ) ( ship-visible "Unknown NTF" ) ( clear-goals "Unknown NTF" ) ( turret-free "Unknown NTF" "turret01" "turret11" "turret28" "turret30" "turret31" "turret32" "turret33" "turret34" "turret35" "turret36" "turret37" "turret38" "turret39" "turret40" ) ) +Name: Visible +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Alpha 2" "High" "Approaching" ) ) +Name: Approaching +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Destroy" ) ( validate-goal "Destroy Installation" ) ( add-goal "Alpha" ( ai-chase "Pisces" 89 ) ) ( add-goal "Beta" ( ai-destroy-subsystem "Unknown NTF" "comtowera" 89 ) ) ( add-remove-escort "Unknown NTF" 99 ) ( add-goal "Beta" ( ai-chase "Unknown NTF" 89 ) ) ) +Name: Destroy +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( has-arrived-delay 0 "Pisces" ) ( send-message "" "High" "Incoming Hostiles" ) ) +Name: Incoming Hostiles +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Engage And Destroy" ) ( add-goal "Alpha" ( ai-chase "Pisces" 89 ) ) ( add-goal "Alpha" ( ai-chase "Virgo" 89 ) ) ( add-goal "Alpha" ( ai-chase "Unknown NTF" 50 ) ) ) +Name: Engage And Destroy +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( true ) ( validate-goal "Secure Area" ) ) +Name: Validate secure area +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( send-message "Unknown NTF" "High" "Bosch" ) ) +Name: Bosch +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( true ) ( send-message "" "Normal" "Whats Going On" ) ) +Name: Whats Going On +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "#Command" "High" "Disregard" ) ) +Name: Disregard +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( true ) ( send-message "Unknown NTF" "High" "Make This Brief" ) ) +Name: Make This Brief +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( true ) ( send-message "#Command" "High" "No Negotiations" ) ) +Name: No Negotiations +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( true ) ( send-message "Unknown NTF" "High" "Unfettered Access" ) ) +Name: Unfettered Access +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( not ( is-subsystem-destroyed-delay "Unknown NTF" "asteroid01a" 0 ) ) ( send-message "#Command" "High" "Destroy Installation 2" ) ( add-goal "Delta" ( ai-chase "Unknown NTF" 89 ) ) ( add-goal "Beta" ( ai-chase "Unknown NTF" 89 ) ) ) +Name: Destroy Installation 2 +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( is-event-true-delay "Shell Blows" 8 ) ( send-message "#Command" "High" "Disable Engines" ) ) +Name: Disable Engines +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "" "High" "Subspace" ) ) +Name: Subspace +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( has-departed-delay 2 "Unknown NTF" ) ( send-message "#Command" "High" "Warp Out" ) ( tech-add-ships "NTF Iceni" ) ) +Name: Warp Out +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( is-destroyed-delay 7 "Pisces" "Virgo" ) ( send-message "#Command" "High" "Return to base" ) ) +Name: Return to base +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Jump Out +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( has-departed-delay 0 "Capricorn 3" ) ( do-nothing ) ) +Name: James +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Pisces" "Virgo" ) ( send-message "" "Normal" "All fighters detroyed" ) ) +Name: All fighters destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( do-nothing ) ) +Name: -----Asteriod Base Blows----- +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left-subsystem "Unknown NTF" "asteroid01a" ) 30 ) ( set-subsystem-strength "Unknown NTF" "comtowera" 0 ) ( set-subsystem-strength "Unknown NTF" "turret30" 0 ) ( send-message "Alpha 2" "High" "Asteroid Go Boom" ) ( ship-guardian "Unknown NTF" ) ) +Name: Base Going +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( set-subsystem-strength "Unknown NTF" "asteroid02a" 0 ) ( set-subsystem-strength "Unknown NTF" "turret28" 0 ) ( set-subsystem-strength "Unknown NTF" "turret36" 0 ) ( set-subsystem-strength "Unknown NTF" "turret39" 0 ) ) +Name: Asteriod 2 Blow +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( true ) ( set-subsystem-strength "Unknown NTF" "bunker01a" 0 ) ( set-subsystem-strength "Unknown NTF" "turret40" 0 ) ( set-subsystem-strength "Unknown NTF" "engine02a" 0 ) ) +Name: Bunker 1 and Engine 2 Blows +Repeat Count: 1 +Interval: 1 +Chained: 2 $Formula: ( when ( true ) ( set-subsystem-strength "Unknown NTF" "fighterbaya" 0 ) ( set-subsystem-strength "Unknown NTF" "turret35" 0 ) ) +Name: Fighter Bay Blows +Repeat Count: 1 +Interval: 1 +Chained: 2 $Formula: ( when ( true ) ( set-subsystem-strength "Unknown NTF" "bunker02a" 0 ) ( set-subsystem-strength "Unknown NTF" "engine01a" 0 ) ( set-subsystem-strength "Unknown NTF" "turret11" 0 ) ) +Name: Bunker 2 Engine 1 Blows +Repeat Count: 1 +Interval: 1 +Chained: 2 $Formula: ( when ( true ) ( set-subsystem-strength "Unknown NTF" "asteroid01a" 0 ) ( set-subsystem-strength "Unknown NTF" "turret01" 0 ) ( set-subsystem-strength "Unknown NTF" "turret29" 0 ) ( set-subsystem-strength "Unknown NTF" "turret31" 0 ) ( set-subsystem-strength "Unknown NTF" "turret32" 0 ) ( set-subsystem-strength "Unknown NTF" "turret33" 0 ) ( set-subsystem-strength "Unknown NTF" "turret34" 0 ) ( set-subsystem-strength "Unknown NTF" "turret37" 0 ) ( set-subsystem-strength "Unknown NTF" "turret38" 0 ) ) +Name: Shell Blows +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( true ) ( do-nothing ) ) +Name: -----Asteriod Base Parts----- +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-subsystem-destroyed-delay "Unknown NTF" "comtowera" 0 ) ( set-subsystem-strength "Unknown NTF" "turret30" 0 ) ) +Name: If Comtower Blows +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-subsystem-destroyed-delay "Unknown NTF" "bunker01a" 0 ) ( set-subsystem-strength "Unknown NTF" "turret40" 0 ) ) +Name: If Bunker 01 Blows +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-subsystem-destroyed-delay "Unknown NTF" "bunker02a" 0 ) ( set-subsystem-strength "Unknown NTF" "turret11" 0 ) ) +Name: If Bunker 02 Blows +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-subsystem-destroyed-delay "Unknown NTF" "asteroid02a" 0 ) ( set-subsystem-strength "Unknown NTF" "turret28" 0 ) ( set-subsystem-strength "Unknown NTF" "turret39" 0 ) ( set-subsystem-strength "Unknown NTF" "turret36" 0 ) ) +Name: If Asteriod 02 Blows +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-subsystem-destroyed-delay "Unknown NTF" "fighterbaya" 0 ) ( set-subsystem-strength "Unknown NTF" "turret35" 0 ) ) +Name: If Fighterbay Blows +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-subsystem-destroyed-delay "Unknown NTF" "asteroid01a" 0 ) ( set-subsystem-strength "Unknown NTF" "turret01" 0 ) ( set-subsystem-strength "Unknown NTF" "turret29" 0 ) ( set-subsystem-strength "Unknown NTF" "turret31" 0 ) ( set-subsystem-strength "Unknown NTF" "turret32" 0 ) ( set-subsystem-strength "Unknown NTF" "turret33" 0 ) ( set-subsystem-strength "Unknown NTF" "turret34" 0 ) ( set-subsystem-strength "Unknown NTF" "turret37" 0 ) ( set-subsystem-strength "Unknown NTF" "turret38" 0 ) ) +Name: If Shell Blows +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Capricorn 3" ) ( protect-ship "TC 2 5" ) ) +Name: Capricorn 3 Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Unknown" 0 ) ( do-nothing ) ) +Name: Event Unknown +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Alpha 1" "Unknown NTF" ) 1900 ) ( do-nothing ) ) +Name: Investigate Asteroid +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Investigate Asteroid", 576) $Formula: ( when ( true ) ( protect-ship "Cancer 1" ) ) +Name: Protect Cancer 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Alpha 1" ) 60 ) ( unprotect-ship "Cancer 1" ) ) +Name: Unprotect Cancer 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( protect-ship "Pisces 1" ) ) +Name: Protect Pisces 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Alpha 1" ) 40 ) ( unprotect-ship "Pisces 1" ) ) +Name: Unprotect Pisces 1 +Repeat Count: 1 +Interval: 1 #Goals ;! 5 total $Type: Primary +Name: Secure Depot $MessageNew: XSTR("Destroy all NTF fighters", 577) $end_multi_text $Formula: ( is-destroyed-delay 6 "Cancer" "Aries" "Aquarius" ) +No music $Type: Primary +Name: Destroy Installation $MessageNew: XSTR("Destroy rebel installation", 578) $end_multi_text $Formula: ( is-destroyed-delay 0 "Unknown NTF" ) +Invalid $Type: Bonus +Name: Destroy All Cargo $MessageNew: XSTR("Destroy all cargo", 579) $end_multi_text $Formula: ( is-destroyed-delay 0 "TC 2 1" "TC 2 2" "TC 2 3" "TC 2 4" "TC 2 5" "TAC 1 6" "TAC 1 9" "TAC 1 10" "TAC 1 18" ) $Type: Secondary +Name: Destroy Sentries and Freighters $MessageNew: XSTR("Destroy all freighters and sentry guns", 580) $end_multi_text $Formula: ( is-destroyed-delay 0 "Sentry 01" "Sentry 02" "Sentry 03" "Sentry 04" "Capricorn 3" ) $Type: Primary +Name: Secure Area $MessageNew: XSTR("Destroy NTF reinforcements", 581) $end_multi_text $Formula: ( is-destroyed-delay 0 "Pisces" "Virgo" ) +Invalid #Waypoints ;! 5 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( -3440.729492, 183.017288, -504.786194 ) ) $Name: Waypoint path 2 $List: ( ;! 1 points in list ( -2454.822754, -881.439697, -1496.587402 ) ) $Name: Waypoint path 3 $List: ( ;! 1 points in list ( -2633.206299, 337.593079, 0.487310 ) ) $Name: Waypoint path 4 $List: ( ;! 1 points in list ( -2281.503906, -0.000113, -2297.408203 ) ) $Name: Waypoint path 5 $List: ( ;! 1 points in list ( 3827.703857, -0.000126, 2160.903564 ) ) #Messages ;! 243 total $Name: Lets Go $Team: -1 $MessageNew: XSTR("Okay, Alpha wing. Let's take out the fighters and freighters. Beta will scan the cargo. Watch those sentry guns!", 582) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM102_A2_01.wav $Name: Beta Scan $Team: -1 $MessageNew: XSTR("Beta wing, target cargo units and close in to scan. Optimal distance is 150 meters.", 583) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM102_A2_02.wav $Name: Targets $Team: -1 $MessageNew: XSTR("Alpha 1 and Alpha 3, you target the fighters. Stay focused on those Lokis.", 584) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM102_A2_03.wav $Name: Unscanable $Team: -1 $MessageNew: XSTR("Command, we've got a problem here. We can't scan the cargo!", 585) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: SM102_B1_01.wav $Name: Malfunction $Team: -1 $MessageNew: XSTR("Run a diagnostic, Beta. Are your sensors malfunctioning?", 586) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM102_AC_01.wav $Name: Negative $Team: -1 $MessageNew: XSTR("Negative. There's some kind of shielding on these units. Our sensors can't penetrate!", 587) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: SM102_B1_02.wav $Name: Abort Scan $Team: -1 $MessageNew: XSTR("Acknowledged, Beta. Abort the scan and engage the enemy.", 588) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM102_AC_02.wav $Name: Recovery Op $Team: -1 $MessageNew: XSTR("What about a recovery op?", 589) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: SM102_B1_03.wav $Name: Risk $Team: -1 $MessageNew: XSTR("Negative, Beta. Command will not risk recovery in that asteroid belt.", 590) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM102_AC_03.wav $Name: Dense Fighters $Team: -1 $MessageNew: XSTR("We're facing multiple bandits here. That cargo must be vital.", 591) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM102_A2_04.wav $Name: Secured $Team: -1 $MessageNew: XSTR("We have secured the depot, Command. All bandits have been neutralized. Alpha and Beta, destroy the cargo units.", 592) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM102_A2_05.wav $Name: Hold On $Team: -1 $MessageNew: XSTR("Hold on, Alpha. Long-range sensors are picking up another hostile target three kilometers from your position.", 593) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM102_AC_04.wav $Name: Anomaly $Team: -1 $MessageNew: XSTR("I'm reading nothing here, Command.", 594) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM102_A2_06.wav $Name: Em Sig $Team: -1 $MessageNew: XSTR("We're detecting a faint EM signature from one of the asteroids. Transmitting coordinates now.", 595) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM102_AC_05.wav $Name: Interference $Team: -1 $MessageNew: XSTR("I'm still not getting a clear reading. There's too much interference.", 596) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM102_A2_07.wav $Name: New Objective $Team: -1 $MessageNew: XSTR("There should be a flashing red blip on the radar screen of your HUD. Maneuver your fighter until this blip is centered in the radar. This will point you in the right direction.", 597) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM102_AC_07.wav $Name: Target $Team: -1 $MessageNew: XSTR("It's a large asteroid, Command, with some kind of structure built into the surface.", 598) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM102_A2_08.wav $Name: Unknown $Team: -1 $MessageNew: XSTR("Let's take a closer look. Proceed with caution, pilots.", 599) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM102_AC_08.wav $Name: Approaching $Team: -1 $MessageNew: XSTR("Command, the target has turrets and a fighterbay. It must be a rebel installation!", 600) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM102_A2_09.wav $Name: Destroy $Team: -1 $MessageNew: XSTR("We're scrambling bomber wings now! Destroy that base, pilots!", 601) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM102_AC_09.wav $Name: Incoming Hostiles $Team: -1 $MessageNew: XSTR("Command, I'm picking up incoming hostiles.", 602) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM102_A2_11.wav $Name: Engage And Destroy $Team: -1 $MessageNew: XSTR("Engage and destroy those fighters. We need to clear a path for Delta wing.", 603) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM102_AC_10.wav $Name: Bosch $Team: -1 $MessageNew: XSTR("This is Admiral Bosch of the Neo-Terran Front. Allied fighters, break off your attack!", 604) $end_multi_text +AVI Name: Head-BSH +Wave Name: SM102_BH_01.wav $Name: Whats Going On $Team: -1 $MessageNew: XSTR("Command, the rebel leader is on that base!", 605) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM102_A2_12.wav $Name: Disregard $Team: -1 $MessageNew: XSTR("Disregard that transmission, Alpha. Admiral Bosch is in the Polaris system. This must be a decoy.", 606) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM102_AC_11.wav $Name: Destroy Installation 2 $Team: -1 $MessageNew: XSTR("Pilots, destroy that installation. You have your orders.", 607) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM102_AC_13.wav $Name: Disable Engines $Team: -1 $MessageNew: XSTR("That's NOT an installation! Disable the engines of that warship! Do not let them escape!", 608) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM102_AC_14.wav $Name: Subspace $Team: -1 $MessageNew: XSTR("There's no time, Command! The vessel is powering up its subspace drive.", 609) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM102_A2_13.wav $Name: Warp Out $Team: -1 $MessageNew: XSTR("Bosch and his warship have jumped!", 610) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM102_AC_15.wav $Name: Make This Brief $Team: -1 $MessageNew: XSTR("If you destroy this installation, you sign the death warrant of our race! I demand unfettered access to the Sirius jump node!", 611) $end_multi_text +AVI Name: Head-BSH +Wave Name: SM102_BH_02.wav $Name: No Negotiations $Team: -1 $MessageNew: XSTR("There will be no negotiations, Bosch.", 612) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM102_AC_12.wav $Name: Unfettered Access $Team: -1 $MessageNew: XSTR("Listen to me! If my safety is guaranteed, I'll withdraw my forces from Deneb.", 613) $end_multi_text +AVI Name: Head-BSH +Wave Name: SM102_BH_03.wav $Name: Secured 2 $Team: -1 $MessageNew: XSTR("We have secured the depot, Command. All bandits have been neutralized. Alpha and Beta stand by.", 614) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM102_A2_10.wav $Name: Asteroid Go Boom $Team: -1 $MessageNew: XSTR("The asteroid is breaking apart, Command!", 615) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM102_A2_15.wav $Name: Return to base $Team: -1 $MessageNew: XSTR("This is mission is over, Alpha. Return to base.", 548) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM101_AC_18.wav $Name: All fighters detroyed $Team: -1 $MessageNew: XSTR("All hostile fighters have been neutralized, Command.", 616) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM102_A2_14.wav #Reinforcements ;! 0 total #Background bitmaps ;! 24 total $Num stars: 1260 $Ambient light level: 0 $Sun: SunGold +Angles: 0.000000 0.000000 2.076940 +Scale: 2.000000 $Starbitmap: neb09 +Angles: 5.009091 5.585049 5.218530 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 5.585049 5.585049 0.925024 +ScaleX: 2.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb03 +Angles: 5.777035 2.321286 0.802851 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb12 +Angles: 6.021381 4.468040 0.628318 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb09 +Angles: 5.585049 0.575958 0.925024 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb01 +Angles: 5.358157 2.740165 0.628318 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb03 +Angles: 5.131264 5.951568 0.506145 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb12 +Angles: 4.991638 0.855211 0.418879 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: neb09 +Angles: 4.764745 1.692968 0.191986 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb01 +Angles: 5.253437 3.455749 1.117010 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb03 +Angles: 5.078904 1.256636 1.308996 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb12 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb09 +Angles: 3.508109 0.383972 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb03 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb12 +Angles: 4.886918 4.276053 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb09 +Angles: 4.345866 0.366519 2.216566 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 3.874628 1.570795 2.408552 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb03 +Angles: 4.031707 0.558505 0.959930 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb12 +Angles: 4.345866 1.797688 0.715584 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 4.520399 2.146753 0.541052 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb02 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb12 +Angles: 3.961894 1.570795 0.506145 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: planeth +Angles: 0.000000 0.558505 4.014254 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 2 #Asteroid Fields $Density: 120 +Field Type: 0 +Debris Genre: 0 +Field Debris Type: 2 $Average Speed: 12.999999 $Minimum: -5000.000000, -2500.000000, -4200.000000 $Maximum: 6000.000000, 2200.000000, 6000.000000 +Inner Bound: $Minimum: 3100.000000, -1400.000000, 1500.000000 $Maximum: 4700.000000, 1200.000000, 3000.000000 #Music $Event Music: 2: Exodus $Briefing Music: Brief2 #End #Mission Info $Version: 0.10 $Name: XSTR("The Romans Blunder", 617) $Author: James Agay- Volition $Created: 04/27/99 at 13:38:23 $Modified: 09/15/99 at 00:39:56 $Notes: This was the first mission I created for Volition. Originally this was designed to be the recond half of a red alert pair, to follow Brad's SM1-02. The difficulty was toned down several times to make it suitable for the beginning of the campaign.$End Notes: $Mission Desc: XSTR("The 53rd pursue Admiral Aken Bosch to the Sirius jump node.", 618) $end_multi_text +Game Type Flags: 1 +Flags: 0 +Red Alert: 0 +Scramble: 1 +Disallow Support: 0 +Player Entry Delay: 2.000000 +Viewer pos: -2033.538330, 2782.552002, 446.658936 +Viewer orient: -0.635554, -0.000001, -0.772057, -0.066148, 0.996323, 0.054452, 0.769218, 0.085677, -0.633217 +SquadReassignName: 53rd Hammerheads +SquadReassignLogo: hammer.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Sexp_variables $Variables: ( 0 "Capricorn3in" "0" "number" ) #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Intelligence has tracked Admiral Bosch's command frigate, the $h NTF $h Iceni, through subspace. We have vectored its course to the Sirius jump node. The 53rd is being scrambled to seek and destroy the $h Iceni before it escapes Deneb. We have pre-assigned your loadout, and your fighters are now standing by. Report to the flight deck pronto.", 619) $end_multi_text $voice: SM103_MB_01.wav $camera_pos: -2920.091309, 3621.686523, 8991.000000 $camera_orient: -0.001786, -0.000001, -0.999998, 0.640381, 0.768056, -0.001144, 0.768055, -0.640382, -0.001371 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 33 $team: Friendly $class: SD Ravana $pos: 1077.864624, 0.000410, 9631.760742 $label: Sirius +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Neutral $class: NTF Iceni $pos: 940.114990, 0.001783, 8312.737305 $label: NTF Iceni +id: 2 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 4 $Formula: ( and ( is-destroyed-delay 0 "Capricorn 1" "Capricorn 2" ) ( is-event-true-delay "Exit Approved" 0 ) ) $Multi text XSTR("Admiral Bosch's command frigate reached the Sirius jump node. I have received no explanation, neither on nor off the record, for what happened out there. I assume we'll be informed on a need-to-know basis. Good job neutralizing those fighters and freighters. You've served the 53rd Hammerheads well. Your performance in this last mission proves you have what it takes to be an ace pilot. I have recommended your transfer to the 107th Ravens. They lost many good officers in Deneb, and they could use someone with your talents. They're a top-notch unit. I know you'll make us proud. Good luck with your new assignment, pilot. Command has ordered the Aquitaine to return to the Capella system. Admiral Petrarch will address the crew at 0630.", 620) $end_multi_text $Voice: SM103_DB_01.wav $Recommendation text: XSTR("You have successfully completed this mission.", 621) $end_multi_text $Formula: ( or ( and ( is-destroyed-delay 0 "Capricorn 1" ) ( has-departed-delay 0 "Capricorn 2" ) ( is-event-true-delay "Exit Approved" 0 ) ) ( and ( is-destroyed-delay 0 "Capricorn 2" ) ( has-departed-delay 0 "Capricorn 1" ) ( is-event-true-delay "Exit Approved" 0 ) ) ) $Multi text XSTR("Admiral Bosch's command frigate reached the Sirius jump node. I have received no explanation, neither on nor off the record, for what happened out there. I assume we'll be informed on a need-to-know basis. Though you performed well under difficult circumstances, we should have destroyed that rebel freighter before it departed the system. You will no longer be flying with the 53rd Hammerheads. I have recommended your transfer to the 107th Ravens. Eighty percent of their unit was wiped out in Deneb, so they're desperate for new pilots. Command has ordered the Aquitaine to return to the Capella system. Admiral Petrarch will address the crew at 0630.", 622) $end_multi_text $Voice: SM103_DB_02.wav $Recommendation text: XSTR("Avoid the rebel cruisers and their beam cannons. Let the allied capital ships contend with them.", 623) $end_multi_text $Formula: ( and ( has-departed-delay 0 "Capricorn 1" "Capricorn 2" ) ( is-event-true-delay "Exit Approved" 0 ) ) $Multi text XSTR("Admiral Bosch's command frigate reached the Sirius jump node. I have received no explanation, neither on nor off the record, for what happened out there. I assume we'll be informed on a need-to-know basis. You faced overwhelming odds, and you were lucky to survive. However, your performance fell short of our goals. We should have destroyed those rebel freighters before they departed the system. ", 624) $end_multi_text $Voice: SM103_DB_03.wav $Recommendation text: XSTR("Avoid the rebel cruisers and their beam cannons. Let the allied capital ships contend with them.", 623) $end_multi_text $Formula: ( is-event-false-delay "Exit Approved" 0 ) $Multi text XSTR("You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.", 180) $end_multi_text $Voice: 1_joe.wav $Recommendation text: XSTR("Do not jump out until ordered to do so.", 625) $end_multi_text #Alternate Types: $Alt: NTF Vessel $Alt: NTF Fenris $Alt: NTC Fenris $Alt: NTF Leviathan $Alt: NTF Loki $Alt: NTFR Triton $Alt: NTFR Poseidon #end #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( ) +Weaponry Pool: ( "Subach HL-7" 28 "Prometheus R" 16 "Rockeye" 960 "Tempest" 960 "Hornet" 500 ) #Objects ;! 31 total $Name: Alpha 1 ;! Object #0 $Class: GTF Myrmidon $Team: Friendly $Location: 1128.266479, 632.218628, 1650.454224 $Orientation: 0.999841, 0.000000, -0.017849, 0.000000, 1.000000, -0.000001, 0.017849, 0.000001, 0.999841 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 97 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Myrmidon $Team: Friendly $Location: 1070.165161, 622.563416, 1607.791626 $Orientation: 0.999663, 0.000000, -0.025955, 0.000000, 1.000000, -0.000001, 0.025955, 0.000001, 0.999663 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase "Iceni" 80 ) ( ai-chase "Capricorn 1" 50 ) ( ai-guard "Alpha 1" 21 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 97 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 +Persona Index: 3 $Name: Alpha 3 ;! Object #2 $Class: GTF Myrmidon $Team: Friendly $Location: 1200.406250, 621.719543, 1600.798706 $Orientation: 0.999953, 0.000000, -0.009738, 0.000000, 1.000000, -0.000001, 0.009738, 0.000001, 0.999953 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase "Iceni" 80 ) ( ai-chase "Capricorn 1" 50 ) ( ai-guard "Alpha 1" 21 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 97 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 +Persona Index: 0 $Name: Capricorn 1 ;! Object #3 $Class: GTFR Triton $Alt: NTFR Triton $Team: Neutral $Location: -230.352158, 1.999622, 1484.969482 $Orientation: -1.000000, -0.000018, 0.000015, 0.000018, -0.999296, -0.037540, 0.000016, -0.037540, 0.999296 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Jump Destination" 80 ) ) $Cargo 1: XSTR("Unscannable", 626) +Initial Velocity: 55 +Initial Hull: 89 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Primary Banks: ( "Morning Star" ) +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Icini Escapes Dialogue" 70 ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Capricorn 1" "Jump Destination:1" ) 666 ) $Determination: 10 +Flags: ( "no-shields" "escort" "scannable" )+Respawn priority: 0 +Escort priority: 3 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 $Name: Capricorn 2 ;! Object #4 $Class: GTFR Poseidon $Alt: NTFR Poseidon $Team: Neutral $Location: -38.915779, -161.227676, 633.300598 $Orientation: 1.000000, 0.000000, -0.000000, -0.000000, 1.000000, -0.000003, -0.000000, 0.000003, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Jump Destination" 80 ) ) $Cargo 1: XSTR("Unscannable", 626) +Initial Velocity: 33 +Initial Hull: 93 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret04 +Primary Banks: ( "Terran Turret" ) $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Icini Escapes Dialogue" 70 ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Capricorn 2" "Jump Destination:1" ) 666 ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 2 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 $Name: Iceni ;! Object #5 $Class: NTF Iceni $Alt: NTF Vessel $Team: Neutral $Location: 960.831604, 0.002121, 7629.563965 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Jump Destination" 80 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 69 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11a +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21a +Subsystem: turret22a +Subsystem: turret23a +Subsystem: turret24a +Subsystem: turret25a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Icini Escapes Dialogue" 16 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 1 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Leo 1 ;! Object #6 $Class: GTF Loki $Alt: NTF Loki $Team: Neutral $Location: -912.009216, 0.002661, 1460.558594 $Orientation: 0.789417, 0.000000, -0.613857, -0.076602, 0.992183, -0.098510, 0.609059, 0.124788, 0.783247 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Leo 2 ;! Object #7 $Class: GTF Loki $Alt: NTF Loki $Team: Neutral $Location: -886.492676, -6.435194, 1451.154297 $Orientation: 0.792577, 0.000000, -0.609772, -0.076978, 0.992000, -0.100055, 0.604894, 0.126240, 0.786236 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Leo 3 ;! Object #8 $Class: GTF Loki $Alt: NTF Loki $Team: Neutral $Location: -859.871033, -12.620980, 1441.587891 $Orientation: 0.795843, 0.000000, -0.605503, -0.077297, 0.991818, -0.101596, 0.600549, 0.127658, 0.789332 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Glorious ;! Object #9 $Class: GTC Fenris $Alt: NTC Fenris $Team: Neutral $Location: -2766.786621, 199.154312, -749.295471 $Orientation: 0.788732, 0.000000, -0.614738, -0.012074, 0.999807, -0.015491, 0.614619, 0.019641, 0.788580 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Rebel Path" 60 ) ( ai-waypoints-once "Jump Destination" 50 ) ( ai-chase "Psamtik" 88 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 40 +Initial Hull: 78 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Primary Banks: ( "Terran Turret Weak" ) +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Primary Banks: ( "AAAh" ) +Subsystem: turret05 +Subsystem: turret06 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09a-01-main +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( or ( is-event-true-delay "Capricorn Hurt- Rebel Trigger" 32 ) ( or ( has-departed-delay 0 "Capricorn 1" ) ( has-departed-delay 0 "Capricorn 2" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Glorious" "Jump Destination:1" ) 660 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 100 $Name: Impervious ;! Object #10 $Class: GTC Leviathan $Alt: NTF Leviathan $Team: Neutral $Location: -3157.318848, 0.000024, -687.480713 $Orientation: 0.917816, 0.000000, -0.397005, 0.000000, 1.000000, 0.000000, 0.397005, 0.000000, 0.917816 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Jump Destination" 80 ) ( ai-waypoints-once "Jump Destination" 60 ) ( ai-chase "Psamtik" 88 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 83 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret04 +Primary Banks: ( "AAAh" ) +Subsystem: turret05 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret06 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09a-01-main +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( or ( has-arrived-delay 4 "Glorious" ) ( or ( has-departed-delay 0 "Capricorn 1" ) ( has-departed-delay 0 "Capricorn 2" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Impervious" "Jump Destination:1" ) 660 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 100 $Name: Psamtik ;! Object #11 $Class: GVD Hatshepsut $Team: Friendly $Location: -2487.322021, 117.117165, -6715.838379 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Allied Path" 70 ) ( ai-waypoints-once "Jump Destination" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Primary Banks: ( "" ) +Subsystem: turret02 +Primary Banks: ( "" ) +Subsystem: turret03 +Primary Banks: ( "" ) +Subsystem: turret04 +Primary Banks: ( "" ) +Subsystem: turret05 +Sbank Ammo: ( 0 ) +Subsystem: turret06 +Sbank Ammo: ( 0 ) +Subsystem: turret07 +Sbank Ammo: ( 0 ) +Subsystem: turret08 +Sbank Ammo: ( 0 ) +Subsystem: turret09 +Sbank Ammo: ( 0 ) +Subsystem: turret10 +Sbank Ammo: ( 0 ) +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 +Subsystem: turret27 +Subsystem: turret28 +Subsystem: turret29 +Subsystem: turret30 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Fighters hurt" 4 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 $Name: Gemini 1 ;! Object #12 $Class: GTF Loki $Alt: NTF Loki $Team: Neutral $Location: -8.035614, -0.000485, 1959.409546 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Gemini 2 ;! Object #13 $Class: GTF Loki $Alt: NTF Loki $Team: Neutral $Location: -295.225037, -0.000606, 1949.168335 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Gemini 3 ;! Object #14 $Class: GTF Loki $Alt: NTF Loki $Team: Neutral $Location: -147.480438, -0.000449, 2022.853882 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Scorpio 1 ;! Object #15 $Class: GTF Loki $Alt: NTF Loki $Team: Neutral $Location: -2694.800049, 114.400002, -578.799988 $Orientation: 0.925639, 0.000000, -0.378407, 0.004506, 0.999929, 0.011023, 0.378380, -0.011908, 0.925574 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" ) +Sbank Ammo: ( 60 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Scorpio 2 ;! Object #16 $Class: GTF Loki $Alt: NTF Loki $Team: Neutral $Location: -2660.819336, 114.400024, -615.130798 $Orientation: 0.927951, 0.000000, -0.372702, 0.004438, 0.999929, 0.011050, 0.372676, -0.011908, 0.927885 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" ) +Sbank Ammo: ( 60 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Scorpio 3 ;! Object #17 $Class: GTF Loki $Alt: NTF Loki $Team: Neutral $Location: -2738.172607, 114.400223, -609.928528 $Orientation: 0.925157, 0.000000, -0.379586, 0.004494, 0.999930, 0.010952, 0.379559, -0.011838, 0.925092 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" ) +Sbank Ammo: ( 60 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Aquarius 1 ;! Object #18 $Class: GTF Loki $Alt: NTF Loki $Team: Neutral $Location: -3026.032471, 0.004492, -425.763000 $Orientation: 0.916312, 0.000000, -0.400465, 0.000000, 1.000000, 0.000000, 0.400465, 0.000000, 0.916312 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" ) +Sbank Ammo: ( 80 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Aquarius 2 ;! Object #19 $Class: GTF Loki $Alt: NTF Loki $Team: Neutral $Location: -3083.676758, 0.004524, -446.648041 $Orientation: 0.917569, 0.000000, -0.397576, 0.000000, 1.000000, 0.000000, 0.397576, 0.000000, 0.917569 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" ) +Sbank Ammo: ( 80 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Aquarius 3 ;! Object #20 $Class: GTF Loki $Alt: NTF Loki $Team: Neutral $Location: -2999.402344, 0.004574, -487.540314 $Orientation: 0.915731, 0.000000, -0.401792, 0.000000, 1.000000, 0.000000, 0.401792, 0.000000, 0.915731 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" ) +Sbank Ammo: ( 80 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Beta 1 ;! Object #21 $Class: GTF Myrmidon $Team: Friendly $Location: 1245.201050, 516.500305, 1910.177124 $Orientation: 0.999908, 0.000000, 0.013597, -0.000775, 0.998376, 0.056959, -0.013575, -0.056964, 0.998284 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 97 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 +Persona Index: 4 $Name: Beta 2 ;! Object #22 $Class: GTF Myrmidon $Team: Friendly $Location: 1176.838867, 518.766052, 1845.566284 $Orientation: 0.999776, 0.000000, 0.021172, -0.001212, 0.998361, 0.057215, -0.021137, -0.057228, 0.998137 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 97 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 +Persona Index: 4 $Name: Beta 3 ;! Object #23 $Class: GTF Myrmidon $Team: Friendly $Location: 1329.729004, 552.437195, 1831.715454 $Orientation: 0.999838, 0.000000, 0.017976, -0.001102, 0.998120, 0.061277, -0.017942, -0.061287, 0.997959 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "locked" )+Respawn priority: 0 +Orders Accepted: 97 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Gemini 4 ;! Object #24 $Class: GTF Loki $Alt: NTF Loki $Team: Neutral $Location: -91.501518, -0.000449, 2018.568726 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Delta 1 ;! Object #25 $Class: GVF Tauret $Team: Friendly $Location: -2567.007813, 0.000104, -2197.697510 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 $Name: Delta 2 ;! Object #26 $Class: GVF Tauret $Team: Friendly $Location: -2540.693848, 0.000100, -2200.510742 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 $Name: Delta 3 ;! Object #27 $Class: GVF Tauret $Team: Friendly $Location: -2549.562012, 0.000106, -2158.988281 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 $Name: Delta 4 ;! Object #28 $Class: GVF Tauret $Team: Friendly $Location: -2527.885742, 0.000101, -2160.253418 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 $Name: TAC 1 47 ;! Object #29 $Class: TC-TRI $Team: Friendly $Location: -230.685471, -15.293234, 1674.695435 $Orientation: -1.000000, -0.000019, 0.000038, 0.000018, -0.999289, -0.037719, 0.000039, -0.037719, 0.999289 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Fighter Parts", 573) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "red-alert-carry" )+Respawn priority: 0 +Docked With: Capricorn 1 $Docker Point: Cargo Dock01 $Dockee Point: Cargo Dockpoint +Group: 0 +Score: 5 $Name: TC 2 27 ;! Object #30 $Class: TC 2 $Team: Friendly $Location: -38.919918, -178.609131, 628.379028 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Munitions", 572) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "red-alert-carry" )+Respawn priority: 0 +Docked With: Capricorn 2 $Docker Point: cargo dock $Dockee Point: cargo dock +Group: 0 #Wings ;! 7 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Exit Approved" 3 ) $Ships: ( ;! 3 total "Alpha 1" "Alpha 2" "Alpha 3" ) +Hotkey: 0 +Flags:( ) $Name: Leo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Leo 1 $Arrival Location: Hyperspace $Arrival Cue: ( percent-ships-destroyed 33 "Gemini" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Leo 1" "Leo 2" "Leo 3" ) $AI Goals: ( goals ( ai-guard "Capricorn 1" 70 ) ( ai-guard "Glorious" 60 ) ( ai-chase-wing "Alpha" 50 ) ) +Flags:( "no-arrival-message" ) $Name: Gemini $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gemini 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 2 "Capricorn 1" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gemini 1" "Gemini 2" "Gemini 3" "Gemini 4" ) $AI Goals: ( goals ( ai-guard "Capricorn 1" 80 ) ( ai-guard "Capricorn 2" 70 ) ( ai-guard "Impervious" 50 ) ) +Flags:( "no-arrival-message" ) $Name: Scorpio $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Scorpio 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 2 "Impervious" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Scorpio 1" "Scorpio 2" "Scorpio 3" ) $AI Goals: ( goals ( ai-guard "Impervious" 80 ) ( ai-guard "Glorious" 50 ) ( ai-chase-any 50 ) ) +Flags:( "no-arrival-message" ) $Name: Aquarius $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aquarius 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 2 "Glorious" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Aquarius 1" "Aquarius 2" "Aquarius 3" ) $AI Goals: ( goals ( ai-guard "Glorious" 70 ) ( ai-guard "Impervious" 60 ) ( ai-chase-wing "Alpha" 50 ) ) +Flags:( "no-arrival-message" ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Exit Approved" 5 ) $Ships: ( ;! 3 total "Beta 1" "Beta 2" "Beta 3" ) $AI Goals: ( goals ( ai-chase "Iceni" 88 ) ( ai-chase "Capricorn 1" 50 ) ( ai-guard "Alpha 1" 44 ) ) +Hotkey: 1 +Flags:( ) $Name: Delta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Delta 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Psamtik $Arrival Cue: ( is-event-true-delay "Delta Launch" 0 ) $Departure Location: Docking Bay $Departure Anchor: Psamtik $Departure Cue: ( is-event-true-delay "Exit Approved" 0 ) $Ships: ( ;! 4 total "Delta 1" "Delta 2" "Delta 3" "Delta 4" ) $AI Goals: ( goals ( ai-guard "Alpha 1" 50 ) ) +Flags:( "no-arrival-music" "no-arrival-message" ) #Events ;! 29 total $Formula: ( when ( true ) ( send-message-list "#Command" "High" "Intro Comment" 1400 "Alpha 2" "High" "Can't do it" 6000 "#Command" "High" "You have orders" 6600 "Alpha 2" "High" "where's the blockade" 2000 "#Command" "High" "deployed to higher priority" 4300 ) ) +Name: Intro Dialogue +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Iceni" "Jump Destination:1" ) 700 ) ( send-message-list "Iceni" "High" "efforts to intercept failed" 9000 "Beta 1" "High" "Damn Bosch escaped." 11000 "#Command" "High" "Acknowledged, pilot" 2750 "Alpha 2" "High" "You let them escape" 4000 "#Command" "High" "You're out of line, pilot!" 2000 "Alpha 2" "High" "I dont think so" 2200 "#Command" "High" "discuss this at debriefing" 4000 "Alpha 2" "High" "C let him go" 10500 "Alpha 3" "High" "How do you know?" 3000 "Alpha 2" "High" "They pulled the blockade" 2300 "Alpha 3" "High" "I don't get it." 5800 "Alpha 2" "High" "Ask Command" 2200 "Alpha 3" "High" "Command must have a reason" 4000 "Alpha 2" "High" "why make us attack" 3100 ) ) +Name: Icini Escapes Dialogue +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( or ( < ( hits-left "Capricorn 1" ) 65 ) ( is-destroyed-delay 0 "Capricorn 1" ) ) ( or ( < ( hits-left "Capricorn 2" ) 65 ) ( is-destroyed-delay 0 "Capricorn 2" ) ) ( percent-ships-destroyed 60 "Gemini" ) ) ( do-nothing ) ) +Name: Capricorn Hurt- Rebel Trigger +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 2 "Impervious" ) ( send-message-list "#Command" "High" "Reb fleet arrives" 0 "#Command" "High" "Beam Warning" 1800 ) ( add-goal "Alpha" ( ai-chase "Aquarius" 89 ) ) ( add-goal "Beta" ( ai-chase "Scorpio" 89 ) ) ) +Name: Rebel Arrival +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 12 "Glorious" "Impervious" ) ( beam-free-all "Impervious" ) ) ;( beam-free-all "Glorious" ) +Name: Rebels Armed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 5 "Capricorn 1" "Capricorn 2" ) ( send-message-list "#Command" "High" "Incoming wing of Lokis" 1000 "Beta 2" "High" "Beta wing here. Target acquire" 8000 ) ( validate-goal "Destroy Capricorns" ) ( validate-goal "Destroy Fighters" ) ) +Name: Incoming wing of Lokis +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-arrived-delay 10 "Psamtik" ) ( is-destroyed-delay 4 "Beta" ) ) ( send-message-list "Psamtik" "High" "Delta Launch" 5000 ) ) +Name: Delta Launch +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( is-destroyed-delay 0 "Capricorn 1" ) ( is-destroyed-delay 0 "Capricorn 2" ) ) ( send-message "#Command" "High" "one freighter left!" ) ) +Name: 1 down 1 to go +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 4 "Glorious" ) ( send-message "#Command" "High" "Glorious" ) ) +Name: Glorious Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 4 "Impervious" ) ( send-message "#Command" "High" "Imperious down" ) ) +Name: Impervious Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 3 "Psamtik" ) ( send-message "#Command" "High" "Psamtik Arrives" ) ( beam-free-all "Psamtik" ) ) +Name: Psamtik Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( destroyed-or-departed-delay 10 "Aquarius" "Leo" "Gemini" "Scorpio" "Capricorn 1" "Capricorn 2" "Glorious" "Impervious" ) ( tech-add-ships "GTF Hercules Mark II" ) ( tech-add-weapons "Hornet" ) ( allow-ship "GTF Hercules Mark II" ) ( allow-weapon "Hornet" ) ( allow-weapon "Harpoon" ) ( tech-add-weapons "Harpoon" "Prometheus R" ) ( allow-weapon "Prometheus R" ) ( send-message "#Command" "High" "Mop Up Complete" ) ) +Name: Exit Approved +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: RTB +Repeat Count: 1 +Interval: 1 +Chained: 4 +Objective: XSTR("Return to base", 66) $Formula: ( when ( is-destroyed-delay 0 "Gemini" ) ( do-nothing ) ) +Name: Gemini Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Gemini", 16) $Formula: ( when ( is-destroyed-delay 0 "Iceni" ) ( do-nothing ) ) +Name: Iceni Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy the Iceni", 627) $Formula: ( when ( is-destroyed-delay 0 "Aquarius" ) ( do-nothing ) ) +Name: Aquarius Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aquarius", 103) $Formula: ( when ( is-destroyed-delay 0 "Capricorn 1" "Capricorn 2" ) ( do-nothing ) ) +Name: Capricorn Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy freighters", 628) $Formula: ( when ( is-destroyed-delay 0 "Leo" ) ( do-nothing ) ) +Name: Leo Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Leo", 15) $Formula: ( when ( is-destroyed-delay 0 "Scorpio" ) ( do-nothing ) ) +Name: Scorpio Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Scorpio", 61) $Formula: ( when ( and ( percent-ships-destroyed 60 "Scorpio" ) ( percent-ships-destroyed 60 "Aquarius" ) ) ( do-nothing ) ) +Name: Fighters hurt +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( beam-protect-ship "Alpha 1" ) ) +Name: A1 Beam protect +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Glorious" ) ( validate-goal "Destroy the Glorious" ) ) +Name: Validate Glorious +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Impervious" ) ( validate-goal "Destroy the Impervious" ) ) +Name: Validate Impervious +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 5 "Capricorn 1" ) ( cap-waypoint-speed "Capricorn 1" 20 ) ) +Name: CAP Speed 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 5 "Capricorn 2" ) ( cap-waypoint-speed "Capricorn 2" 20 ) ) +Name: CAP Speed 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( subsys-set-random "Iceni" 0 100 "engine03" "engine02" "engine01" "navigation" "sensors" "communications" ) ) +Name: Damage Icini +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( < ( distance "Capricorn 1" "Jump Destination:1" ) 2300 ) ( < ( distance "Capricorn 2" "Jump Destination:1" ) 2300 ) ) ( send-message "#Command" "High" "Don't let Capricorn escape" ) ) +Name: Capricorn May Escape +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-event-true-delay "Exit Approved" 0 ) ( or ( is-destroyed-delay 0 "Capricorn 1" ) ( is-destroyed-delay 0 "Capricorn 2" ) ) ) ( allow-weapon "Prometheus R" ) ( allow-weapon "Hornet" ) ( allow-weapon "Harpoon" ) ( allow-ship "GTF Hercules Mark II" ) ( tech-add-ships "GTF Hercules Mark II" ) ( tech-add-weapons "Prometheus R" "Hornet" "Harpoon" ) ) +Name: May Continue +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( allow-weapon "Prometheus R" ) ( allow-weapon "Hornet" ) ( allow-weapon "Harpoon" ) ( allow-ship "GTF Hercules Mark II" ) ( tech-add-ships "GTF Hercules Mark II" ) ( tech-add-weapons "Prometheus R" "Hornet" "Harpoon" ) ) +Name: New Weapons +Repeat Count: 1 +Interval: 1 #Goals ;! 5 total $Type: Primary +Name: Stop Asteroid Ship $MessageNew: XSTR("Destroy the NTF Iceni", 629) $end_multi_text $Formula: ( is-destroyed-delay 0 "Iceni" ) $Type: Secondary +Name: Destroy the Glorious $MessageNew: XSTR("Destroy the Glorious", 630) $end_multi_text $Formula: ( is-destroyed-delay 0 "Glorious" ) +Invalid $Type: Secondary +Name: Destroy the Impervious $MessageNew: XSTR("Destroy the Impervious", 631) $end_multi_text $Formula: ( is-destroyed-delay 0 "Impervious" ) +Invalid $Type: Primary +Name: Destroy Capricorns $MessageNew: XSTR("Destroy NTF freighters", 632) $end_multi_text $Formula: ( is-destroyed-delay 0 "Capricorn 1" "Capricorn 2" ) +Invalid $Type: Secondary +Name: Destroy Fighters $MessageNew: XSTR("Destroy NTF fighters", 633) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Leo" ) ( is-destroyed-delay 0 "Gemini" ) ( is-destroyed-delay 0 "Scorpio" ) ( is-destroyed-delay 0 "Aquarius" ) ) +Invalid #Waypoints ;! 4 lists total $Jump Node: 1077.864624, 0.000410, 9631.760742 $Jump Node Name: Sirius $Name: Jump Destination $List: ( ;! 1 points in list ( 994.394409, 0.000176, 9663.798828 ) ) $Name: Rebel Path $List: ( ;! 3 points in list ( -2793.281494, 0.000447, -534.741577 ) ( -2552.806641, -0.000005, 256.484436 ) ( -422.119080, -0.000107, 8109.993164 ) ) $Name: Allied Path $List: ( ;! 3 points in list ( -2327.175293, -0.000196, 52.705708 ) ( -2065.463135, 0.000061, 1420.069092 ) ( -896.454224, 0.000359, 5305.755371 ) ) $Name: Allied Path #2 $List: ( ;! 3 points in list ( -1485.441650, -767.851929, -715.037598 ) ( -1313.073486, -767.851807, 481.069580 ) ( -200.817627, -767.852539, 4459.674805 ) ) #Messages ;! 238 total $Name: Intro Comment $Team: -1 $MessageNew: XSTR("Engage full burners and intercept the Iceni. They are two kilometers from the Sirius jump node.", 634) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM103_AC_01.wav $Name: Don't let Capricorn escape $Team: -1 $MessageNew: XSTR("Do not let those freighters escape!", 635) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM103_AC_02.wav $Name: Reb fleet arrives $Team: -1 $MessageNew: XSTR("Two NTF cruisers have jumped in. The NTC Glorious and the NTC Impervious. They are heading for the node. Eliminate the fighter escort, pilots. We'll deploy the Psamtik to handle the cruisers.", 636) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM103_AC_03.wav $Name: Mop Up Complete $Team: -1 $MessageNew: XSTR("Return to base, pilots. The Aquitaine is shipping out.", 637) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM103_AC_04.wav $Name: Delta Launch $Team: -1 $MessageNew: XSTR("Delta wing has been sortied.", 638) $end_multi_text +Persona: Large Ship Vasudan +AVI Name: Head-VC +Wave Name: SM103_PS_01.wav $Name: Can't do it $Team: -1 $MessageNew: XSTR("Command, we're five clicks from that corvette! Those coordinates you gave us were bogus! We don't stand a chance of catching that ship!", 639) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP7 +Wave Name: SM103_W0_01.wav $Name: You have orders $Team: -1 $MessageNew: XSTR("You have your orders, pilot.", 640) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM103_AC_06.wav $Name: where's the blockade $Team: -1 $MessageNew: XSTR("Command, where's the blockade? Why isn't the Alliance guarding this node?", 641) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP7 +Wave Name: SM103_W0_02.wav $Name: deployed to higher priority $Team: -1 $MessageNew: XSTR("Our line of defense has been reprioritized for engagements elsewhere in the system.", 642) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM103_AC_07.wav $Name: efforts to intercept failed $Team: -1 $MessageNew: XSTR("I regret your efforts to intercept us have failed, pilots. You would be well advised to question the wisdom of your leaders. Helm, engage subspace drive.", 643) $end_multi_text +AVI Name: Head-BSH +Wave Name: SM103_BH_01.wav $Name: Damn Bosch escaped. $Team: -1 $MessageNew: XSTR("The Iceni has jumped! I repeat. The Iceni has jumped!", 644) $end_multi_text +Persona: Wingman 5 +AVI Name: Head-TP8 +Wave Name: SM103_W2_01.wav $Name: Acknowledged, pilot $Team: -1 $MessageNew: XSTR("Acknowledged, pilot. ", 645) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM103_AC_08.wav $Name: You let them escape $Team: -1 $MessageNew: XSTR("Request a status brief, Command! What the hell is going on here?", 646) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP7 +Wave Name: SM103_W1_01.wav $Name: You're out of line, pilot! $Team: -1 $MessageNew: XSTR("You're out of line, pilot!", 647) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM103_AC_09.wav $Name: I dont think so $Team: -1 $MessageNew: XSTR("Out of line? I don't think so. We're risking our lives out here! We deserve a straight answer!", 648) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP7 +Wave Name: SM103_W1_02.wav $Name: discuss this at debriefing $Team: -1 $MessageNew: XSTR("You can discuss this at your debriefing. We now have reports that rebel vessels are heading for the jump node. Stand by for mission update. Command out.", 649) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM103_AC_10.wav $Name: C let him go $Team: -1 $MessageNew: XSTR("Damn it! Command let Bosch escape!", 650) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP7 +Wave Name: SM103_W1_03.wav $Name: How do you know? $Team: -1 $MessageNew: XSTR("What are you talking about?", 651) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: SM103_W3_01.wav $Name: They pulled the blockade $Team: -1 $MessageNew: XSTR("They pulled the blockade. They gave us the wrong coordinates. There's no other explanation.", 652) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP7 +Wave Name: SM103_W1_04.wav $Name: I don't get it. $Team: -1 $MessageNew: XSTR("Why? Why would they let him go?", 653) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: SM103_W3_02.wav $Name: Ask Command $Team: -1 $MessageNew: XSTR("You tell me, pilot. I'm informed on a need-to-know basis.", 654) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP7 +Wave Name: SM103_W1_05.wav $Name: Command must have a reason $Team: -1 $MessageNew: XSTR("Stand down. We're on your side here.", 655) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: SM103_W0_04.wav $Name: why make us attack $Team: -1 $MessageNew: XSTR("Why did we attack the Iceni? Why did we destroy that cargo? I can live with being a pawn if the game makes sense.", 656) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP7 +Wave Name: SM103_W1_06.wav $Name: Incoming wing of Lokis $Team: -1 $MessageNew: XSTR("Inbound freighters with Loki escort. These targets escaped the asteroid depot. Destroy those ships before they reach the node.", 657) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM103_AC_11.wav $Name: Beta wing here. Target acquire $Team: -1 $MessageNew: XSTR("Beta wing here. Target acquired and closing in.", 658) $end_multi_text +Persona: Wingman 5 +AVI Name: Head-TP8 +Wave Name: SM103_W3_04.wav $Name: Capricorn 2 is down! $Team: -1 $MessageNew: XSTR("Capricorn 2 is down!", 659) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM103_AC_12.wav $Name: one freighter left! $Team: -1 $MessageNew: XSTR("There's one freighter left! Let's finish the job!", 660) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM103_AC_15.wav $Name: Glorious $Team: -1 $MessageNew: XSTR("We have pulverized the Glorious!", 661) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM103_AC_17.wav $Name: Imperious down $Team: -1 $MessageNew: XSTR("Impervious objective has been neutralized.", 662) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM103_AC_18.wav $Name: Psamtik Arrives $Team: -1 $MessageNew: XSTR("The Psamtik is now on station.", 663) $end_multi_text +Persona: Large Ship Vasudan +AVI Name: Head-CM2 +Wave Name: SM103_AC_20.wav $Name: Beam Warning $Team: -1 $MessageNew: XSTR("Those cruisers have anti-fighter beams with an effective range of 1500 meters. Lure the escort away from the cruisers before you engage.", 664) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: sm103_ac_21.wav #Reinforcements ;! 0 total #Background bitmaps ;! 35 total $Num stars: 1260 $Ambient light level: 0 $Sun: SunGold +Angles: 0.000000 0.000000 2.076940 +Scale: 2.000000 $Starbitmap: dneb01 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb09 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb18 +Angles: 0.000000 1.308996 0.558505 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb01 +Angles: 6.021381 0.890117 5.794488 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb18 +Angles: 5.951568 2.740165 5.602502 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 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0.506145 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: planeta1 +Angles: 0.000000 3.054324 4.014254 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 3: Leviticus $Briefing Music: Brief3 #End #Mission Info $Version: 0.10 $Name: XSTR("A Lion at the Door", 665) $Author: Brad Johnson $Created: 04/30/99 at 17:09:33 $Modified: 10/13/99 at 15:14:13 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("After the Shivans attack an allied warship in Capella, the 107th Ravens are deployed to secure a mysterious subspace portal in the Gamma Draconis system.", 666) $end_multi_text +Game Type Flags: 1 +Flags: 0 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -2498.420654, 10798.216797, -9593.367188 +Viewer orient: 0.999998, -0.000000, -0.002222, 0.001818, 0.574835, 0.818267, 0.001277, -0.818269, 0.574834 +SquadReassignName: 107th Ravens +SquadReassignLogo: ravens.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing $Stage Text: XSTR("Shivan Attack To the officers and crew of the GTD Aquitaine, this is Admiral Petrarch. At 0115 hours, we received a transmission from 3rd Fleet Headquarters. A Shivan cruiser and three fighter wings ambushed and destroyed the GTC Vigilant as it patrolled the Gamma Draconis jump node in the Capella system. Command deployed the GTD Carthage and GVCv Dahshor. Though these vessels neutralized the immediate threat, all allied units are now in a state of enhanced vigilance.", 667) $end_multi_text $Ani Filename: cb_sm1-04_a.ani +Wave Filename: SM104_CB_01.wav $Stage Text: XSTR("Gamma Draconis Command has ordered the Aquitaine to spearhead the operation in Gamma Draconis as we investigate the origin and extent of this incursion. Gamma Draconis is a remote, uninhabited system discovered shortly before the outbreak of the Great War. The system has no planets and no viable resources. The GTSC Erikson visited the system 15 years ago and reported nothing out of the ordinary.", 668) $end_multi_text $Ani Filename: cb_sm1-04_b.ani +Wave Filename: SM104_CB_02.wav $Stage Text: XSTR("A Subspace Portal? Recon flights in Gamma Draconis detected activity near an uncharted jump node. Closer examination has revealed this node is not a natural phenomenon but a massive subspace portal of unknown origin. We do not know why the Erikson failed to detect the portal when it last visited the system. This device may have been inactive and therefore invisible to long-range sensors, or it may be of recent construction.", 669) $end_multi_text $Ani Filename: cb_sm1-04_c.ani +Wave Filename: SM104_CB_03.wav $Stage Text: XSTR("The Shivans The Shivan vessels that destroyed the Vigilant were not of any class encountered in the Great War. The light cruiser, designated Rakshasa, and the fighters, designated Mara, have been added to your on-board database. This is our first contact with this species in over three decades. Our objectives are clear. We must secure Gamma Draconis or face annihilation a second time.", 670) $end_multi_text $Ani Filename: cb_sm1-04_d.ani +Wave Filename: SM104_CB_04.wav #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("This is Lieutenant Samsa, squadron leader of the 107th Ravens. Here's the situation. The $f GTD $f Aquitaine entered Gamma Draconis at 1640. The flagship will defend the Capella node as we advance to secure the system. Recon discovered a Shivan supply depot near the subspace portal, and this will be our target.", 671) $end_multi_text $voice: SM104_MB_01.wav $camera_pos: -86.083946, 6764.244141, -6756.065430 $camera_orient: 1.000000, 0.000000, 0.000194, -0.000159, 0.574835, 0.818269, -0.000112, -0.818269, 0.574835 $camera_time: 800 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 26 $team: Friendly $class: Knossos $pos: 17.085402, 0.002919, -1916.059937 $label: Subspace Portal +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Command believes the Shivans are preparing for a more aggressive attack on Capella. The $h SC $h Behemoth, a Rakshasa-class cruiser, guards the depot with a wing of Mara fighters. Enemy freighters are entering the system, dropping their cargo, and departing through the portal. Your mission, pilot, is to execute a clean sweep of the area.", 672) $end_multi_text $voice: SM104_MB_02.wav $camera_pos: -1518.932495, 4444.805176, -2760.300781 $camera_orient: 0.999990, 0.000000, 0.004542, -0.003717, 0.574835, 0.818261, -0.002611, -0.818269, 0.574829 $camera_time: 1200 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 26 $team: Friendly $class: Knossos $pos: -973.116699, 0.003097, 1007.387329 $label: Subspace Portal +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: SC Rakshasa $pos: -2017.270630, 0.004233, -283.093781 $label: Behemoth +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: SF Mara $pos: -2093.113770, -0.000542, 396.899445 $label: Virgo +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Your primary target will be the Mara fighters. Once the escorts are down, destroy the $h Behemoth and any freighters in the vicinity. You'll need to hold down the fort until we deploy the $f Carthage and $f Dahshor. After you secure the area, we'll send wings Delta and Epsilon to relieve you.", 673) $end_multi_text $voice: SM104_MB_03.wav $camera_pos: -1944.808105, 3833.736328, -1988.454834 $camera_orient: 0.999998, 0.000000, -0.002221, 0.001818, 0.574835, 0.818267, 0.001277, -0.818269, 0.574834 $camera_time: 500 $num_lines: 0 $num_icons: 4 $Flags: 0 $Formula: ( true ) $start_icon $type: 26 $team: Friendly $class: Knossos $pos: 1113.614990, 0.001185, -1760.339111 $label: Subspace Portal +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 26 $team: Friendly $class: Knossos $pos: -973.116699, 0.003097, 1007.387329 $label: Subspace Portal +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Ulysses $pos: -2077.750977, 774.900635, -142.273376 $label: Delta +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GVF Serapis $pos: -2905.743896, 774.901489, 196.635956 $label: Epsilon +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 6 $Formula: ( and ( not ( is-destroyed-delay 0 "Carthage" ) ) ( not ( is-destroyed-delay 0 "Dahshor" ) ) ( is-goal-true-delay "Secure Area" 0 ) ( is-event-true-delay "Thanks" 0 ) ) $Multi text XSTR("You survived your first sortie against the Shivans. Though we had only a small opposing force to contend with, survival is half the battle. The C.O.s of both the Carthage and Dahshor commend our squadron for the outstanding cover we provided. The Shivan Cain cruiser and its complement of fighters might have destroyed these vessels had we not intervened. Well done, pilot. A joint Terran-Vasudan task force, under the direction of Dr. Mina Hargrove, is now studying the subspace portal. We expect a preliminary report in a few hours.", 674) $end_multi_text $Voice: SM104_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Dahshor" ) ) ( is-goal-true-delay "Secure Area" 0 ) ( is-destroyed-delay 0 "Carthage" ) ( is-event-true-delay "Oron Destroyed" 0 ) ) $Multi text XSTR("You survived your first sortie against the Shivans. Though we had only a small opposing force to contend with, survival is half the battle. Tragically, the 10,000 men and women on board the Carthage were not so lucky. As a unit, we must accept the blame for this catastrophe. Had we fought harder, we could have saved that destroyer. A service for the dead will be held at 0100 hours on Deck 36. A joint Terran-Vasudan task force, under the direction of Dr. Mina Hargrove, is now studying the subspace portal. We expect a preliminary report in a few hours.", 675) $end_multi_text $Voice: SM104_DB_02.wav $Recommendation text: XSTR("Stay focused on the Shivan bombers.", 676) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Carthage" ) ) ( is-goal-true-delay "Secure Area" 0 ) ( is-destroyed-delay 0 "Dahshor" ) ( is-event-true-delay "Thanks" 0 ) ) $Multi text XSTR("You survived your first sortie against the Shivans. Though we had only a small opposing force to contend with, survival is half the battle. Tragically, the 6,000 Vasudan officers and crew on board the Dahshor were not so lucky. As a unit, we must accept the blame for this catastrophe. Had we fought harder, we could have saved that cruiser. A Vasudan service for the dead will be held at 0100 hours on Deck 36. A joint Terran-Vasudan task force, under the direction of Dr. Mina Hargrove, is now studying the subspace portal. We expect a preliminary report in a few hours.", 677) $end_multi_text $Voice: SM104_DB_03.wav $Recommendation text: XSTR("Stay focused on the Shivan bombers.", 676) $end_multi_text $Formula: ( and ( not ( is-event-true-delay "Thanks" 0 ) ) ( not ( is-event-true-delay "Oron Destroyed" 0 ) ) ) $Multi text XSTR("You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.", 180) $end_multi_text $Voice: 2_JOE.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Carthage" "Dahshor" ) ( is-event-true-delay "Oron Destroyed" 0 ) ) $Multi text XSTR("Over 16,000 Terrans and Vasudans perished in this engagement. That our squadron failed to stop this massacre is a disgrace. As officers and pilots of the 107th Ravens, our honor will be stained with the blood of our comrades. Had we fought harder, we could have saved the Carthage and the Dahshor.", 678) $end_multi_text $Voice: SM104_DB_04.wav $Recommendation text: XSTR("Stay focused on the Shivan bombers.", 676) $end_multi_text $Formula: ( is-event-true-delay "Allied Defense Citation" 0 ) $Multi text XSTR("For preserving the systems of the Galactic Terran-Vasudan Alliance from Shivan invasion, you are hereby awarded the Allied Defense Citation.", 679) $end_multi_text $Voice: 2_ADC.wav $Recommendation text: XSTR("", 10) $end_multi_text #Alternate Types: $Alt: Subspace Portal $Alt: Unknown #end #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( ) +Weaponry Pool: ( "Subach HL-7" 8 "Akheton SDG" 16 "Prometheus R" 112 "Rockeye" 300 "Tempest" 800 "Hornet" 1100 "Harpoon" 292 ) #Objects ;! 51 total $Name: Alpha 1 ;! Object #0 $Class: GTF Hercules Mark II $Team: Friendly $Location: -64.199997, 774.900024, -2817.500000 $Orientation: 0.792091, 0.000000, 0.610403, -0.143675, 0.971904, 0.186441, -0.593253, -0.235378, 0.769836 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Hercules Mark II $Team: Friendly $Location: -165.537384, 774.900024, -2910.491699 $Orientation: 0.817393, 0.000000, 0.576081, -0.135010, 0.972150, 0.191563, -0.560037, -0.234359, 0.794629 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 2 $Name: Alpha 3 ;! Object #2 $Class: GTF Hercules Mark II $Team: Friendly $Location: 40.053295, 774.900024, -2913.283936 $Orientation: 0.787663, 0.000000, 0.616107, -0.139272, 0.974115, 0.178052, -0.600159, -0.226051, 0.767274 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 1 $Name: Behemoth ;! Object #3 $Class: SC Rakshasa $Team: Hostile $Location: -2514.511475, 0.004129, -302.537720 $Orientation: 0.417595, 0.000000, -0.908634, 0.000000, 1.000000, 0.000000, 0.908634, 0.000000, 0.417595 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Primary Banks: ( "Shivan Turret Laser" ) +Subsystem: turret10 +Primary Banks: ( "SAAA" ) +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 99 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 150 $Name: SC 5 5 ;! Object #4 $Class: SC 5 $Team: Hostile $Location: -4700.072754, 245.180084, -494.667572 $Orientation: 0.867819, 0.000000, 0.496880, 0.000000, 1.000000, 0.000000, -0.496880, 0.000000, 0.867819 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Warheads", 680) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" )+Respawn priority: 0 +Group: 0 $Name: SC 5 6 ;! Object #5 $Class: SC 5 $Team: Hostile $Location: -4704.436523, 27.393778, -695.015198 $Orientation: 0.983933, -0.019935, 0.177421, 0.005371, 0.996602, 0.082188, -0.178457, -0.079915, 0.980697 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Warheads", 680) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" )+Respawn priority: 0 +Group: 0 $Name: SC 5 7 ;! Object #6 $Class: SC 5 $Team: Hostile $Location: -5003.811035, -115.426338, -307.124481 $Orientation: 0.993357, 0.060332, -0.097989, -0.019342, 0.926963, 0.374655, 0.113436, -0.370271, 0.921972 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Shielding Components", 681) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" )+Respawn priority: 0 +Group: 0 $Name: SAC 2 8 ;! Object #7 $Class: SAC 2 $Team: Hostile $Location: -4957.106934, 0.000261, -620.928040 $Orientation: 0.826371, 0.554127, -0.100277, -0.537558, 0.829291, 0.152674, 0.167760, -0.072260, 0.983176 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Guidance Systems", 682) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" )+Respawn priority: 0 +Group: 0 $Name: SAC 2 9 ;! Object #8 $Class: SAC 2 $Team: Hostile $Location: -4982.806152, 0.000395, -131.639679 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Sensor Arrays", 683) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" )+Respawn priority: 0 +Group: 0 $Name: Semyaza ;! Object #9 $Class: ST Azrael $Team: Hostile $Location: -4782.398438, 32.867146, -555.116638 $Orientation: -0.152412, 0.000000, 0.988317, -0.074829, 0.997130, -0.011540, -0.985480, -0.075714, -0.151974 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Shivan Personnel", 684) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +AI Class: Lieutenant +Subsystem: turret02a +Subsystem: turret03a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 20 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Maul ;! Object #10 $Class: SFr Mephisto $Team: Hostile $Location: -1862.994995, 7.964116, 1173.637085 $Orientation: -0.817353, -0.203022, 0.539184, -0.184210, 0.978822, 0.089314, -0.545897, -0.026320, -0.837440 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 89 ) ) $Cargo 1: XSTR("Sentry Guns", 685) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 $Arrival Location: Hyperspace +Arrival Delay: 20 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( or ( has-undocked-delay "Maul" "SC 5 11" 1 0 ) ( is-destroyed-delay 0 "SC 5 11" ) ) $Determination: 10 +Flags: ( "no-shields" "escort" "special-warp" )+Respawn priority: 0 +Escort priority: 20 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 30 $Name: Neqael ;! Object #11 $Class: SFr Asmodeus $Team: Hostile $Location: -1513.286987, -5.118590, 1016.291321 $Orientation: -0.833391, -0.424634, 0.353759, -0.453992, 0.891007, -0.000002, -0.315201, -0.160606, -0.935337 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 2" 89 ) ) $Cargo 1: XSTR("Sentry Guns", 685) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: a-turret01 +Subsystem: a-turret02 +Primary Banks: ( "Shivan Light Laser" ) +Subsystem: a-turret03 +Subsystem: a-turret04 $Arrival Location: Hyperspace $Arrival Cue: ( or ( has-departed-delay 8 "Maul" ) ( is-destroyed-delay ( rand 5 10 ) "Maul" ) ) $Departure Location: Hyperspace $Departure Cue: ( or ( has-undocked-delay "Neqael" "SAC 2 14" 1 0 ) ( is-destroyed-delay 0 "SAC 2 14" ) ) $Determination: 10 +Flags: ( "no-shields" "escort" "special-warp" )+Respawn priority: 0 +Escort priority: 20 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 30 $Name: Baraqel ;! Object #12 $Class: SFr Dis $Team: Hostile $Location: -1537.141479, 2.876926, 1281.666504 $Orientation: -0.814641, 0.121984, 0.566994, 0.179181, 0.982740, 0.046015, -0.551594, 0.139080, -0.822435 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 3" 89 ) ) $Cargo 1: XSTR("Sentry Guns", 685) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 $Arrival Location: Hyperspace $Arrival Cue: ( or ( has-departed-delay 8 "Neqael" ) ( is-destroyed-delay ( rand 5 10 ) "Neqael" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "escort" "special-warp" )+Respawn priority: 0 +Escort priority: 20 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 30 $Name: Virgo 1 ;! Object #13 $Class: SF Mara $Team: Hostile $Location: -2594.758301, -0.001301, 29.064243 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Hornet#Weak" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 2 ;! Object #14 $Class: SF Mara $Team: Hostile $Location: -2722.440918, -0.001238, 13.958778 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Hornet#Weak" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 3 ;! Object #15 $Class: SF Mara $Team: Hostile $Location: -2514.885986, -0.001222, -44.017174 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Hornet#Weak" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 1 ;! Object #16 $Class: SF Mara $Team: Hostile $Location: -1617.565918, -108.368813, 1324.957397 $Orientation: -0.920440, 0.000000, 0.390885, 0.000000, 1.000000, 0.000000, -0.390885, 0.000000, -0.920440 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Hornet#Weak" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "special-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 2 ;! Object #17 $Class: SF Mara $Team: Hostile $Location: -1522.866943, -165.351730, 1393.184204 $Orientation: -0.920440, 0.000000, 0.390885, 0.000000, 1.000000, 0.000000, -0.390885, 0.000000, -0.920440 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Hornet#Weak" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "special-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 3 ;! Object #18 $Class: SF Mara $Team: Hostile $Location: -1635.782715, -50.161594, 1524.540283 $Orientation: -0.920440, 0.000000, 0.390885, 0.000000, 1.000000, 0.000000, -0.390885, 0.000000, -0.920440 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Hornet#Weak" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "special-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Carthage ;! Object #19 $Class: GTD Orion $Team: Friendly $Location: -838.751221, 863.894531, -6321.393066 $Orientation: 0.886995, 0.000000, 0.461779, 0.000000, 1.000000, 0.000000, -0.461779, 0.000000, 0.886995 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Primary Banks: ( "Standard Flak" ) +Subsystem: turret02a +Primary Banks: ( "Standard Flak" "Terran Huge Turret" "Terran Huge Turret" ) +Subsystem: turret03a +Primary Banks: ( "Standard Flak" "Terran Huge Turret" "Terran Huge Turret" ) +Subsystem: turret04a +Primary Banks: ( "Standard Flak" "Terran Huge Turret" "Terran Huge Turret" ) +Subsystem: turret05a +Primary Banks: ( "Standard Flak" "Terran Huge Turret" "Terran Huge Turret" ) +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Primary Banks: ( "Green Beam" ) +Subsystem: turret12 +Primary Banks: ( "" ) +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Subspace" 8 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 98 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 $Name: Dahshor ;! Object #20 $Class: GVCv Sobek $Team: Friendly $Location: -2283.676758, -241.764359, -2626.714355 $Orientation: 0.777573, 0.000000, 0.628794, 0.000000, 1.000000, 0.000000, -0.628794, 0.000000, 0.777573 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 4" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 3 "Carthage" ) $Departure Location: Hyperspace $Departure Cue: ( is-destroyed-delay 8 "Carthage" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 97 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Libra 1 ;! Object #21 $Class: SF Astaroth $Team: Hostile $Location: -1203.199951, -84.606735, 707.200012 $Orientation: -0.772491, 0.000000, 0.635026, 0.000002, 1.000000, 0.000003, -0.635026, 0.000003, -0.772491 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "special-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 2 ;! Object #22 $Class: SF Astaroth $Team: Hostile $Location: -1203.473877, -46.150188, 805.809082 $Orientation: -0.801016, 0.000000, 0.598643, 0.000002, 1.000000, 0.000003, -0.598643, 0.000003, -0.801016 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "special-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 3 ;! Object #23 $Class: SF Astaroth $Team: Hostile $Location: -1102.714355, 20.762230, 697.087036 $Orientation: -0.731159, 0.000000, 0.682207, 0.000002, 1.000000, 0.000002, -0.682207, 0.000003, -0.731159 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "special-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 1 ;! Object #24 $Class: SF Astaroth $Team: Hostile $Location: -1404.758057, 277.892029, 1034.774536 $Orientation: -0.772491, 0.000000, 0.635026, 0.000002, 1.000000, 0.000003, -0.635026, 0.000003, -0.772491 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "special-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 2 ;! Object #25 $Class: SF Astaroth $Team: Hostile $Location: -1405.031982, 172.933701, 1133.383301 $Orientation: -0.801016, 0.000000, 0.598643, 0.000002, 1.000000, 0.000003, -0.598643, 0.000003, -0.801016 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "special-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 3 ;! Object #26 $Class: SF Astaroth $Team: Hostile $Location: -1304.272461, 277.892029, 1024.661499 $Orientation: -0.731159, 0.000000, 0.682207, 0.000002, 1.000000, 0.000002, -0.682207, 0.000003, -0.731159 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "special-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 1 ;! Object #27 $Class: SF Mara $Team: Hostile $Location: -1381.741089, 210.358307, 645.829834 $Orientation: -0.772491, 0.000000, 0.635026, 0.000002, 1.000000, 0.000003, -0.635026, 0.000003, -0.772491 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Harpoon#Weak" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "special-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 2 ;! Object #28 $Class: SF Mara $Team: Hostile $Location: -1382.015015, 252.569336, 744.438477 $Orientation: -0.801016, 0.000000, 0.598643, 0.000002, 1.000000, 0.000003, -0.598643, 0.000003, -0.801016 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Harpoon#Weak" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "special-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 3 ;! Object #29 $Class: SF Mara $Team: Hostile $Location: -1281.255493, 152.164093, 635.716797 $Orientation: -0.731159, 0.000000, 0.682207, 0.000002, 1.000000, 0.000002, -0.682207, 0.000003, -0.731159 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Harpoon#Weak" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "special-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #30 $Class: GTF Hercules Mark II $Team: Friendly $Location: -643.617065, 774.900085, -3327.709473 $Orientation: 0.792091, 0.000000, 0.610403, -0.143675, 0.971904, 0.186441, -0.593253, -0.235378, 0.769836 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 +Persona Index: 0 $Name: Beta 2 ;! Object #31 $Class: GTF Hercules Mark II $Team: Friendly $Location: -744.954407, 774.900085, -3420.701172 $Orientation: 0.817393, 0.000000, 0.576081, -0.135010, 0.972150, 0.191563, -0.560037, -0.234359, 0.794629 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Beta 3 ;! Object #32 $Class: GTF Hercules Mark II $Team: Friendly $Location: -539.363770, 774.900085, -3423.493408 $Orientation: 0.787663, 0.000000, 0.616107, -0.139272, 0.974115, 0.178052, -0.600159, -0.226051, 0.767274 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 +Persona Index: 4 $Name: Goliath ;! Object #33 $Class: SC Cain $Team: Hostile $Location: -1094.800049, 0.000000, 1152.500000 $Orientation: -0.364482, 0.000000, 0.931210, 0.110959, 0.992876, 0.043430, -0.924576, 0.119156, -0.361885 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Sbank Ammo: ( 0 ) +Subsystem: turret09 +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( percent-ships-destroyed 80 "Leo" "Aries" "Libra" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "escort" "special-warp" )+Respawn priority: 0 +Escort priority: 50 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 150 $Name: Aquarius 1 ;! Object #34 $Class: SF Astaroth $Team: Hostile $Location: -1001.299988, -223.478882, 1003.799988 $Orientation: -0.286091, 0.000000, 0.958202, 0.112011, 0.993144, 0.033443, -0.951633, 0.116897, -0.284129 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "special-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aquarius 2 ;! Object #35 $Class: SF Astaroth $Team: Hostile $Location: -1099.241699, -376.201385, 905.010681 $Orientation: -0.253381, 0.000000, 0.967367, 0.119951, 0.992283, 0.031419, -0.959901, 0.123998, -0.251425 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "special-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aquarius 3 ;! Object #36 $Class: SF Astaroth $Team: Hostile $Location: -898.505798, -322.473114, 902.680176 $Orientation: -0.229474, 0.000000, 0.973315, 0.109962, 0.993598, 0.025925, -0.967083, 0.112977, -0.228005 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "special-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aquarius 4 ;! Object #37 $Class: SF Astaroth $Team: Hostile $Location: -1002.088135, -466.566864, 805.702148 $Orientation: -0.195549, 0.000000, 0.980694, 0.117339, 0.992816, 0.023397, -0.973649, 0.119649, -0.194145 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "special-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 1 ;! Object #38 $Class: SB Seraphim $Team: Hostile $Location: -1231.199951, 329.299133, 1367.199951 $Orientation: -0.477330, 0.000000, 0.878724, 0.106409, 0.992641, 0.057802, -0.872257, 0.121095, -0.473817 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Infyrno" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "special-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Scorpio 2 ;! Object #39 $Class: SB Seraphim $Team: Hostile $Location: -1306.318848, 477.134430, 1603.431519 $Orientation: -0.577317, 0.000000, 0.816520, 0.096000, 0.993064, 0.067876, -0.810857, 0.117572, -0.573313 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Infyrno" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "special-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Scorpio 3 ;! Object #40 $Class: SB Seraphim $Team: Hostile $Location: -1000.057678, 477.134430, 1308.677612 $Orientation: -0.411151, 0.000000, 0.911567, 0.101377, 0.993797, 0.045725, -0.905912, 0.111212, -0.408601 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Infyrno" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "special-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Delta 1 ;! Object #41 $Class: GTF Myrmidon $Team: Friendly $Location: -790.225098, 0.000114, -4965.349121 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) +Secondary Banks: ( "Rockeye" "Hornet" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 32991 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Delta 2 ;! Object #42 $Class: GTF Myrmidon $Team: Friendly $Location: -886.755127, -0.000153, -5062.199707 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) +Secondary Banks: ( "Rockeye" "Hornet" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 32991 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Delta 3 ;! Object #43 $Class: GTF Myrmidon $Team: Friendly $Location: -687.370850, -0.000078, -5065.762207 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) +Secondary Banks: ( "Rockeye" "Hornet" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 32991 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Epsilon 1 ;! Object #44 $Class: GVF Serapis $Team: Friendly $Location: -488.205322, -0.000054, -4966.117188 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 32991 ;! note that this is a bitfield!!! +Group: 0 +Score: 14 +Persona Index: 5 $Name: Epsilon 2 ;! Object #45 $Class: GVF Serapis $Team: Friendly $Location: -588.928467, -0.000109, -5068.132324 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 32991 ;! note that this is a bitfield!!! +Group: 0 +Score: 14 +Persona Index: 5 $Name: Epsilon 3 ;! Object #46 $Class: GVF Serapis $Team: Friendly $Location: -389.796875, -0.000113, -5066.707520 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 32991 ;! note that this is a bitfield!!! +Group: 0 +Score: 14 +Persona Index: 5 $Name: Subspace Portal ;! Object #47 $Class: Knossos $Alt: Unknown $Team: Friendly $Location: -1614.278564, 0.000173, 963.520691 $Orientation: 0.857709, 0.000000, -0.514136, 0.000000, 1.000000, 0.000000, 0.514136, 0.000000, 0.857709 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 1000 $Name: SC 5 11 ;! Object #48 $Class: SC 5 $Team: Hostile $Location: -1859.308838, 18.202806, 1167.955566 $Orientation: 0.545896, 0.026320, 0.837441, 0.447700, 0.835690, -0.318105, -0.708213, 0.548573, 0.444414 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Propulsion Units", 686) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Docked With: Maul $Docker Point: cargo dock01 $Dockee Point: cargo dock +Group: 0 $Name: SAC 2 14 ;! Object #49 $Class: SAC 2 $Team: Hostile $Location: -1537.673462, -3.557466, 1014.665833 $Orientation: -0.536446, -0.782860, 0.315208, -0.782862, 0.601112, 0.160603, -0.315205, -0.160610, -0.935335 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Sensor Arrays", 683) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Docked With: Neqael $Docker Point: cargo dock01 $Dockee Point: cargo dock01 +Group: 0 $Name: SC 5 16 ;! Object #50 $Class: SAC 3 $Team: Hostile $Location: -1629.201416, 29.175407, 1141.213623 $Orientation: 0.814655, -0.121988, -0.566973, -0.185629, -0.981044, -0.055643, -0.549437, 0.150576, -0.821855 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Missiles", 687) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Docked With: Baraqel $Docker Point: cargo dock01 $Dockee Point: cargo dockpoint +Group: 0 #Wings ;! 11 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Alpha 1" "Alpha 2" "Alpha 3" ) +Hotkey: 0 +Flags:( ) $Name: Virgo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Virgo 1" "Virgo 2" "Virgo 3" ) $AI Goals: ( goals ( ai-guard "Behemoth" 89 ) ( ai-guard "Semyaza" 50 ) ( ai-guard "Maul" 50 ) ( ai-guard "Neqael" 50 ) ( ai-guard "Baraqel" 50 ) ) +Flags:( ) $Name: Cancer $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Hyperspace $Arrival Cue: ( and ( percent-ships-destroyed 80 "Virgo" ) ( has-time-elapsed 75 ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Cancer 1" "Cancer 2" "Cancer 3" ) $AI Goals: ( goals ( ai-guard "Behemoth" 89 ) ( ai-guard "Semyaza" 50 ) ( ai-guard "Maul" 50 ) ( ai-guard "Neqael" 50 ) ( ai-guard "Baraqel" 50 ) ) +Flags:( ) $Name: Libra $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Libra 1 $Arrival Location: Hyperspace $Arrival Cue: ( and ( is-destroyed-delay 15 "Behemoth" "Virgo" "Cancer" ) ( destroyed-or-departed-delay 15 "Semyaza" "Maul" "Neqael" "Baraqel" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Libra 1" "Libra 2" "Libra 3" ) +Flags:( "no-arrival-message" ) $Name: Leo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Leo 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 2 "Libra" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Leo 1" "Leo 2" "Leo 3" ) +Flags:( "no-arrival-message" ) $Name: Aries $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aries 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 2 "Leo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Aries 1" "Aries 2" "Aries 3" ) +Flags:( "no-arrival-message" ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Beta 1" "Beta 2" "Beta 3" ) +Hotkey: 1 +Flags:( ) $Name: Aquarius $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aquarius 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 2 "Goliath" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Aquarius 1" "Aquarius 2" "Aquarius 3" "Aquarius 4" ) $AI Goals: ( goals ( ai-guard "Goliath" 89 ) ) +Flags:( "no-arrival-message" ) $Name: Scorpio $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Scorpio 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 5 "Goliath" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Scorpio 1" "Scorpio 2" "Scorpio 3" ) $AI Goals: ( goals ( ai-chase "Carthage" 89 ) ) +Flags:( "no-arrival-message" ) $Name: Delta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Delta 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Carthage $Arrival Cue: ( is-event-true-delay "Thanks" 8 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Delta 1" "Delta 2" "Delta 3" ) $AI Goals: ( goals ( ai-guard "Carthage" 89 ) ( ai-guard "Dahshor" 50 ) ) +Flags:( ) $Name: Epsilon $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Epsilon 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 8 "Delta" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Epsilon 1" "Epsilon 2" "Epsilon 3" ) $AI Goals: ( goals ( ai-guard "Dahshor" 89 ) ( ai-guard "Carthage" 50 ) ) +Flags:( ) #Events ;! 57 total $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Destroy Cancer +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Destroy Virgo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( is-destroyed-delay 0 "Libra" ) ( do-nothing ) ) +Name: Destroy Libra +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Libra", 18) $Formula: ( when ( is-destroyed-delay 0 "Leo" ) ( do-nothing ) ) +Name: Destroy Moloch +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Leo", 15) $Formula: ( when ( is-destroyed-delay 0 "Aries" ) ( do-nothing ) ) +Name: Destroy Aeshma +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aries", 14) $Formula: ( when ( is-destroyed-delay 0 "Aquarius" ) ( do-nothing ) ) +Name: Destroy Taurvi +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aquarius", 103) $Formula: ( when ( is-destroyed-delay 0 "Scorpio" ) ( do-nothing ) ) +Name: Destroy Scorpio +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Scorpio", 61) $Formula: ( when ( is-destroyed-delay 0 "Behemoth" ) ( do-nothing ) ) +Name: Destroy Rakshasa +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Behemoth", 688) $Formula: ( when ( is-destroyed-delay 0 "Goliath" ) ( do-nothing ) ) +Name: Destroy Cain +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Goliath", 689) $Formula: ( when ( is-destroyed-delay 0 "Semyaza" ) ( do-nothing ) ) +Name: Destroy Azrael +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Semyaza", 690) $Formula: ( when ( true ) ( do-nothing ) ) +Name: -----Destroy----- +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 1 "Carthage" ) ( beam-free-all "Carthage" ) ) +Name: Beam Free Orion +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 1 "Dahshor" ) ( beam-free-all "Dahshor" ) ) +Name: Beam Free Sobek +Repeat Count: 1 +Interval: 1 $Formula: ( when ( are-waypoints-done-delay "Maul" "Waypoint path 1" 5 ) ( add-goal "Maul" ( ai-undock 89 ) ) ) +Name: Freighter 1 Undock +Repeat Count: 1 +Interval: 1 $Formula: ( when ( are-waypoints-done-delay "Neqael" "Waypoint path 2" 5 ) ( add-goal "Neqael" ( ai-undock 89 ) ) ) +Name: Freighter 2 Undock +Repeat Count: 1 +Interval: 1 $Formula: ( when ( are-waypoints-done-delay "Baraqel" "Waypoint path 3" 0 ) ( add-goal "Baraqel" ( ai-undock 89 ) ) ) +Name: Freighter 3 Undock +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Aries" ) ( send-message "" "High" "Trouble" ) ) +Name: Trouble +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "" "High" "Database" ) ) +Name: Database +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "" "High" "Need Reinforcements" ) ) +Name: Need Reinforcements +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "#Command" "High" "Evasive Action" ) ) +Name: Evasive Action +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( send-message "" "High" "Too Many" ) ) +Name: Too Many +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "#Command" "High" "Subspace" ) ) +Name: Subspace +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( good-secondary-time "Hostile" 100 "Cyclops" "Carthage" ) ( good-secondary-time "Hostile" 100 "Cyclops" "Dahshor" ) ) +Name: Good Secondary +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Carthage" ) ( add-goal "Aries" ( ai-chase "Carthage" 89 ) ) ( add-goal "Leo" ( ai-chase "Carthage" 89 ) ) ( validate-goal "Protect Orion" ) ) +Name: Orion Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Dahshor" ) ( add-goal "Libra" ( ai-chase "Dahshor" 89 ) ) ( validate-goal "Protect Corvette" ) ) +Name: Sobek Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Behemoth" ) ( send-message "#Command" "High" "Excellent" ) ) +Name: Excellent +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 3 "Behemoth" "Virgo" "Cancer" ) ( destroyed-or-departed-delay 3 "Semyaza" "Maul" "Neqael" "Baraqel" ) ) ( send-message "" "High" "Area Secure" ) ) +Name: Area Secured +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "#Command" "High" "Hold" ) ) +Name: Maintain +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( and ( is-destroyed-delay 7 "Leo" "Libra" "Aries" "Aquarius" "Scorpio" "Goliath" ) ( not ( is-destroyed-delay 0 "Carthage" ) ) ) ( send-message "Carthage" "High" "Neutralized" ) ( turret-lock "Dahshor" "turret06" "turret07" "turret08" "turret12" ) ) +Name: Thanks +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base +Repeat Count: 1 +Interval: 1 +Chained: 4 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( is-destroyed-delay 4 "Carthage" ) ( send-message "#Command" "High" "Orion Destroyed" ) ) +Name: Oron Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base 2 +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( has-time-elapsed 5 ) ( send-message "" "High" "Visual Portal" ) ) +Name: Visual Portal +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Huge" ) ) +Name: Huge +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "" "High" "Debris Field" ) ) +Name: Debris Field +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( true ) ( send-message "#Command" "High" "Negative" ) ) +Name: Negative +Repeat Count: 1 +Interval: 1 +Chained: 9 $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Virgo" ) ) ( < ( distance "" "Virgo" ) 500 ) ) ( send-message "" "High" "Fast Maras" ) ( beam-free-all "Behemoth" ) ) +Name: Fast Maras +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( not ( is-destroyed-delay 0 "Virgo" ) ) ( send-message "" "High" "The Hell" ) ) +Name: The Hell +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( and ( is-destroyed-delay 0 "Virgo" "Cancer" ) ( not ( is-destroyed-delay 0 "Behemoth" ) ) ) ( send-message "" "High" "Targeting Rakshasa" ) ) +Name: Targeting Rakshasa +Repeat Count: 1 +Interval: 1 $Formula: ( when ( not ( is-destroyed-delay 0 "Behemoth" ) ) ( send-message "#Command" "High" "Proceed" ) ) +Name: Proceed +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( has-arrived-delay 3 "Carthage" ) ( send-message "Carthage" "High" "Status" ) ) +Name: Status - Orion Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "" "High" "Broken Off" ) ) +Name: Broken Off +Repeat Count: 1 +Interval: 1 +Chained: 9 $Formula: ( when ( percent-ships-destroyed 80 "Leo" "Aries" "Libra" ) ( send-message "Dahshor" "High" "Incoming Jump" ) ( turret-free "Dahshor" "turret06" "turret07" "turret08" "turret12" ) ) +Name: Incoming Jump +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Carthage" "High" "Cain Cruiser" ) ( beam-free-all "Goliath" ) ) +Name: Cain Cruiser +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( has-undocked-delay "Baraqel" "SC 5 16" 1 5 ) ( special-warpout-name "Baraqel" "Subspace Portal" ) ( add-goal "Baraqel" ( ai-waypoints-once "Waypoint path 6" 89 ) ) ) +Name: Frieghter 3 Warp +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( < ( special-warp-dist "Baraqel" ) 250 ) ( > ( special-warp-dist "Baraqel" ) 0 ) ) ( clear-goals "Baraqel" ) ( add-goal "Baraqel" ( ai-warp-out 89 ) ) ) +Name: Mephisto Warp +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( is-destroyed-delay 0 "Maul" ) ( do-nothing ) ) +Name: Destroy Maul +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Maul", 691) $Formula: ( when ( is-destroyed-delay 0 "Neqael" ) ( do-nothing ) ) +Name: Destroy Asmodeus +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Neqael", 692) $Formula: ( when ( is-destroyed-delay 0 "Baraqel" ) ( do-nothing ) ) +Name: Destroy Mephisto +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Baraqel", 693) $Formula: ( when ( true ) ( tech-add-ships "SF Mara" "SC Rakshasa" "ST Azrael" "Knossos" "GVCv Sobek" ) ) +Name: Add Tech +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( tech-add-ships "SF Astaroth" ) ) +Name: Tech Add Astaroth +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( tech-add-ships "SC Cain" ) ) +Name: Tech Add Cain +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( tech-add-ships "SFr Mephisto" ) ) +Name: Tech Add Mephisto +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( tech-add-ships "SFr Asmodeus" ) ) +Name: Tech Add Asmodeus +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( tech-add-ships "SFr Dis" ) ) +Name: Tech Add Dis +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( tech-add-ships "SB Seraphim" ) ) +Name: Tech Add Seraphim +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-event-true-delay "Thanks" 0 ) ( not ( is-destroyed-delay 0 "Carthage" ) ) ( not ( is-destroyed-delay 0 "Dahshor" ) ) ) ( grant-medal "Allied Defense Citation" ) ) +Name: Allied Defense Citation +Repeat Count: 1 +Interval: 1 #Goals ;! 3 total $Type: Primary +Name: Secure Area $MessageNew: XSTR("Neutralize all hostiles", 694) $end_multi_text $Formula: ( and ( is-destroyed-delay 3 "Behemoth" "Virgo" "Cancer" ) ( destroyed-or-departed-delay 3 "Semyaza" "Maul" "Neqael" "Baraqel" ) ) $Type: Primary +Name: Protect Orion $MessageNew: XSTR("Protect the Carthage", 695) $end_multi_text $Formula: ( and ( is-destroyed-delay 5 "Leo" "Libra" "Aries" "Aquarius" "Scorpio" "Goliath" ) ( not ( is-destroyed-delay 0 "Carthage" ) ) ) +Invalid $Type: Secondary +Name: Protect Corvette $MessageNew: XSTR("Protect the Dahshor", 696) $end_multi_text $Formula: ( and ( is-destroyed-delay 5 "Leo" "Libra" "Aries" "Aquarius" "Scorpio" "Goliath" ) ( not ( is-destroyed-delay 0 "Dahshor" ) ) ) +Invalid #Waypoints ;! 6 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( -4180.960449, 229.810181, -768.386841 ) ) $Name: Waypoint path 2 $List: ( ;! 1 points in list ( -4161.036133, 0.001259, -882.461243 ) ) $Name: Waypoint path 3 $List: ( ;! 1 points in list ( -4862.732422, -156.180511, -1129.784058 ) ) $Name: Waypoint path 4 $List: ( ;! 1 points in list ( -4374.067383, 0.000476, -1599.649292 ) ) $Name: Waypoint path 5 $List: ( ;! 1 points in list ( 0.000000, 0.000000, 0.000000 ) ) $Name: Waypoint path 6 $List: ( ;! 1 points in list ( -1030.698608, -0.001643, 2027.030762 ) ) #Messages ;! 230 total $Name: Trouble $Team: -1 $MessageNew: XSTR("Command! We've got 4 or 5 hostile wings coming through the portal!", 697) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: SM104_W1_01.wav $Name: Orion Destroyed $Team: -1 $MessageNew: XSTR("We've lost the Carthage! All Allied ships return to base! Repeat. Return to base! Mission aborted!", 698) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM104_AC_01.wav $Name: Visual Portal $Team: -1 $MessageNew: XSTR("Command, this is Alpha 2. We're in. I've got a visual on the subspace portal.", 699) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: SM104_A2_01.wav $Name: Huge $Team: -1 $MessageNew: XSTR("How many hostiles in sensor range?", 700) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM104_B1_01.wav $Name: Debris Field $Team: -1 $MessageNew: XSTR("One wing of Maras closing in fast. The Behemoth is 2.5 clicks out. Two freighters and half a dozen cargo units are in the depot area.", 701) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: SM104_A2_02.wav $Name: Negative $Team: -1 $MessageNew: XSTR("Destroy those fighters. The Shivans will send reinforcements, so let's secure this area as quickly as possible.", 702) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM104_AC_02.wav $Name: Fast Maras $Team: -1 $MessageNew: XSTR("The Maras are too fast! I can't get a lock!", 703) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: SM104_W0_01.wav $Name: The Hell $Team: -1 $MessageNew: XSTR("I've never seen anything like it! These fighters are unbelievable!", 704) $end_multi_text +Persona: Wingman 5 +AVI Name: Head-TP8 +Wave Name: SM104_W1_02.wav $Name: Targeting Rakshasa $Team: -1 $MessageNew: XSTR("Command, all bandits are down. Now targeting the Behemoth.", 705) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: SM104_W0_02.wav $Name: Proceed $Team: -1 $MessageNew: XSTR("Proceed with caution, pilots! Stand clear of those anti-fighter beams. The capabilities of that warship have yet to be determined.", 706) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM104_AC_03.wav $Name: Excellent $Team: -1 $MessageNew: XSTR("Excellent work, pilots! Behemoth objective neutralized.", 707) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM104_AC_04.wav $Name: Area Secure $Team: -1 $MessageNew: XSTR("Area secure, Command. Standing by for further orders.", 708) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: SM104_W1_03.wav $Name: Hold $Team: -1 $MessageNew: XSTR("Hold your position, pilots. We are now deploying the Carthage and the Dahshor.", 709) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM104_AC_05.wav $Name: Database $Team: -1 $MessageNew: XSTR("We've got a new fighter class here! Designation Astaroth!", 710) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: SM104_W0_03.wav $Name: Need Reinforcements $Team: -1 $MessageNew: XSTR("Where's the Carthage? We need reinforcements ASAP, Command!", 711) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: SM104_W1_04.wav $Name: Evasive Action $Team: -1 $MessageNew: XSTR("Take evasive action, pilots! Help is on the way!", 712) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM104_AC_06.wav $Name: Too Many $Team: -1 $MessageNew: XSTR("There's too many of them! Send in the Carthage, or get us out of here!", 713) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: SM104_W1_05.wav $Name: Subspace $Team: -1 $MessageNew: XSTR("The Carthage and Dahshor will emerge from subspace momentarily. Stand by.", 714) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM104_AC_07.wav $Name: Status $Team: -1 $MessageNew: XSTR("This is the GTD Carthage. What's your status, pilots?", 715) $end_multi_text +Persona: Large Ship +AVI Name: Head-CM5 +Wave Name: SM104_CA_01.wav $Name: Broken Off $Team: -1 $MessageNew: XSTR("The Shivans have broken off their attack! They're heading for the Carthage!", 716) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: SM104_W0_04.wav $Name: Cain Cruiser $Team: -1 $MessageNew: XSTR("A Cain-class warship has entered the system! SC Goliath!", 717) $end_multi_text +Persona: Large Ship +AVI Name: Head-CM5 +Wave Name: SM104_CA_04.wav $Name: Neutralized $Team: -1 $MessageNew: XSTR("All hostiles have been neutralized. Now deploying Delta and Epsilon wing. Alpha, you may return to base.", 718) $end_multi_text +Persona: Large Ship +AVI Name: Head-CM5 +Wave Name: SM104_CA_05.wav $Name: Incoming Jump $Team: -1 $MessageNew: XSTR("We are detecting incoming jump signatures through the subspace portal.", 719) $end_multi_text +Persona: Large Ship Vasudan +AVI Name: Head-VC +Wave Name: SM104_DA_02.wav #Reinforcements ;! 0 total #Background bitmaps ;! 34 total $Num stars: 500 $Ambient light level: 0 $Sun: SunWhite +Angles: 0.000000 0.000000 0.000000 +Scale: 1.000000 $Starbitmap: neb04 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb06 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb15 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb16 +Angles: 0.000000 1.308996 0.558505 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 2 $Starbitmap: neb04 +Angles: 6.021381 0.890117 5.794488 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$Starbitmap: neb16 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb15 +Angles: 3.961894 1.570795 0.506145 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 #Asteroid Fields #Music $Event Music: 4: Numbers $Briefing Music: Brief4 #End #Mission Info $Version: 0.10 $Name: XSTR("Mystery of the Trinity", 720) $Author: James Agay @ Volition $Created: 05/06/99 at 11:51:58 $Modified: 10/08/99 at 11:12:00 $Notes: Welcome to our nebula$End Notes: $Mission Desc: XSTR("The 107th patrols the nebula beyond the subspace portal in Gamma Draconis.", 721) $end_multi_text +Game Type Flags: 1 +Flags: 4 +NebAwacs: 3000.000000 +Storm: none +Red Alert: 0 +Scramble: 0 +Disallow Support: 1 +Player Entry Delay: 1.000000 +Viewer pos: -4999.527344, 772.804260, -6795.837891 +Viewer orient: -0.001724, 0.000002, -0.999999, 0.346097, 0.938198, -0.000595, 0.938197, -0.346098, -0.001618 +SquadReassignName: 107th Ravens +SquadReassignLogo: ravens.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing $Stage Text: XSTR("Research Task Force With the Gamma Draconis system secure, a task force of Terran and Vasudan scientists is now examining the subspace portal. At this point, the scientists have ruled out the possibility the device is of Shivan origin. Dr. Mina Hargrove, leader of the research team, has issued a report of its preliminary findings. An excerpt of this report follows.", 722) $end_multi_text $Ani Filename: cb_sm1-05_a.ani +Wave Filename: SM105_CB_01.wav $Stage Text: XSTR("Dr. Hargrove, Task Force Preliminary Findings (Excerpt) The subspace portal is unlike any Shivan construction we have yet encountered. Though Shivans demonstrate considerable diversity as a species, all Shivan technology possesses certain distinctive properties. None is present in the subspace device, which means we must look elsewhere for the portal's origin. We do know that the device is very, very old, on the order of several thousand years.", 723) $end_multi_text $Ani Filename: cb_sm1-05_b.ani +Wave Filename: SM105_CBH_01.wav $Stage Text: XSTR("Subspace Vortices The field generated by the interlocking movement of the portal's components creates a subspace vortex, connecting one part of the universe to another. Dr. Hargrove theorizes that whoever built this device may have used it to stabilize a jump node on the verge of collapse. If Dr. Hargrove is correct, this technology is a tremendous discovery.", 724) $end_multi_text $Ani Filename: cb_sm1-05_c.ani +Wave Filename: SM105_CB_03.wav $Stage Text: XSTR("A Way Home? By constructing our own portal, we might be able to reopen the Sol jump node in Delta Serpentis. Since the destruction of the Lucifer caused the node to collapse thirty-two years ago, Earth has remained isolated from the GTVA. We might also be able to stabilize subspace nodes that are currently too volatile for travel, thus creating routes to systems previously unexplored.", 725) $end_multi_text $Ani Filename: cb_sm1-05_d.ani +Wave Filename: SM105_CB_04.wav $Stage Text: XSTR("Beyond the Portal Our military operation will focus on what lies on the other side of the subspace portal. We must determine where the node leads and the extent of the Shivan presence there. Above all, we must prevent the Shivans from returning to Gamma Draconis. Because the portal will remain active while the research team studies the technology, our systems are vulnerable to attack. Allied Command has deemed this an acceptable risk given the potential benefits.", 726) $end_multi_text $Ani Filename: cb_sm1-05_e.ani +Wave Filename: SM105_CB_05.wav #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("At 1540 hours, the $f GTD $f Aquitaine entered the subspace portal in Gamma Draconis and jumped to our current position. We have entered a nebula, a vast and dense ionized field, and possibly the remnant of a supernova. We have travelled farther than any Terrans in the history of subspace travel. ", 727) $end_multi_text $voice: SM105_MB_01.wav $camera_pos: -7268.879395, 2300.503418, -8992.443359 $camera_orient: -0.004922, 0.000002, -0.999988, 0.581553, 0.813503, -0.002861, 0.813493, -0.581560, -0.004005 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 1 $Formula: ( true ) $start_icon $type: 6 $team: Friendly $class: GTD Hecate $pos: -3985.926270, -34.702839, -8253.766602 $label: GTD Aquitaine +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 26 $team: Friendly $class: Knossos $pos: -4105.937500, 80.432137, -9747.334961 $label: Subspace Portal +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The nebula has severely limited the Aquitaine's long-range sensors. We are deploying our fighter wings to explore the immediate vicinity and determine the extent of the enemy presence. Each fighter squadron will deploy a flight of four wings. ", 728) $end_multi_text $voice: SM105_MB_02.wav $camera_pos: -4999.527344, 772.804260, -6795.837891 $camera_orient: -0.001724, 0.000002, -0.999999, 0.346097, 0.938198, -0.000595, 0.938197, -0.346098, -0.001618 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 2 $Formula: ( true ) $start_icon $type: 6 $team: Friendly $class: GTD Hecate $pos: -2871.413086, -34.702312, -6130.602539 $label: GTD Aquitaine +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 23 $team: Friendly $class: GTF Hercules Mark II $pos: -2781.123535, 256.155426, -6673.250977 $label: Alpha +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: -3475.804443, 21.350430, -6732.845215 $label: Zeta +id: 4 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: -2803.836182, 264.292389, -7246.264160 $label: Kappa +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: -3571.187988, 71.909218, -7113.190430 $label: Iota +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Alpha, Zeta, Iota, and Kappa will patrol a series of four waypoints. Zeta wing will lead this sortie, so follow Zeta 1 and do not stray. Be advised the nebula could interfere with your on-board systems. The ionized field will compromise your sensors, even within combat range. ", 729) $end_multi_text $voice: SM105_MB_03.wav $camera_pos: -5284.919922, 1679.186523, -7485.259277 $camera_orient: 0.000339, 0.000002, -1.000000, 0.620775, 0.783989, 0.000212, 0.783989, -0.620775, 0.000265 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 23 $team: Friendly $class: GTF Hercules Mark II $pos: -3147.694824, 256.155334, -6756.229004 $label: Alpha +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: -3463.814941, 21.351179, -6750.639160 $label: Zeta +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: -3170.597656, 264.292297, -7240.503418 $label: Kappa +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: -3511.035400, 71.909256, -7211.745605 $label: Iota +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 20 $team: Unknown $class: GTD Orion $pos: -3515.198242, 324.957520, -8031.144043 +id: 8 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 2 $Formula: ( is-event-true-delay "May Continue" 0 ) $Multi text XSTR("You confronted an overwhelming Shivan force in a hostile environment. Under these circumstances, there was nothing you or anyone else could have done to save the Trinity and our boarding party. You were lucky to survive this sortie, pilot. We have heard nothing from Kappa wing since they vanished from our sensors. Unfortunately, we must presume the worst. They will be listed MIA unless we find evidence to the contrary. Our search parties have found no trace of these fighters. The presence of the Trinity deepens the enigma of the NTF's secret agenda. What was the Trinity doing out here, and what does Bosch know about the subspace portal? All patrols have uncovered an extensive Shivan force in the nebula. Command will deploy more warships through the subspace portal to assist with our mission of exploration and containment. Iota and Epsilon wings encountered two Shivan cruisers near our current location. When our reinforcements arrive, we will move against them.", 730) $end_multi_text $Voice: SM105_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( is-event-false-delay "RTB Trigger" 0 ) $Multi text XSTR("You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.", 180) $end_multi_text $Voice: 2_joe.wav $Recommendation text: XSTR("Do not jump out unless ordered to do so.", 731) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( ) +Weaponry Pool: ( "Subach HL-7" 103 "Prometheus R" 19 "Rockeye" 160 "Tempest" 1700 ) #Objects ;! 41 total $Name: Alpha 1 ;! Object #0 $Class: GTF Hercules Mark II $Team: Friendly $Location: 1284.628052, -1.601093, 2374.318848 $Orientation: 0.996262, 0.000000, -0.086377, -0.007312, 0.996410, -0.084338, 0.086067, 0.084654, 0.992686 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 249 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aquitaine ;! Object #1 $Class: GTD Hecate $Team: Friendly $Location: 1005.089600, -285.487244, 3390.734619 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 +Subsystem: turret27 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 $Name: Alpha 2 ;! Object #2 $Class: GTF Hercules Mark II $Team: Friendly $Location: 1225.723999, -2.136372, 2367.468262 $Orientation: 0.995405, 0.000000, -0.095756, -0.008098, 0.996418, -0.084180, 0.095413, 0.084569, 0.991839 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $AI Goals: ( goals ( ai-play-dead 1 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 249 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 1 $Name: Alpha 3 ;! Object #3 $Class: GTF Hercules Mark II $Team: Friendly $Location: 1353.777222, -2.136372, 2367.445801 $Orientation: 0.997156, 0.000000, -0.075365, -0.006385, 0.996405, -0.084475, 0.075094, 0.084716, 0.993571 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $AI Goals: ( goals ( ai-play-dead 1 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 249 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Zeta 1 ;! Object #4 $Class: GTF Hercules Mark II $Team: Friendly $Location: 1282.477417, -6.138503, 2411.241699 $Orientation: 0.996133, 0.000000, -0.087855, -0.007622, 0.996229, -0.086423, 0.087524, 0.086759, 0.992377 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 1 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 4 $Name: Zeta 2 ;! Object #5 $Class: GTF Hercules Mark II $Team: Friendly $Location: 1225.926147, -6.138503, 2405.571777 $Orientation: 0.995313, 0.000000, -0.096709, -0.008370, 0.996247, -0.086146, 0.096346, 0.086552, 0.991578 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $AI Goals: ( goals ( ai-play-dead 1 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 2 $Name: Zeta 3 ;! Object #6 $Class: GTF Hercules Mark II $Team: Friendly $Location: 1353.647339, -6.138503, 2404.594238 $Orientation: 0.997094, 0.000000, -0.076177, -0.006603, 0.996236, -0.086430, 0.075891, 0.086682, 0.993341 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $AI Goals: ( goals ( ai-play-dead 1 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 2 $Name: Kappa 1 ;! Object #7 $Class: GTF Hercules Mark II $Team: Friendly $Location: 1282.477417, -6.138503, 2463.569092 $Orientation: 0.996018, 0.000000, -0.089148, -0.007847, 0.996118, -0.087675, 0.088802, 0.088026, 0.992152 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 1 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Kappa 2 ;! Object #8 $Class: GTF Hercules Mark II $Team: Friendly $Location: 1225.818481, -6.138503, 2450.826416 $Orientation: 0.995190, 0.000000, -0.097963, -0.008585, 0.996152, -0.087217, 0.097586, 0.087639, 0.991361 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 1 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Kappa 3 ;! Object #9 $Class: GTF Hercules Mark II $Team: Friendly $Location: 1353.647339, -6.138503, 2453.781494 $Orientation: 0.997013, 0.000000, -0.077230, -0.006786, 0.996132, -0.087609, 0.076932, 0.087871, 0.993157 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 1 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Iota 1 ;! Object #10 $Class: GTF Hercules Mark II $Team: Friendly $Location: 1282.477417, -6.138503, 2524.393311 $Orientation: 0.995878, 0.000000, -0.090700, -0.008122, 0.995983, -0.089176, 0.090335, 0.089545, 0.991878 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 1 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 3 $Name: Iota 2 ;! Object #11 $Class: GTF Hercules Mark II $Team: Friendly $Location: 1225.158569, -6.138503, 2510.411865 $Orientation: 0.995006, 0.000000, -0.099811, -0.008894, 0.996022, -0.088666, 0.099413, 0.089111, 0.991048 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 1 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Iota 3 ;! Object #12 $Class: GTF Hercules Mark II $Team: Friendly $Location: 1353.647339, -6.138503, 2514.177490 $Orientation: 0.996909, 0.000000, -0.078564, -0.007022, 0.995998, -0.089100, 0.078249, 0.089376, 0.992919 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 1 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Trinity ;! Object #13 $Class: GTC Fenris $Team: Unknown $Location: 6908.302246, 1717.286011, 17073.541016 $Orientation: 0.855259, 0.140816, -0.498702, -0.168985, -0.833976, -0.525289, -0.489874, 0.533531, -0.689469 $IFF: IFF 1 $AI Behavior: None +AI Class: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 96 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09a-01-main +Subsystem: radar01a-dish $Damage: 77 +Subsystem: sensors $Damage: 94 +Subsystem: communication $Damage: 66 +Subsystem: navigation $Damage: 46 +Subsystem: weapons $Damage: 88 +Subsystem: engine $Damage: 98 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 150 $Name: Aries 1 ;! Object #14 $Class: SF Manticore $Team: Hostile $Location: 7076.454590, 1255.104004, 14151.145508 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 2 ;! Object #15 $Class: SF Manticore $Team: Hostile $Location: 7199.905273, 1255.104736, 14071.668945 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 3 ;! Object #16 $Class: SF Manticore $Team: Hostile $Location: 7019.159668, 1255.104248, 14102.471680 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 4 ;! Object #17 $Class: SF Manticore $Team: Hostile $Location: 7180.592773, 1255.104248, 14003.793945 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 5 ;! Object #18 $Class: SF Manticore $Team: Hostile $Location: 7000.973145, 1255.104248, 14048.415039 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 1 ;! Object #19 $Class: SF Manticore $Team: Hostile $Location: 7024.504883, -0.005700, 12772.207031 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 2 ;! Object #20 $Class: SF Manticore $Team: Hostile $Location: 6717.114258, -0.005677, 12382.371094 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 3 ;! Object #21 $Class: SF Manticore $Team: Hostile $Location: 6495.580078, -0.005589, 12131.656250 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aquarius 1 ;! Object #22 $Class: SF Basilisk $Team: Hostile $Location: 266.488159, 12.879640, 22072.750000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Trebuchet" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aquarius 2 ;! Object #23 $Class: SF Basilisk $Team: Hostile $Location: 225.275146, 12.879883, 22260.335938 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Trebuchet" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aquarius 3 ;! Object #24 $Class: SF Basilisk $Team: Hostile $Location: 101.651733, -0.005659, 22140.687500 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Trebuchet" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aquarius 4 ;! Object #25 $Class: SF Basilisk $Team: Hostile $Location: -32.833008, -0.005667, 22177.445313 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Trebuchet" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Discovery ;! Object #26 $Class: GTT Elysium $Team: Friendly $Location: 7488.136719, 1640.221069, 16668.134766 $Orientation: -0.052604, -0.045477, -0.997580, -0.984309, -0.166131, 0.059478, -0.168434, 0.985055, -0.036024 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $AI Goals: ( goals ( ai-dock "Trinity" "topside docking" "Docking bay 1" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Primary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "ac 6" 6 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Cancer 1 ;! Object #27 $Class: SF Dragon $Team: Hostile $Location: 5800.519531, 1729.072021, 15351.207031 $Orientation: -0.999734, 0.000000, -0.023066, 0.002947, 0.991803, -0.127738, 0.022876, -0.127772, -0.991540 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 2 ;! Object #28 $Class: SF Dragon $Team: Hostile $Location: 5997.822266, 1729.072021, 15395.304688 $Orientation: -0.999795, 0.000000, -0.020241, 0.002572, 0.991894, -0.127045, 0.020077, -0.127071, -0.991690 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 3 ;! Object #29 $Class: SF Dragon $Team: Hostile $Location: 5733.015625, 1729.071533, 15639.648438 $Orientation: -0.999819, 0.000000, -0.019003, 0.002395, 0.992028, -0.125994, 0.018852, -0.126017, -0.991849 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 4 ;! Object #30 $Class: SF Dragon $Team: Hostile $Location: 5730.575195, 1729.071533, 15809.902344 $Orientation: -0.999993, 0.000000, 0.003698, -0.000483, 0.991447, -0.130512, -0.003667, -0.130513, -0.991440 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 5 ;! Object #31 $Class: SF Dragon $Team: Hostile $Location: 5979.107422, 1729.071533, 15799.160156 $Orientation: -0.999984, 0.000000, 0.005576, -0.000725, 0.991513, -0.130001, -0.005529, -0.130003, -0.991498 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 6 ;! Object #32 $Class: SF Dragon $Team: Hostile $Location: 5910.517578, 1729.073486, 15574.382813 $Orientation: -0.999969, 0.000000, 0.007902, -0.001022, 0.991596, -0.129368, -0.007835, -0.129372, -0.991565 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 1 ;! Object #33 $Class: SF Dragon $Team: Hostile $Location: 3289.638672, -0.005655, 24964.839844 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Libra 2 ;! Object #34 $Class: SF Dragon $Team: Hostile $Location: 3362.207764, -0.005795, 25063.363281 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Libra 3 ;! Object #35 $Class: SF Dragon $Team: Hostile $Location: 3651.897949, -0.005703, 24733.824219 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Libra 4 ;! Object #36 $Class: SF Dragon $Team: Hostile $Location: 3650.607178, -0.005351, 24935.078125 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Virgo 1 ;! Object #37 $Class: SF Manticore $Team: Hostile $Location: -1904.052612, -0.001173, -6107.765137 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 2 ;! Object #38 $Class: SF Manticore $Team: Hostile $Location: -1958.650757, -0.001180, -6216.595215 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 3 ;! Object #39 $Class: SF Manticore $Team: Hostile $Location: -1426.132202, -0.001153, -6149.118652 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 4 ;! Object #40 $Class: SF Manticore $Team: Hostile $Location: 6946.453125, -0.001544, 12240.084961 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 #Wings ;! 10 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 2 ;! Alpha 3 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Alpha 1" "Alpha 2" "Alpha 3" ) +Hotkey: 0 +Flags:( ) $Name: Zeta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Zeta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Zeta 1" "Zeta 2" "Zeta 3" ) +Hotkey: 1 +Flags:( ) $Name: Kappa $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Kappa 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Kappa 1" "Kappa 2" "Kappa 3" ) +Hotkey: 2 +Flags:( "no-departure-warp" ) $Name: Iota $Waves: 1 $Wave Threshold: 0 $Special Ship: 2 ;! Iota 3 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Iota 1" "Iota 2" "Iota 3" ) +Flags:( ) $Name: Aries $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aries 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 5 total "Aries 1" "Aries 2" "Aries 3" "Aries 4" "Aries 5" ) $AI Goals: ( goals ( ai-waypoints "Shivan Patrol" 50 ) ) +Flags:( "no-arrival-message" "no-arrival-warp" ) $Name: Leo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Leo 1 $Arrival Location: In front of ship +Arrival Distance: 3500 $Arrival Anchor: Zeta 1 $Arrival Cue: ( is-event-true-delay "Sudden Attack" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Leo 1" "Leo 2" "Leo 3" "Leo 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-message" "no-arrival-warp" ) $Name: Aquarius $Waves: 1 $Wave Threshold: 1 $Special Ship: 0 ;! Aquarius 1 $Arrival Location: In front of ship +Arrival Distance: 3500 $Arrival Anchor: Trinity +Arrival delay: 1 $Arrival Cue: ( is-event-true-delay "Discovery Transmits" 9 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Aquarius 1" "Aquarius 2" "Aquarius 3" "Aquarius 4" ) $AI Goals: ( goals ( ai-chase "Trinity" 55 ) ( ai-chase-wing "Iota" 53 ) ( ai-chase-wing "Alpha" 50 ) ) +Flags:( "no-arrival-message" "no-arrival-warp" ) +Wave Delay Min: 12 +Wave Delay Max: 21 $Name: Cancer $Waves: 5 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Near Ship +Arrival Distance: 2300 $Arrival Anchor: Trinity $Arrival Cue: ( is-destroyed-delay 9 "Aquarius" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Cancer 1" "Cancer 2" "Cancer 3" "Cancer 4" "Cancer 5" "Cancer 6" ) $AI Goals: ( goals ( ai-chase "Trinity" 50 ) ( ai-chase "Discovery" 45 ) ( ai-chase-any 40 ) ) +Flags:( "no-arrival-message" "no-arrival-warp" ) +Wave Delay Min: 5 +Wave Delay Max: 12 $Name: Libra $Waves: 3 $Wave Threshold: 0 $Special Ship: 0 ;! Libra 1 $Arrival Location: Near Ship +Arrival Distance: 1000 $Arrival Anchor: Trinity $Arrival Cue: ( has-arrived-delay 15 "Cancer" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Libra 1" "Libra 2" "Libra 3" "Libra 4" ) $AI Goals: ( goals ( ai-chase "Trinity" 50 ) ( ai-chase "Discovery" 46 ) ( ai-chase-wing "Zeta" 44 ) ( ai-chase-wing "Alpha" 11 ) ) +Flags:( "no-arrival-warp" ) $Name: Virgo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: In front of ship +Arrival Distance: 1900 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-event-true-delay "Discovery Arrives" 4 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Virgo 1" "Virgo 2" "Virgo 3" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( "no-arrival-warp" ) #Events ;! 106 total $Formula: ( when ( has-time-elapsed 2 ) ( add-goal "Iota" ( ai-waypoints-once "Launch Point" 2 ) ) ( send-message "Aquitaine" "High" "Delta Wing Go" ) ) +Name: Delta Fly +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( clear-goals "Iota" ) ( add-goal "Iota" ( ai-waypoints-once "Delta Gamma Launch" 20 ) ) ) +Name: Delta turn +Repeat Count: 1 +Interval: 1 +Chained: 11 $Formula: ( when ( has-time-elapsed 6 ) ( add-goal "Kappa" ( ai-waypoints-once "Alt Launch Point" 2 ) ) ( send-message "Aquitaine" "High" "Gamma wing go" ) ) +Name: Gamma Fly +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( clear-goals "Kappa" ) ) +Name: Gamma clear orders +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( add-goal "Kappa" ( ai-waypoints-once "Delta Gamma Launch" 20 ) ) ) +Name: Gamma Turn +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( has-time-elapsed 10 ) ( add-goal "Zeta" ( ai-waypoints-once "Launch Point" 2 ) ) ( send-message "Aquitaine" "High" "Beta wing go" ) ( cap-waypoint-speed "Zeta 1" 54 ) ( ship-guardian "Zeta 1" ) ( ship-guardian "Alpha 2" ) ) +Name: Beta Fly +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( clear-goals "Zeta" ) ) +Name: Beta clear orders +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( true ) ( add-goal "Zeta" ( ai-waypoints-once "AlphaBeta Point" 20 ) ) ) +Name: Beta Turn +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( has-time-elapsed 15 ) ( add-goal "Alpha" ( ai-waypoints-once "Launch Point" 2 ) ) ( send-message "Aquitaine" "High" "Alpha Wing Go" ) ) +Name: Alpha Fly +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( add-goal "Aquitaine" ( ai-waypoints-once "Intrepid Path" 89 ) ) ) +Name: Interpid underway +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( clear-goals "Alpha" ) ) +Name: Alpha Clear orders +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( true ) ( add-goal "Alpha" ( ai-guard "Alpha 1" 89 ) ) ) +Name: Alpha Guard +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( send-message "#Command" "High" "Alpha form up" ) ) +Name: Alpha Order +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( is-event-incomplete "Beta: Hey Buddy" ) ( send-random-message "#Command" "High" "Alpha form up" "Form Up 2" "Form Up 3" "Form Up 4" ) ) +Name: Form up dammit +Repeat Count: 5 +Interval: 25 +Chained: 30 $Formula: ( when ( and ( is-event-true-delay "Alpha Guard" 15 ) ( < ( distance "Alpha 1" "Zeta 1" ) 390 ) ) ( send-message "Zeta 1" "High" "Hey Buddy" ) ( add-goal "Zeta" ( ai-waypoints-once "AlphaBeta Patrol Route" 55 ) ) ) +Name: Beta: Hey Buddy +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Commands best wishes" ) ) +Name: Commands best wishes +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( is-destroyed-delay 4 "Leo" ) ( send-message "Zeta 1" "High" "Back to it after Shiva" ) ( ship-vanish "Kappa 1" ) ( ship-vanish "Kappa 2" ) ( ship-vanish "Kappa 3" ) ) +Name: Back to it- MSG +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Command- resume" ) ) +Name: Command- okay +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( send-message "Zeta 1" "High" "Intrigue" ) ) +Name: Z1 Has to be a base +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( send-message "" "High" "Intrigue 2" ) ) +Name: W2 finding a ship impos +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "Zeta 3" "High" "Drama continues" ) ) +Name: W3 Unless shivans find you +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "" "High" "More drama" ) ) +Name: W2 Visability is bad +Repeat Count: 1 +Interval: 1 +Chained: 2 $Formula: ( when ( true ) ( send-message "Zeta 2" "High" "yet more drama" ) ) +Name: W3 Reminds me of vega +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( < ( distance "Aries" "" ) 2000 ) ( add-goal "Aries" ( ai-chase-any 89 ) ) ) +Name: Kali Attacks +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Aries" ) ( do-nothing ) ) +Name: Directive Aries +Repeat Count: 1 +Interval: 1 +Chained: 5 +Objective: XSTR("Destroy Aries", 14) $Formula: ( when ( and ( < ( distance "Alpha" "AlphaBeta Patrol Route:1" ) 1700 ) ( > ( mission-time ) 100 ) ) ( do-nothing ) ) +Name: Sudden Attack +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Zeta 1" "High" "Picking Something Up" ) ) +Name: Picking somthing up +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( send-message "Zeta 2" "High" "OMG" ) ) +Name: OMG +Repeat Count: 1 +Interval: 1 +Chained: 9 $Formula: ( when ( true ) ( send-message "#Command" "High" "Comand butts in" ) ) +Name: Command butts in +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( true ) ( send-message "Zeta 1" "High" "np" ) ) +Name: Yeah fine +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( is-destroyed-delay 0 "Leo" ) ( do-nothing ) ) +Name: Directive Leo +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Leo", 15) $Formula: ( when ( < ( distance "Trinity" "Alpha 1" ) 900 ) ( send-message "Zeta 1" "High" "Discover hulk" ) ) +Name: The Cain Mutany +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Discover Hulk 2" ) ( add-remove-escort "Zeta 1" 0 ) ( unprotect-ship "Zeta 1" ) ) +Name: Discover Hulk +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( send-message "Zeta 1" "High" "Com: Major find" ) +Name: Command interested +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( add-goal "Iota" ( ai-waypoints-once "Rally point" 89 ) ) ) +Name: More of the same +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( change-iff "Friendly" "Trinity" ) ) +Name: Hulk on side +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( unprotect-ship "Trinity" ) ( send-message "#Command" "High" "more hulk" ) ) +Name: Unprotect Hulk +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( send-message "Zeta 1" "High" "and more hulk" ) ) +Name: and more hulk +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( true ) ( send-message "Trinity" "High" "Trinityppp" ) ) +Name: standing by +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "#Command" "High" "Bad trinity bad" ) ) +Name: bad trinity bad +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( true ) ( send-message "Trinity" "High" "Trinity 2" ) ) +Name: Trinity 2 +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( true ) ( send-message "#Command" "High" "com- stat trin" ) ) +Name: comand- stats trin +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( send-message "Trinity" "High" "Trinity 3" ) ) +Name: Trinity 3 +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "ac trin 2" ) ) +Name: AC trin 2 +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( true ) ( send-message "Trinity" "High" "Trinity 4" ) ) +Name: Trinity 4 +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( true ) ( send-message "#Command" "High" "AC 4" ) ) +Name: ac 4 +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( send-message "Trinity" "High" "Trinity 5" ) ) +Name: Trinity 5 +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "#Command" "High" "AC 5" ) ) +Name: ac5 +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( true ) ( send-message "Trinity" "High" "Trinity 6" ) ) +Name: trinity 6 +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( true ) ( send-message "Alpha 2" "High" "BA con" ) ( ship-no-guardian "Alpha 2" ) ) +Name: BA conv +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "#Command" "High" "AC 6" ) ) +Name: ac 6 +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( has-arrived-delay 9 "Discovery" ) ( send-message "Discovery" "High" "Discovery Arrives MSG" ) ( validate-goal "Trinity" ) ( validate-goal "Discovery" ) ) +Name: Discovery Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Discovery" ) ) ( has-departed-delay 0 "Discovery" ) ) ( do-nothing ) ) +Name: Discovery Directive +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Protect Discovery", 732) $Formula: ( when ( is-event-true-delay "Discovery Arrives" 0 ) ( add-remove-escort "Trinity" 1 ) ) +Name: Directive cue +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Trinity" ) ) ( has-departed-delay 0 "Trinity" ) ) ( do-nothing ) ) +Name: Trinity directive +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Protect Trinity", 733) $Formula: ( when ( has-docked-delay "Discovery" "Trinity" 1 3 ) ( send-message "Discovery" "High" "Discovery Docks" ) ) +Name: Discovery Docks +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Trinity" "High" "Trinity 7" ) ) +Name: Event name +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( true ) ( send-message "Discovery" "High" "Discovery Transmits" ) ( unprotect-ship "Discovery" ) ) +Name: Discovery Transmits +Repeat Count: 1 +Interval: 1 +Chained: 11 $Formula: ( when ( true ) ( send-message "Zeta 1" "High" "Z1 alerted" ) ( ship-no-guardian "Zeta 1" ) ) +Name: z1 +Repeat Count: 1 +Interval: 1 +Chained: 17 $Formula: ( when ( true ) ( send-message "#Command" "High" "AC7" ) ) +Name: AC 7 +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( true ) ( send-message "Discovery" "High" "Trinity 8" ) ) +Name: Trinity 8 +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( send-message "#Command" "High" "ac 8" ) ) +Name: ac 8 +Repeat Count: 1 +Interval: 1 +Chained: 20 $Formula: ( when ( true ) ( send-message "Trinity" "High" "trinity 9" ) ) +Name: trinity 9 +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( < ( hits-left "Trinity" ) 30 ) ( send-message "Zeta 2" "High" "W3" ) ( ship-no-guardian "Zeta 2" ) ) +Name: w3 +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( percent-ships-destroyed 74 "Aquarius" ) ( send-message "Trinity" "High" "trinity 10" ) ) +Name: trinity 10 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 4 "Trinity" ) ( send-message "#Command" "High" "Hulk Down" ) ) +Name: Hulk Down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Zeta 3" "High" "Beta Bug" ) ( add-goal "Zeta" ( ai-warp-out 89 ) ) ) +Name: Zeta Bugs +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( add-goal "Discovery" ( ai-warp-out 89 ) ) ) +Name: Dis bug +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( true ) ( send-message "" "High" "Delta Bug" ) ( add-goal "Iota" ( ai-warp-out 89 ) ) ) +Name: Iota bug +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( is-destroyed-delay 5 "Trinity" ) ( do-nothing ) ) +Name: RTB Trigger +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: RTB +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return to base", 66) $Formula: ( when ( < ( distance "Alpha 1" "" ) 1500 ) ( add-goal "Zeta" ( ai-chase-any 60 ) ) ) +Name: Beta joins the frey +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "chatter 5" 11 ) ( send-message "#Command" "High" "Command: All flights report in" ) ) +Name: All Wings report +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Iota 1" "High" "Delta Clear" ) ) +Name: Delta clear +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( true ) ( send-message "Alpha 2" "High" "BA Okay" ) ) +Name: A OK +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "Zeta 1" "High" "Zeta 1 All clear" ) ) +Name: B Ok +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( true ) ( send-message "#Command" "High" "Wheres gamma" ) ) +Name: Where's Gamma +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "#Command" "High" "Gamma?" ) ) +Name: Gamma? +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "#Command" "High" "Don't worry" ) ) +Name: Don't worry pilots +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( < ( distance "Aries" "" ) 1500 ) ( add-goal "Aries" ( ai-chase-any 60 ) ) ) +Name: Kali Fights +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 9 "Aries" ) ( is-destroyed-delay 9 "Leo" ) ) ( send-message "Zeta 1" "High" "Back on track" ) ( add-goal "Zeta" ( ai-waypoints-once "Rally point" 89 ) ) ) +Name: Back on track +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Zeta" "Iota" ) ( send-message "#Command" "High" "Alone" ) ) +Name: All alone +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Alone2" ) ( add-goal "Alpha" ( ai-warp-out 89 ) ) ) +Name: in a godless universe +Repeat Count: 1 +Interval: 1 +Chained: 25 $Formula: ( when ( true ) ( send-message "#Command" "High" "get out" ) ) +Name: Get out now +Repeat Count: 1 +Interval: 1 +Chained: 50 $Formula: ( when ( true ) ( never-warp "Alpha 1" ) ) +Name: Alpha screwed +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( add-goal "Libra" ( ai-chase "Alpha 1" 89 ) ) ) +Name: Very screwed +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( is-event-true-delay "Commands best wishes" 13 ) ( send-message "Alpha 2" "High" "Chatter 1" ) ) +Name: Chatter Zone 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Zeta 2" "High" "Chatter 2" ) ) +Name: chatter 2 +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "Zeta 3" "High" "Chatter 3" ) ) +Name: chatter 3 +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( send-message "Alpha 2" "High" "Chatter 4" ) ) +Name: chatter 4 +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( true ) ( send-message "Zeta 3" "High" "Chatter 5" ) ) +Name: chatter 5 +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( < ( distance "Aries 1" "" ) 1100 ) ( send-message "Zeta 1" "High" "Kali come on down" ) ) +Name: Kali attacks +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "" "High" "Kali confirmed" ) ) +Name: go kali go +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( is-event-true-delay "Hulk Down" 0 ) ( do-nothing ) ) +Name: May Continue +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Iota bug" 0 ) ( protect-ship "Alpha 1" ) ) +Name: Grace period +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( unprotect-ship "Alpha 1" ) ) +Name: End grace +Repeat Count: 1 +Interval: 1 +Chained: 20 $Formula: ( when ( or ( and ( is-destroyed-delay 12 "Leo" ) ( is-event-incomplete "Kali Attacks" ) ( > ( distance "Alpha 1" "Zeta 1" ) 600 ) ) ( and ( is-destroyed-delay 12 "Aries" ) ( is-event-incomplete "Discover Hulk" ) ( > ( distance "Alpha 1" "Zeta 1" ) 600 ) ) ( and ( is-event-true-delay "Beta: Hey Buddy" 15 ) ( is-event-incomplete "Sudden Attack" ) ( > ( distance "Alpha 1" "Zeta 1" ) 600 ) ) ) ( send-random-message "Zeta 1" "High" "Keep up one" "Keep up two" "Keep up three" "Keep up four" "Keep up five" "Keep up six" ) ) +Name: Keep up message +Repeat Count: 18 +Interval: 18 $Formula: ( when ( is-destroyed-delay 5 "Leo" ) ( add-goal "Zeta" ( ai-waypoints-once "Shivan Patrol" 89 ) ) ) +Name: Bug Fix 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Trinity" "Alpha 1" ) 2000 ) ( do-nothing ) ) +Name: Soma Battle +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Soma Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( is-destroyed-delay 0 "Aquarius" ) ( do-nothing ) ) +Name: Taurvi Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aquarius", 103) $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Cancer Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( has-arrived-delay 0 "Discovery" ) ( do-nothing ) ) +Name: Follow Zeta 1 +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Follow Zeta 1", 734) $Formula: ( when ( is-destroyed-delay 0 "Libra" ) ( do-nothing ) ) +Name: Libra +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Libra", 18) $Formula: ( when ( true ) ( ship-guardian "Alpha 2" ) ) +Name: Guard +Repeat Count: 1 +Interval: 1 $Formula: ( when ( > ( distance "Alpha 1" "Aquitaine" ) 6000 ) ( ship-vanish "Aquitaine" ) ) +Name: Aqua Bye bye +Repeat Count: 1 +Interval: 1 #Goals ;! 3 total $Type: Primary +Name: Patrol Nebula $MessageNew: XSTR("Patrol nebula with Zeta wing", 735) $end_multi_text $Formula: ( is-event-true-delay "May Continue" 0 ) +No music $Type: Primary +Name: Trinity $MessageNew: XSTR("Protect the Trinity", 736) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Trinity" ) ) ( is-event-true-delay "Iota bug" 0 ) ) +Invalid $Type: Primary +Name: Discovery $MessageNew: XSTR("Protect the Discovery", 737) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Discovery" ) ) ( has-departed-delay 0 "Discovery" ) ) +Invalid #Waypoints ;! 10 lists total $Name: Launch Point $List: ( ;! 1 points in list ( 1611.260498, 557.262146, 5949.333984 ) ) $Name: AlphaBeta Point $List: ( ;! 1 points in list ( 2396.530762, 400.883728, 6153.669922 ) ) $Name: Delta Gamma Launch $List: ( ;! 1 points in list ( 2709.030762, 400.883789, 4783.678711 ) ) $Name: Alt Launch Point $List: ( ;! 1 points in list ( 1806.060059, 61.567734, 5943.197266 ) ) $Name: Intrepid Path $List: ( ;! 2 points in list ( 1105.995361, -0.001061, 7614.307617 ) ( -3723.664795, -0.006010, 13281.862305 ) ) $Name: AlphaBeta Patrol Route $List: ( ;! 3 points in list ( 5273.128906, 232.634079, 11286.623047 ) ( 6764.419434, 1355.443115, 14061.469727 ) ( 6415.021973, 1941.342529, 17366.404297 ) ) $Name: Shivan Patrol $List: ( ;! 3 points in list ( 6769.375977, 1095.349365, 14088.493164 ) ( 6910.386719, 1283.785645, 14177.746094 ) ( 7349.866211, 1281.479980, 14471.653320 ) ) $Name: Rally point $List: ( ;! 1 points in list ( 6405.244629, 1896.426392, 17352.724609 ) ) $Name: Chatter Zone $List: ( ;! 1 points in list ( 3139.786621, 116.567200, 8158.327148 ) ) $Name: Chatter Zone II $List: ( ;! 1 points in list ( 7181.044922, 1997.669678, 16015.623047 ) ) #Messages ;! 284 total $Name: Beta wing go $Team: -1 $MessageNew: XSTR("Zeta wing, go.", 738) $end_multi_text +Persona: Large Ship +AVI Name: Head-CM1 +Wave Name: sm105_aqu_01.wav $Name: Gamma wing go $Team: -1 $MessageNew: XSTR("Kappa wing, you have clearance. ", 739) $end_multi_text +Persona: Large Ship +AVI Name: Head-CM1 +Wave Name: sm105_aqu_02.wav $Name: Delta Wing Go $Team: -1 $MessageNew: XSTR("Iota wing, you are cleared to take off.", 740) $end_multi_text +Persona: Large Ship +AVI Name: Head-CM1 +Wave Name: sm105_aqu_03.wav $Name: Alpha Wing Go $Team: -1 $MessageNew: XSTR("Alpha wing, go.", 741) $end_multi_text +Persona: Large Ship +AVI Name: Head-CM1 +Wave Name: sm105_aqu_04.wav $Name: Alpha form up $Team: -1 $MessageNew: XSTR("Alpha, form up on Zeta. Follow Zeta 1's lead to the waypoints.", 742) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: sm105_ac_01.wav $Name: Hey Buddy $Team: -1 $MessageNew: XSTR("Okay, Alpha. Target my fighter and try to keep up. Boost your engine power and be ready to hit your burners because we're gonna get through this one fast and clean.", 743) $end_multi_text +Persona: Wingman 5 +AVI Name: Head-TP8 +Wave Name: sm105_Z1_01.wav $Name: OMG $Team: -1 $MessageNew: XSTR("Hostile targets confirmed! A wing of Manticores closing fast!", 744) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: sm105_Z2_01.wav $Name: Picking Something Up $Team: -1 $MessageNew: XSTR("I'm picking up something on sensors. I can't get a lock!", 745) $end_multi_text +Persona: Wingman 5 +AVI Name: Head-TP8 +Wave Name: sm105_Z1_02.wav $Name: Discover hulk $Team: -1 $MessageNew: XSTR("Hold on. I've got a visual on something big. A cruiser or corvette.", 746) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: sm105_w3_01.wav $Name: Discover Hulk 2 $Team: -1 $MessageNew: XSTR("Do you recognize the configuration? Is it a Rakshasa or a Cain?", 747) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: sm105_ac_02.wav $Name: Com: Major find $Team: -1 $MessageNew: XSTR("Negative, Command. It's a Terran cruiser! Fenris-class!", 748) $end_multi_text +Persona: Wingman 5 +AVI Name: Head-TP8 +Wave Name: sm105_w2_01.wav $Name: Discovery Arrives MSG $Team: -1 $MessageNew: XSTR("Discovery here. Initiating docking procedure. Watch our backs, little friends.", 749) $end_multi_text +Persona: Support Ship +AVI Name: Head-CM4 +Wave Name: sm105_DIS_01.wav $Name: Discovery Docks $Team: -1 $MessageNew: XSTR("Prepare to be boarded, Trinity.", 750) $end_multi_text +Persona: Support Ship +AVI Name: Head-CM4 +Wave Name: sm105_DIS_02.wav $Name: Discovery Transmits $Team: -1 $MessageNew: XSTR("Docking point secure. Okay, Roemig. We're taking you and your crew into custody. Follow the drill and no one gets hurt.", 751) $end_multi_text +Persona: Support Ship +AVI Name: Head-CM4 +Wave Name: sm105_DIS_03.wav $Name: Hulk Down $Team: -1 $MessageNew: XSTR("We've lost the Trinity! All wings return to base! We're aborting this mission!", 752) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: sm105_AC_03.wav $Name: Command: All flights report in $Team: -1 $MessageNew: XSTR("All flights report in.", 753) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: sm105_AC_04.wav $Name: Delta Clear $Team: -1 $MessageNew: XSTR("This is Iota 1. Sensors are picking up zilch, Command. We're flying blind out here.", 754) $end_multi_text +AVI Name: Head-TP7 +Wave Name: sm105_i1_01.wav $Name: BA Okay $Team: -1 $MessageNew: XSTR("Alpha 2 here. Nothing to report.", 755) $end_multi_text +AVI Name: Head-TP2 +Wave Name: sm105_A2_01.wav $Name: Beta Bug $Team: -1 $MessageNew: XSTR("Zeta wing here. We're bugging out.", 756) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: sm105_w3_02.wav $Name: Delta Bug $Team: -1 $MessageNew: XSTR("Roger that, Command. Iota jumping out now.", 757) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP7 +Wave Name: sm105_w4_01.wav $Name: Back on track $Team: -1 $MessageNew: XSTR("OK, let's get back on patrol. Alpha follow my lead.", 758) $end_multi_text +Persona: Wingman 5 +AVI Name: Head-TP8 +Wave Name: sm105_z1_03.wav $Name: Alone $Team: -1 $MessageNew: XSTR("Alpha 1, return to base.", 759) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm105_AC_05.wav $Name: Alone2 $Team: -1 $MessageNew: XSTR("Alpha, you have your orders.", 760) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: sm105_AC_06.wav $Name: get out $Team: -1 $MessageNew: XSTR("Alpha, we are preparing to vacate the recovery point. Jump out now, or we'll leave you behind!", 761) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: sm105_AC_07.wav $Name: Back to it after Shiva $Team: -1 $MessageNew: XSTR("All bandits are down, Command. Area secure.", 762) $end_multi_text +AVI Name: Head-TP8 +Wave Name: sm105_z1_04.wav $Name: Wheres gamma $Team: -1 $MessageNew: XSTR("Kappa wing, what's your status, over?", 763) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: sm105_AC_08.wav $Name: Gamma? $Team: -1 $MessageNew: XSTR("Kappa wing, this is Allied Command. Please respond.", 764) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm105_AC_09.wav $Name: Don't worry $Team: -1 $MessageNew: XSTR("Iota wing, investigate Kappa's last waypoint. The ionized field is interfering with our transmission.", 765) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm105_AC_10.wav $Name: Commands best wishes $Team: -1 $MessageNew: XSTR("Good luck, pilots. Keep a tight formation, and look out for each other. Let's all get home alive.", 766) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: sm105_AC_11.wav $Name: Zeta 1 All clear $Team: -1 $MessageNew: XSTR("This is Zeta 1. All clear. ", 767) $end_multi_text +AVI Name: Head-TP8 +Wave Name: sm105_z1_05.wav $Name: Comand butts in $Team: -1 $MessageNew: XSTR("Pilots, destroy those fighters, and stay alert. Watch for a flanking maneuver.", 768) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm105_AC_12.wav $Name: np $Team: -1 $MessageNew: XSTR("No problem, Command. We'll take 'em down.", 769) $end_multi_text +AVI Name: Head-TP8 +Wave Name: sm105_z1_06.wav $Name: Command- resume $Team: -1 $MessageNew: XSTR("Resume your patrol, pilots.", 770) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm105_AC_13.wav $Name: Intrigue $Team: -1 $MessageNew: XSTR("There's got to be a base or destroyer in this nebula somewhere. Those fighters couldn't survive out here on their own.", 771) $end_multi_text +AVI Name: Head-TP8 +Wave Name: sm105_z1_07.wav $Name: Intrigue 2 $Team: -1 $MessageNew: XSTR("This nebula could be ten or twenty light years in diameter. Finding a single ship would be impossible.", 772) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP2 +Wave Name: sm105_w2_02.wav $Name: Drama continues $Team: -1 $MessageNew: XSTR("Unless the Shivans find us first.", 773) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: sm105_w3_03.wav $Name: More drama $Team: -1 $MessageNew: XSTR("Do we have a status update on Kappa wing?", 774) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP2 +Wave Name: sm105_w2_03.wav $Name: yet more drama $Team: -1 $MessageNew: XSTR("Negative. No word from Kappa yet. We'll find out in debriefing. ", 775) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: sm105_w3_04.wav $Name: Chatter 1 $Team: -1 $MessageNew: XSTR("How are we supposed to get a visual confirmation? I can't see a thing in this mess!", 776) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP2 +Wave Name: sm105_a3_01.wav $Name: Chatter 2 $Team: -1 $MessageNew: XSTR("Rather be fighting the NTF if you ask me. I never signed on for hunting Shivans.", 777) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: sm105_z2_02.wav $Name: Chatter 3 $Team: -1 $MessageNew: XSTR("Don't kid yourself. We're the ones being hunted, pilot. ", 778) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: sm105_z3_01.wav $Name: Chatter 4 $Team: -1 $MessageNew: XSTR("Command should shut down that portal and send the Aquitaine back to Deneb. We've got no business being out here.", 779) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP2 +Wave Name: sm105_a3_02.wav $Name: Chatter 5 $Team: -1 $MessageNew: XSTR("If Command needs your opinion, they'll promote you to admiral. Now shut up and focus.", 780) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: sm105_z3_02.wav $Name: Kali come on down $Team: -1 $MessageNew: XSTR("Hostile indicators on radar!", 781) $end_multi_text +Persona: Wingman 5 +AVI Name: Head-TP8 +Wave Name: sm105_z1_08.wav $Name: Kali confirmed $Team: -1 $MessageNew: XSTR("Detecting at least one wing of Manticores. Let's make this quick.", 782) $end_multi_text +Persona: Wingman 5 +AVI Name: Head-TP8 +Wave Name: sm105_w3_05.wav $Name: more hulk $Team: -1 $MessageNew: XSTR("There's no allied ship authorized in your vicinity. Hail them, pilot.", 783) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: sm105_ac_14.wav $Name: and more hulk $Team: -1 $MessageNew: XSTR("This is Zeta wing of the 107th Ravens, GTD Aquitaine. Please identify yourself.", 784) $end_multi_text +AVI Name: Head-TP8 +Wave Name: sm105_z1_09.wav $Name: Trinityppp $Team: -1 $MessageNew: XSTR("This is Captain Arthur Roemig of the GTC Trinity. We have sustained heavy damage, and our jump drive is inoperative. We need immediate assistance.", 785) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm105_ro_01.wav $Name: Bad trinity bad $Team: -1 $MessageNew: XSTR("Your designation is incorrect, Roemig. Your ship defected to the NTF ten days ago. You have been stripped of your rank and citizenship in the GTVA. Surrender the Trinity or be destroyed.", 786) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm105_ac_15.wav $Name: Trinity 2 $Team: -1 $MessageNew: XSTR("As captain of the NTC Trinity, I surrender on the condition you get us the hell out of here.", 787) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm105_ro_02.wav $Name: com- stat trin $Team: -1 $MessageNew: XSTR("What's your status?", 788) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm105_ac_16.wav $Name: Trinity 3 $Team: -1 $MessageNew: XSTR("We repelled a Shivan attack but engines sustained critical damage. I powered down non-essential systems so the Shivans wouldn't detect us. We've been drifting ever since.", 789) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm105_ro_03.wav $Name: ac trin 2 $Team: -1 $MessageNew: XSTR("What's your assessment of the damage?", 790) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm105_ac_17.wav $Name: Trinity 4 $Team: -1 $MessageNew: XSTR("Some components were destroyed in the attack, but my chief engineer thinks a field repair is possible.", 791) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm105_ro_04.wav $Name: AC 4 $Team: -1 $MessageNew: XSTR("We will send a damage control team with the necessary components. Transmit your diagnostics.", 792) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm105_ac_18.wav $Name: Trinity 5 $Team: -1 $MessageNew: XSTR("Transmitting now.", 793) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm105_ro_05.wav $Name: AC 5 $Team: -1 $MessageNew: XSTR("What were you doing out here, Roemig?", 794) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm105_ac_19.wav $Name: Trinity 6 $Team: -1 $MessageNew: XSTR("As a prisoner of war, my rights are protected under the Beta Aquilae Convention. I will answer no questions, Command.", 795) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm105_ro_06.wav $Name: BA con $Team: -1 $MessageNew: XSTR("I thought rebels didn't recognize BETAC.", 796) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP2 +Wave Name: sm105_w2_05.wav $Name: AC 6 $Team: -1 $MessageNew: XSTR("No, but we do, pilot. Damage control has been deployed. They should be arriving momentarily.", 797) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm105_ac_20.wav $Name: Trinity 7 $Team: -1 $MessageNew: XSTR("Trinity standing by.", 798) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm105_ro_07.wav $Name: Z1 alerted $Team: -1 $MessageNew: XSTR("More hostiles incoming!", 799) $end_multi_text +AVI Name: Head-TP8 +Wave Name: sm105_z1_10.wav $Name: AC7 $Team: -1 $MessageNew: XSTR("Keep the Shivans away from the Trinity, pilots. That ship won't survive another attack. Give us a time estimate, Discovery.", 800) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm105_ac_21.wav $Name: Trinity 8 $Team: -1 $MessageNew: XSTR("We can jury-rig a solution in 15 minutes, Command. ", 801) $end_multi_text +AVI Name: Head-CM4 +Wave Name: SM105_DIS_04.wav $Name: ac 8 $Team: -1 $MessageNew: XSTR("Can you bring the anti-fighter turrets on line?", 802) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm105_ac_22.wav $Name: trinity 9 $Team: -1 $MessageNew: XSTR("Negative. We need all power on engines. ", 803) $end_multi_text +AVI Name: Head-CM4 +Wave Name: sm105_dis_05.wav $Name: W3 $Team: -1 $MessageNew: XSTR("We can't hold them back forever, Trinity! Hurry up with those repairs!", 804) $end_multi_text +Persona: Wingman 3 +Wave Name: sm105_w3_06.wav $Name: trinity 10 $Team: -1 $MessageNew: XSTR("You need to buy us more time, pilots!", 805) $end_multi_text +AVI Name: Head-CM4 +Wave Name: sm105_dis_06.wav $Name: Keep up one $Team: -1 $MessageNew: XSTR("Check your distance, Alpha.", 806) $end_multi_text +AVI Name: Head-TP8 +Wave Name: sm105_z1_11.wav $Name: Keep up two $Team: -1 $MessageNew: XSTR("Alpha 1, you're falling behind. We can't wait for stragglers.", 807) $end_multi_text +AVI Name: Head-TP8 +Wave Name: sm105_z1_12.wav $Name: Keep up three $Team: -1 $MessageNew: XSTR("Don't stray too far, Alpha 1, or you might lose me in this soup.", 808) $end_multi_text +AVI Name: Head-TP8 +Wave Name: sm105_z1_13.wav $Name: Keep up four $Team: -1 $MessageNew: XSTR("Use your burners to keep up, Alpha.", 809) $end_multi_text +AVI Name: Head-TP8 +Wave Name: sm105_z1_14.wav $Name: Keep up five $Team: -1 $MessageNew: XSTR("Alpha 1, divert extra power to your engines if you need more speed.", 810) $end_multi_text +AVI Name: Head-TP8 +Wave Name: sm105_z1_15.wav $Name: Keep up six $Team: -1 $MessageNew: XSTR("Check your formation, Alpha 1.", 811) $end_multi_text +AVI Name: Head-TP8 +Wave Name: sm105_z1_16.wav $Name: Form Up 2 $Team: -1 $MessageNew: XSTR("Zeta 1 is on your escort list. You can select the fighter with your escort targeting control. [Press $e$] ", 812) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm105_ac_23.wav $Name: Form Up 3 $Team: -1 $MessageNew: XSTR("Target Zeta 1, pilot. [Press $e$] Stay close to the leader.", 813) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm105_ac_24.wav $Name: Form Up 4 $Team: -1 $MessageNew: XSTR("Form up on Zeta 1, Alpha. That's an order.", 814) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm105_ac_25.wav #Reinforcements ;! 0 total #Background bitmaps ;! 6 total $Num stars: 500 $Ambient light level: 0 +Neb2: nbackblue2 +Neb2Flags: 49 $Sun: SunWhite +Angles: 0.000000 0.000000 0.802851 +Scale: 1.000000 $Starbitmap: dneb02 +Angles: 0.052360 0.000000 0.000000 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb01 +Angles: 0.628318 0.610865 0.000000 +ScaleX: 4.000000 +ScaleY: 6.000000 +DivX: 1 +DivY: 3 $Starbitmap: dneb03 +Angles: 6.021381 5.759582 0.052360 +ScaleX: 4.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb09 +Angles: 2.181660 0.000000 0.802851 +ScaleX: 5.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb13 +Angles: 2.670352 0.366519 0.872664 +ScaleX: 3.000000 +ScaleY: 6.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb03 +Angles: 3.001964 0.802851 0.366519 +ScaleX: 4.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 2 #Asteroid Fields $Density: 30 +Field Type: 1 +Debris Genre: 1 +Field Debris Type: 4 +Field Debris Type: 4 +Field Debris Type: 4 $Average Speed: 1.000000 $Minimum: 5100.000000, 1200.000000, 14000.000000 $Maximum: 7600.000000, 2300.000000, 17700.000000 #Music $Event Music: 4: Numbers $Briefing Music: Brief5 #End #Mission Info $Version: 0.10 $Name: XSTR("The Great Hunt", 815) $Author: Brad Johnson $Created: 05/06/99 at 17:51:09 $Modified: 09/13/99 at 13:23:57 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("The 107th assists the GTCv Lysander and GTCv Actium on a search-and-destroy mission in the nebula.", 816) $end_multi_text +Game Type Flags: 1 +Flags: 4 +NebAwacs: 3000.000000 +Storm: none +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 2889.878174, 19191.095703, -8429.050781 +Viewer orient: 0.999997, 0.000000, 0.002577, -0.001964, 0.647642, 0.761942, -0.001669, -0.761945, 0.647640 +SquadReassignName: 107th Ravens +SquadReassignLogo: ravens.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("With recent victories on the civil war front, the GTVA Security Council has authorized the deployment of two Deimos-class corvettes into the nebular theatre of operations. The $f Lysander and the $f Actium crossed the subspace portal in Gamma Draconis at 2335 hours and joined up with the $f Aquitaine's battle group.", 817) $end_multi_text $voice: SM106_MB_01.wav $camera_pos: 0.831794, 2924.856934, -1063.638550 $camera_orient: 0.999997, 0.000000, 0.002577, -0.002088, 0.586194, 0.810168, -0.001511, -0.810171, 0.586192 $camera_time: 800 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 28 $team: Friendly $class: GTCv Deimos $pos: 550.500000, 0.000000, 1256.000000 $label: Actium +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Friendly $class: GTCv Deimos $pos: -655.599976, -314.100098, 1284.400024 $label: Lysander +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("On their last sortie, $f Epsilon and $f Iota wings encountered two Shivan warships: a Rakshasa-class cruiser designated the $r Iblis and a Lilith-class cruiser designated the $r Asuras. Admiral Petrarch has instructed our corvettes to hunt down and destroy these vessels. The 107th will provide fighter cover.", 818) $end_multi_text $voice: SM106_MB_02.wav $camera_pos: 9.592987, 10892.172852, -4462.078125 $camera_orient: 0.999997, 0.000000, 0.002577, -0.002088, 0.586194, 0.810168, -0.001511, -0.810171, 0.586192 $camera_time: 600 $num_lines: 0 $num_icons: 4 $Flags: 0 $Formula: ( true ) $start_icon $type: 28 $team: Friendly $class: GTCv Deimos $pos: 1745.406738, 0.000267, 1317.873047 $label: Actium +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Friendly $class: GTCv Deimos $pos: -1972.111938, -314.100433, 1269.732666 $label: Lysander +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: SC Lilith $pos: -3130.720947, 208.957138, 5678.600586 $label: Asuras +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: SC Rakshasa $pos: 2840.261963, -390.743439, 5437.732910 $label: Iblis +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Alpha wing, your mission is to escort the Lysander and the Actium as they carry out this assault. Your first priority will be to eliminate all hostile fighters and bombers. Only then will you assist the corvettes with their strike against the Shivan warships. If we lose either corvette, you will abort the mission and withdraw from the field immediately.", 819) $end_multi_text $voice: SM106_MB_03.wav $camera_pos: 9.103047, 5846.145996, -4272.577148 $camera_orient: 0.999997, 0.000000, 0.002577, -0.001964, 0.647642, 0.761942, -0.001669, -0.761945, 0.647640 $camera_time: 600 $num_lines: 0 $num_icons: 6 $Flags: 0 $Formula: ( true ) $start_icon $type: 28 $team: Friendly $class: GTCv Deimos $pos: 1167.719604, -0.000434, 1489.355225 $label: Actium +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Friendly $class: GTCv Deimos $pos: -894.288025, -314.101288, 1793.456665 $label: Lysander +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: SC Lilith $pos: -180.827820, 208.957458, 5524.897461 $label: Asuras +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: -1264.864746, -0.000076, -143.366119 $label: Alpha +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: 1218.538208, 0.000030, -39.508297 $label: Beta +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: SC Rakshasa $pos: 2154.129639, -390.742279, 10481.766602 $label: Iblis +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 5 $Formula: ( and ( or ( is-destroyed-delay 0 "Actium" ) ( is-destroyed-delay 0 "Lysander" ) ) ( is-event-incomplete "Huge" ) ) $Multi text XSTR("Our primary objective was to defend those corvettes, and we as a unit failed. Our blunders resulted in thousands of casualties and the destruction of an allied corvette. This is no simulator, pilot. When we make mistakes, lives are lost. Command will have no choice but to re-evaluate our objectives in the nebula. Regardless of whether this debacle was our fault or the result of Command's miscalculation, our squadron will play the scapegoat.", 820) $end_multi_text $Voice: SM106_DB_01.wav $Recommendation text: XSTR("Monitor the hull integrity of the ships you are assigned to protect, and destroy the Shivan bombers first. Do not let the enemy lure you away from the corvettes.", 821) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Actium" "Lysander" ) ( has-arrived-delay 0 "Unknown" ) ) $Multi text XSTR("The Shivan warship we encountered has been designated the SD Ravana. Allied forces have been deployed to engage this vessel. Given the number of Shivan fighters our wings have encountered, we knew an enemy destroyer had to be lurking somewhere within the nebula. Our impaired visibility and diminished sensor range made locating their base of operations difficult. Command hoped our offensive against the two Shivan cruisers would lure the destroyer from its hiding place. Under these circumstances, there was nothing you could have done to save the corvettes from destruction. Admiral Petrarch has informed me that the 107th may be called in to reinforce the vessels attacking the Ravana. Suit up for your next sortie, pilot.", 822) $end_multi_text $Voice: SM106_DB_02.wav $Recommendation text: XSTR("Monitor the hull integrity of the ships you are assigned to protect, and destroy the Shivan bombers first. Do not let the enemy lure you away from the corvettes.", 821) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Actium" "Lysander" ) ( not ( has-arrived-delay 0 "Unknown" ) ) ) $Multi text XSTR("Our primary objective was to defend those corvettes, and we as a unit failed. Our blunders resulted in thousands of casualties and the destruction of the Lysander and the Actium. This is no training module, pilot. When we make mistakes, lives are lost. Command will have no choice but to re-evaluate our objectives in the nebula. Regardless of whether this debacle was our fault or the result of Command's miscalculation, our squadron will play the scapegoat.", 823) $end_multi_text $Voice: SM106_DB_03.wav $Recommendation text: XSTR("Monitor the hull integrity of the ships you are assigned to protect, and destroy the Shivan bombers first. Do not let the enemy lure you away from the corvettes.", 821) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Actium" ) ) ( is-destroyed-delay 0 "Lysander" ) ( has-arrived-delay 0 "Unknown" ) ) $Multi text XSTR("The Shivan warship we encountered has been designated the SD Ravana. Allied forces have been deployed to engage this vessel. Given the number of Shivan fighters our wings have encountered, we knew an enemy destroyer had to be lurking somewhere within the nebula. Our impaired visibility and diminished sensor range made locating their base of operations difficult. Command hoped our offensive against the two Shivan cruisers would lure the destroyer from its hiding place. Under these circumstances, there was nothing you could have done to save that corvette from destruction. Admiral Petrarch has informed me that the 107th may be called in to reinforce the vessels attacking the Ravana. Suit up for your next sortie, pilot.", 824) $end_multi_text $Voice: SM106_DB_04.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( not ( is-event-true-delay "Corvette Destroyed" 0 ) ) ( not ( is-event-true-delay "Return To Base" 0 ) ) ( not ( is-event-true-delay "Protect Corvettes" 0 ) ) ) $Multi text XSTR("You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.", 180) $end_multi_text $Voice: 2_JOE.wav $Recommendation text: XSTR("", 10) $end_multi_text #Alternate Types: $Alt: Unknown #end #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Myrmidon" 6 ) +Weaponry Pool: ( "Subach HL-7" 16 "Akheton SDG" 16 "Prometheus R" 28 "Rockeye" 30 "Tempest" 920 "Hornet" 1180 "Harpoon" 360 ) #Objects ;! 33 total $Name: Alpha 1 ;! Object #0 $Class: GTF Hercules Mark II $Team: Friendly $Location: 0.000000, 0.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 45 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Hercules Mark II $Team: Friendly $Location: -105.760963, 0.000000, -94.649055 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 45 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 0 $Name: Alpha 3 ;! Object #2 $Class: GTF Hercules Mark II $Team: Friendly $Location: 103.496323, 0.000002, -102.613693 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 45 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 0 $Name: Actium ;! Object #3 $Class: GTCv Deimos $Team: Friendly $Location: 1012.694031, -0.000064, 1088.422852 $Orientation: 0.999232, 0.000000, 0.039191, 0.000000, 1.000000, 0.000000, -0.039191, 0.000000, 0.999232 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 2" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Primary Banks: ( "TerSlash" ) +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Primary Banks: ( "Green Beam" ) +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Primary Banks: ( "Green Beam" ) +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Primary Banks: ( "Green Beam" ) +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-destroyed-delay 10 "Lysander" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 99 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Lysander ;! Object #4 $Class: GTCv Deimos $Team: Friendly $Location: -1025.632813, -314.100006, 886.893311 $Orientation: 0.999825, 0.000000, 0.018710, 0.000384, 0.999789, -0.020519, -0.018706, 0.020522, 0.999614 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Primary Banks: ( "TerSlash" ) +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Primary Banks: ( "Green Beam" ) +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Primary Banks: ( "Green Beam" ) +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Primary Banks: ( "Green Beam" ) +Subsystem: turret24 +Subsystem: turret25 +Sbank Ammo: ( 0 ) +Subsystem: turret26 +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-destroyed-delay 8 "Actium" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 98 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Asuras ;! Object #5 $Class: SC Cain $Team: Hostile $Location: -180.827820, 208.957458, 5524.897461 $Orientation: 0.637152, 0.000000, -0.770739, -0.764156, 0.130424, -0.631709, 0.100523, 0.991459, 0.083100 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Virgo 1 ;! Object #6 $Class: SF Basilisk $Team: Hostile $Location: -517.700012, 0.000000, 5646.200195 $Orientation: -0.999501, 0.000000, 0.031600, -0.002269, 0.997420, -0.071754, -0.031518, -0.071790, -0.996922 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 2 ;! Object #7 $Class: SF Basilisk $Team: Hostile $Location: -605.075439, 0.000024, 5529.695313 $Orientation: -0.999929, 0.000000, 0.011900, -0.000878, 0.997274, -0.073776, -0.011868, -0.073781, -0.997204 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 3 ;! Object #8 $Class: SF Basilisk $Team: Hostile $Location: -400.328888, 0.000050, 5516.591797 $Orientation: -0.998186, 0.000000, 0.060207, -0.004448, 0.997267, -0.073746, -0.060043, -0.073880, -0.995458 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 1 ;! Object #9 $Class: SF Astaroth $Team: Hostile $Location: 193.515854, 0.000089, 5982.294922 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 2 ;! Object #10 $Class: SF Astaroth $Team: Hostile $Location: 186.398743, 0.000042, 5827.087891 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 3 ;! Object #11 $Class: SF Astaroth $Team: Hostile $Location: 315.825378, 0.000006, 5827.087891 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Iblis ;! Object #12 $Class: SC Rakshasa $Team: Hostile $Location: 2154.129639, -390.742279, 10481.766602 $Orientation: -0.416147, 0.000000, 0.909298, 0.000000, 1.000000, 0.000000, -0.909298, 0.000000, -0.416147 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Primary Banks: ( "Shivan Turret Laser" ) +Subsystem: turret03 +Primary Banks: ( "Shivan Turret Laser" ) +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 $Arrival Location: Hyperspace $Arrival Cue: ( or ( < ( distance "Actium" "Waypoint path 4:1" ) 3000 ) ( < ( distance "Lysander" "Waypoint path 3:1" ) 3000 ) ( < ( distance "Alpha 1" "Waypoint path 4:1" ) 3000 ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "no-arrival-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Aquarius 1 ;! Object #13 $Class: SB Seraphim $Team: Hostile $Location: 2384.531006, -0.000271, 9906.919922 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Piranha" "Trebuchet" "Rockeye" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-arrival-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Aquarius 2 ;! Object #14 $Class: SB Seraphim $Team: Hostile $Location: 2476.948730, -0.000295, 9749.314453 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Piranha" "Trebuchet" "Rockeye" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-arrival-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Cancer 1 ;! Object #15 $Class: SF Mara $Team: Hostile $Location: 2925.349365, -0.000365, 11313.328125 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-arrival-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 2 ;! Object #16 $Class: SF Mara $Team: Hostile $Location: 2776.564453, -0.000368, 11222.144531 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-arrival-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 3 ;! Object #17 $Class: SF Mara $Team: Hostile $Location: 2827.120605, -0.000311, 11385.031250 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-arrival-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 1 ;! Object #18 $Class: SF Mara $Team: Hostile $Location: -66.240852, -0.000053, 5028.594727 $Orientation: -0.986899, 0.000000, -0.161338, 0.000000, 1.000000, 0.000000, 0.161338, 0.000000, -0.986899 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 2 ;! Object #19 $Class: SF Mara $Team: Hostile $Location: -161.013275, 0.000127, 5088.646484 $Orientation: -0.983201, 0.000000, -0.182527, 0.000000, 1.000000, 0.000000, 0.182527, 0.000000, -0.983201 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 3 ;! Object #20 $Class: SF Mara $Team: Hostile $Location: 46.904747, -0.000081, 5142.204590 $Orientation: -0.991708, 0.000000, -0.128511, 0.000000, 1.000000, 0.000000, 0.128511, 0.000000, -0.991708 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 1 ;! Object #21 $Class: SF Astaroth $Team: Hostile $Location: -406.115784, -0.000018, 5009.387207 $Orientation: -0.969023, 0.000000, -0.246972, 0.000000, 1.000000, 0.000000, 0.246972, 0.000000, -0.969023 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 2 ;! Object #22 $Class: SF Astaroth $Team: Hostile $Location: -505.558716, -0.000106, 5103.205566 $Orientation: -0.964329, 0.000000, -0.264708, 0.000000, 1.000000, 0.000000, 0.264708, 0.000000, -0.964329 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 3 ;! Object #23 $Class: SF Astaroth $Team: Hostile $Location: -306.738464, -0.000118, 5111.417969 $Orientation: -0.976161, 0.000000, -0.217046, 0.000000, 1.000000, 0.000000, 0.217046, 0.000000, -0.976161 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 1 ;! Object #24 $Class: SF Astaroth $Team: Hostile $Location: 1694.115601, 0.000011, 10310.185547 $Orientation: -0.908601, 0.000000, 0.417664, -0.017061, 0.999165, -0.037115, -0.417316, -0.040848, -0.907843 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-arrival-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 2 ;! Object #25 $Class: SF Astaroth $Team: Hostile $Location: 1698.014160, -0.000038, 10203.316406 $Orientation: -0.905038, 0.000000, 0.425330, -0.017664, 0.999137, -0.037586, -0.424963, -0.041530, -0.904257 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-arrival-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 1 ;! Object #26 $Class: SF Mara $Team: Hostile $Location: 1794.699951, 0.000000, 9919.099609 $Orientation: -0.888231, 0.000000, 0.459396, -0.019815, 0.999069, -0.038312, -0.458969, -0.043133, -0.887405 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-arrival-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 3 ;! Object #27 $Class: SF Mara $Team: Hostile $Location: 1888.442139, -0.000073, 9802.059570 $Orientation: -0.876350, 0.000000, 0.481674, -0.021002, 0.999049, -0.038210, -0.481216, -0.043602, -0.875517 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-arrival-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 2 ;! Object #28 $Class: SF Mara $Team: Hostile $Location: 1894.552490, -0.000078, 9910.765625 $Orientation: -0.880416, 0.000000, 0.474203, -0.020309, 0.999083, -0.037705, -0.473768, -0.042827, -0.879608 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-arrival-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Unknown ;! Object #29 $Class: SD Ravana $Alt: Unknown $Team: Hostile $Location: 6810.731934, -0.003314, 16023.216797 $Orientation: -0.756982, 0.000000, 0.653436, -0.021023, 0.999482, -0.024354, -0.653098, -0.032173, -0.756590 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Primary Banks: ( "SRed" ) +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 +Sbank Ammo: ( 0 ) +Subsystem: turret27 +Subsystem: turret28 +Subsystem: turret29 +Subsystem: turret30 $Arrival Location: Hyperspace $Arrival Cue: ( and ( or ( is-event-true-delay "Rakshasa Crit" 6 ) ( is-destroyed-delay 0 "Iblis" ) ) ( or ( not ( is-destroyed-delay 0 "Lysander" ) ) ( not ( is-destroyed-delay 0 "Actium" ) ) ) ) $Departure Location: Hyperspace $Departure Cue: ( destroyed-or-departed-delay 30 "Actium" "Lysander" ) $Determination: 10 +Flags: ( "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 50 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 5000 $Name: Beta 1 ;! Object #30 $Class: GTF Hercules Mark II $Team: Friendly $Location: 585.046143, 108.211868, 33.073055 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 1 $Name: Beta 2 ;! Object #31 $Class: GTF Hercules Mark II $Team: Friendly $Location: 489.799988, 108.211792, -81.233643 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 1 $Name: Beta 3 ;! Object #32 $Class: GTF Hercules Mark II $Team: Friendly $Location: 682.106079, 108.211884, -89.535278 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 10 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( or ( has-departed-delay 5 "Lysander" ) ( has-departed-delay 5 "Actium" ) ) $Ships: ( ;! 3 total "Alpha 1" "Alpha 2" "Alpha 3" ) +Hotkey: 0 +Flags:( ) $Name: Virgo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Virgo 1" "Virgo 2" "Virgo 3" ) $AI Goals: ( goals ( ai-guard "Asuras" 89 ) ) +Flags:( ) $Name: Libra $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Libra 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Libra 1" "Libra 2" "Libra 3" ) $AI Goals: ( goals ( ai-guard "Asuras" 89 ) ) +Flags:( ) $Name: Aquarius $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aquarius 1 $Arrival Location: Hyperspace $Arrival Cue: ( or ( < ( distance "Actium" "Waypoint path 4:1" ) 3000 ) ( < ( distance "Lysander" "Waypoint path 3:1" ) 3000 ) ( < ( distance "Alpha 1" "Waypoint path 4:1" ) 3000 ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Aquarius 1" "Aquarius 2" ) $AI Goals: ( goals ( ai-chase "Lysander" 89 ) ( ai-chase "Actium" 50 ) ) +Flags:( "no-arrival-message" ) $Name: Cancer $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Hyperspace $Arrival Cue: ( and ( or ( < ( distance "Actium" "Waypoint path 4:1" ) 3000 ) ( < ( distance "Lysander" "Waypoint path 3:1" ) 3000 ) ( < ( distance "Alpha 1" "Waypoint path 4:1" ) 3000 ) ) ( is-destroyed-delay 0 "Gemini" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Cancer 1" "Cancer 2" "Cancer 3" ) $AI Goals: ( goals ( ai-guard "Iblis" 89 ) ) +Flags:( "no-arrival-message" ) $Name: Pisces $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Pisces 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Pisces 1" "Pisces 2" "Pisces 3" ) +Flags:( ) $Name: Taurus $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Taurus 1" "Taurus 2" "Taurus 3" ) +Flags:( ) $Name: Gemini $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gemini 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "1st Phase Done" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Gemini 1" "Gemini 2" ) +Flags:( "no-arrival-message" ) $Name: Scorpio $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Scorpio 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "1st Phase Done" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Scorpio 1" "Scorpio 2" "Scorpio 3" ) +Flags:( "no-arrival-message" ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( or ( has-departed-delay 5 "Lysander" ) ( has-departed-delay 5 "Actium" ) ) $Ships: ( ;! 3 total "Beta 1" "Beta 2" "Beta 3" ) $AI Goals: ( goals ( ai-guard "Actium" 89 ) ( ai-guard "Lysander" 50 ) ) +Hotkey: 1 +Flags:( ) #Events ;! 76 total $Formula: ( when ( or ( > ( is-ship-visible "Virgo 1" ) 1 ) ( > ( is-ship-visible "Virgo 2" ) 1 ) ( > ( is-ship-visible "Virgo 3" ) 1 ) ) ( do-nothing ) ) +Name: Virgo Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Destroy Virgo +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( > ( is-ship-visible "Pisces 1" ) 1 ) ( do-nothing ) ) +Name: Moloch Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Pisces" ) ( do-nothing ) ) +Name: Destroy Moloch +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Pisces", 22) $Formula: ( when ( > ( is-ship-visible "Taurus 1" ) 1 ) ( do-nothing ) ) +Name: Taurus Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Taurus" ) ( do-nothing ) ) +Name: Destroy Taurus +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Taurus", 19) $Formula: ( when ( > ( is-ship-visible "Libra 1" ) 1 ) ( do-nothing ) ) +Name: Libra Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Libra" ) ( do-nothing ) ) +Name: Destroy Libra +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Libra", 18) $Formula: ( when ( > ( is-ship-visible "Aquarius 1" ) 1 ) ( do-nothing ) ) +Name: Taurvi Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Aquarius" ) ( do-nothing ) ) +Name: Destroy Taurvi +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Aquarius", 103) $Formula: ( when ( > ( is-ship-visible "Gemini 1" ) 1 ) ( do-nothing ) ) +Name: Gemini Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Gemini" ) ( do-nothing ) ) +Name: Destroy Gemini +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Gemini", 16) $Formula: ( when ( > ( is-ship-visible "Scorpio 1" ) 1 ) ( do-nothing ) ) +Name: Scorpio Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Scorpio" ) ( do-nothing ) ) +Name: Destroy Scorpio +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Scorpio", 61) $Formula: ( when ( > ( is-ship-visible "Asuras" ) 1 ) ( do-nothing ) ) +Name: Lilith In Range +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( > ( is-ship-visible "Cancer 1" ) 1 ) ( > ( is-ship-visible "Cancer 2" ) 1 ) ( > ( is-ship-visible "Cancer 3" ) 1 ) ) ( do-nothing ) ) +Name: Cancer Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Destroy Cancer +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( true ) ( do-nothing ) ) +Name: -----Destroy----- +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( > ( is-ship-visible "Asuras" ) 1 ) ( is-event-true-delay "Intercept" 0 ) ) ( beam-free-all "Asuras" ) ( beam-free-all "Actium" ) ( beam-free-all "Lysander" ) ( turret-lock "Lysander" "turret23" ) ( turret-lock "Actium" "turret24" ) ) +Name: Beam Free All +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( turret-free "Actium" "turret24" ) ) +Name: Actium Free +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( turret-free "Lysander" "turret23" ) ) +Name: Lysander Free +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( is-destroyed-delay 8 "Asuras" "Virgo" "Libra" ) ( add-goal "Lysander" ( ai-waypoints-once "Waypoint path 3" 89 ) ) ( add-goal "Actium" ( ai-waypoints-once "Waypoint path 4" 89 ) ) ) +Name: Moving On +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( beam-free "Actium" "turret07" ) ( beam-free "Lysander" "turret07" ) ) +Name: Anti-Fighter Beam Free +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 40 ) ( add-goal "Pisces" ( ai-chase "Actium" 89 ) ) ( add-goal "Taurus" ( ai-chase "Lysander" 89 ) ) ) +Name: Sick'em +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 6 "Asuras" ) ( add-goal "Lysander" ( ai-waypoints-once "Waypoint path 3" 89 ) ) ( add-goal "Actium" ( ai-waypoints-once "Waypoint path 4" 89 ) ) ( do-nothing ) ) +Name: 1st Phase Done +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Need To Know" 0 ) ( add-goal "Gemini" ( ai-chase "Actium" 89 ) ) ( add-goal "Scorpio" ( ai-chase "Lysander" 89 ) ) ) +Name: Sick'em 2 +Repeat Count: 1 +Interval: 1 +Chained: 50 $Formula: ( when ( has-arrived-delay 25 "Unknown" ) ( fire-beam "Unknown" "turret01" "Actium" ) ( fire-beam "Unknown" "turret02" "Actium" ) ( beam-free "Unknown" "turret10" ) ) +Name: Ravana Beam Free +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( beam-free-all "Unknown" ) ) +Name: Beam Free Unknown +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( > ( is-ship-visible "Asuras" ) 0 ) ( beam-free-all "Asuras" ) ) +Name: Lilith In Range 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-departed-delay 0 "Actium" "Lysander" ) ( or ( not ( is-destroyed-delay 0 "Lysander" ) ) ( not ( is-destroyed-delay 0 "Actium" ) ) ) ) ( do-nothing ) ) +Name: Protect Corvettes +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Protect Corvettes", 825) $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base 3 +Repeat Count: 1 +Interval: 1 +Chained: 3 +Objective: XSTR("Return To Base 2", 826) $Formula: ( when ( and ( or ( is-destroyed-delay 2 "Actium" ) ( is-destroyed-delay 2 "Lysander" ) ) ( not ( has-arrived-delay 0 "Unknown" ) ) ) ( send-message "#Command" "High" "Abort" ) ) +Name: Corvette Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base 9 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( has-time-elapsed 3 ) ( send-message "Actium" "High" "Steady" ) ) +Name: Steady +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Lysander" "High" "Anything" ) ) +Name: Anything +Repeat Count: 1 +Interval: 1 +Chained: 9 $Formula: ( when ( true ) ( send-message "Actium" "High" "Negative" ) ) +Name: Negative +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( true ) ( send-message "Lysander" "High" "Find Them" ) ) +Name: Find Them +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( true ) ( send-message "Actium" "High" "Relics" ) ) +Name: Relics +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( is-event-true-delay "Moloch Inc" 0 ) ( send-message "" "Normal" "Picking Up" ) ) +Name: Picking Up +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "#Command" "High" "Intercept" ) ) +Name: Intercept +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( is-event-true-delay "Beam Free All" 0 ) ( send-message "Lysander" "High" "Lilith View" ) ( add-remove-escort "Asuras" 50 ) ) +Name: Lilith View +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "Actium" "High" "Power Up" ) ) +Name: Power Up +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( or ( not ( is-destroyed-delay 0 "Alpha 2" ) ) ( not ( is-destroyed-delay 0 "Alpha 3" ) ) ) ( send-message "" "Normal" "Friendly Fire" ) ) +Name: Friendly Fire +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( or ( not ( is-destroyed-delay 0 "Alpha 2" ) ) ( not ( is-destroyed-delay 0 "Alpha 3" ) ) ) ( send-message "#Command" "High" "Dont Fly" ) ) +Name: Dont Fly +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( is-destroyed-delay 0 "Virgo" "Pisces" "Taurus" "Libra" ) ( send-message "" "Normal" "Eliminated" ) ) +Name: Eliminated +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Finish Off" ) ) +Name: Finish Off +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( and ( is-destroyed-delay 4 "Asuras" ) ( or ( is-event-true-delay "Finish Off" 0 ) ( is-event-false-delay "Finish Off" 0 ) ) ) ( send-message "Lysander" "High" "Lilith Destroyed" ) ( beam-lock-all "Lysander" ) ( beam-lock-all "Actium" ) ) +Name: Lilith Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Find Rakshasa" ) ) +Name: Find Rakshasa +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( and ( or ( not ( is-destroyed-delay 0 "Alpha 2" ) ) ( not ( is-destroyed-delay 0 "Alpha 3" ) ) ) ( or ( not ( is-destroyed-delay 0 "Beta 1" ) ) ( not ( is-destroyed-delay 0 "Beta 2" ) ) ) ) ( send-message "" "Normal" "Imagine" ) ) +Name: Imagine +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( and ( or ( not ( is-destroyed-delay 0 "Alpha 2" ) ) ( not ( is-destroyed-delay 0 "Alpha 3" ) ) ) ( or ( not ( is-destroyed-delay 0 "Beta 1" ) ) ( not ( is-destroyed-delay 0 "Beta 2" ) ) ) ) ( send-message "" "Normal" "No Shields" ) ) +Name: No Shields +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( and ( or ( not ( is-destroyed-delay 0 "Alpha 2" ) ) ( not ( is-destroyed-delay 0 "Alpha 3" ) ) ) ( or ( not ( is-destroyed-delay 0 "Beta 1" ) ) ( not ( is-destroyed-delay 0 "Beta 2" ) ) ) ) ( send-message-list "" "Normal" "Gamma Wing" 6000 "" "Normal" "Found the Trinity" 5000 "" "Normal" "Yeah" 4000 ) ) +Name: Gamma to Yeah +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( and ( or ( not ( is-destroyed-delay 0 "Alpha 2" ) ) ( not ( is-destroyed-delay 0 "Alpha 3" ) ) ) ( or ( not ( is-destroyed-delay 0 "Beta 1" ) ) ( not ( is-destroyed-delay 0 "Beta 2" ) ) ) ) ( send-message "" "Normal" "Doing Here" ) ) +Name: Doing Here +Repeat Count: 1 +Interval: 1 +Chained: 19 $Formula: ( when ( and ( or ( not ( is-destroyed-delay 0 "Alpha 2" ) ) ( not ( is-destroyed-delay 0 "Alpha 3" ) ) ) ( or ( not ( is-destroyed-delay 0 "Beta 1" ) ) ( not ( is-destroyed-delay 0 "Beta 2" ) ) ) ) ( send-message "#Command" "High" "Need To Know" ) ) +Name: Need To Know +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( or ( is-event-true-delay "Scorpio Inc" 0 ) ( is-event-true-delay "Gemini Inc" 0 ) ) ( send-message "Actium" "High" "Incoming" ) ) +Name: Incoming +Repeat Count: 1 +Interval: 1 $Formula: ( when ( > ( is-ship-visible "Iblis" ) 0 ) ( send-message "Lysander" "High" "Fire At Will" ) ( add-remove-escort "Iblis" 50 ) ( beam-free-all "Lysander" ) ( beam-free-all "Actium" ) ( beam-free-all "Iblis" ) ) +Name: Fire At Will +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Scorpio" ) ) ( not ( is-destroyed-delay 0 "Gemini" ) ) ) ( send-message "#Command" "High" "Destroy" ) ) +Name: Destroy +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( is-event-true-delay "Taurvi Inc" 0 ) ( send-message "#Command" "High" "Bombers" ) ) +Name: Bombers +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( < ( hits-left "Iblis" ) 30 ) ( is-destroyed-delay 0 "Iblis" ) ) ( send-message "Actium" "High" "Rakshasa Crit" ) ) +Name: Rakshasa Crit +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 3 "Unknown" ) ( send-message "Lysander" "High" "Huge" ) ) +Name: Huge +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "Actium" "Normal" "Visual" ) ) +Name: Visual +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( send-message "Lysander" "High" "Massive" ) ) +Name: Massive +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "#Command" "High" "Get Out" ) ( fire-beam "Unknown" "turret01" "Lysander" ) ( fire-beam "Unknown" "turret02" "Lysander" ) ) +Name: Get Out +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( self-destruct "Lysander" ) ) +Name: Lysander Torched +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( is-destroyed-delay 3 "Lysander" ) ( send-message "#Command" "High" "Lysander Down" ) ) +Name: Lysander Down +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( send-message "#Command" "High" "Return To Base" ) ( tech-add-weapons "Cyclops#short" ) ( allow-weapon "Cyclops#short" ) ( allow-ship "GTB Boanerges" ) ( tech-add-ships "GTB Boanerges" ) ) +Name: Return To Base +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( is-destroyed-delay 3 "Actium" ) ( send-message "#Command" "High" "Actium Dead" ) ) +Name: Actium Dead +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Lilith View" 0 ) ( do-nothing ) ) +Name: Lilith View True +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Asuras" ) ( do-nothing ) ) +Name: Destroy Asuras +Repeat Count: 1 +Interval: 1 +Chained: 3 +Objective: XSTR("Destroy Asuras", 827) $Formula: ( when ( is-event-true-delay "Fire At Will" 0 ) ( do-nothing ) ) +Name: Fire At Will True +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Iblis" ) ( do-nothing ) ) +Name: Destroy Iblis +Repeat Count: 1 +Interval: 1 +Chained: 3 +Objective: XSTR("Destroy Iblis", 828) $Formula: ( when ( is-destroyed-delay 2 "Aquarius" ) ( send-message "#Command" "High" "Taurvi Destroyed" ) ) +Name: Taurvi Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 0 "Lysander" ) ( has-arrived-delay 0 "Unknown" ) ) ( clear-goals "Actium" ) ( add-goal "Actium" ( ai-waypoints-once "Waypoint path 5" 89 ) ) ) +Name: Actium Bail +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( add-goal "Actium" ( ai-warp-out 89 ) ) ) +Name: Actium Bail 2 +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( true ) ( tech-add-ships "SD Ravana" ) ( tech-add-weapons "Cyclops#short" ) ( allow-weapon "Cyclops#short" ) ( allow-ship "GTB Boanerges" ) ( tech-add-ships "GTB Boanerges" ) ) +Name: Tech Add Ravana +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( tech-add-ships "SC Lilith" ) ) +Name: Add Tech +Repeat Count: 1 +Interval: 1 #Goals ;! 3 total $Type: Primary +Name: Protect Corvettes $MessageNew: XSTR("Protect Actium and Lysander", 829) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 5 "Actium" ) ) ( not ( is-destroyed-delay 5 "Lysander" ) ) ( has-departed-delay 0 "Actium" "Lysander" ) ) $Type: Secondary +Name: Destroy Lilith $MessageNew: XSTR("Destroy Asuras", 827) $end_multi_text $Formula: ( is-destroyed-delay 0 "Asuras" ) $Type: Secondary +Name: Destroy Iblis $MessageNew: XSTR("Destroy Iblis", 828) $end_multi_text $Formula: ( is-destroyed-delay 0 "Iblis" ) #Waypoints ;! 5 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( -1115.447754, -236.885849, 4764.398438 ) ) $Name: Waypoint path 2 $List: ( ;! 1 points in list ( 947.181152, -0.000769, 4406.116211 ) ) $Name: Waypoint path 3 $List: ( ;! 1 points in list ( 610.141296, 28.219645, 10027.508789 ) ) $Name: Waypoint path 4 $List: ( ;! 1 points in list ( 2537.300293, -210.878754, 8564.823242 ) ) $Name: Waypoint path 5 $List: ( ;! 1 points in list ( 4000.105713, -0.000061, 7606.050781 ) ) #Messages ;! 243 total $Name: Lilith Destroyed $Team: -1 $MessageNew: XSTR("We have destroyed the Asuras, Command. That's one more Shivan cruiser out of circulation.", 830) $end_multi_text +AVI Name: Head-CM5 +Wave Name: SM106_LY_01.wav $Name: Abort $Team: -1 $MessageNew: XSTR("Abort mission, pilots! Get out of there now!", 831) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM106_AC_01.wav $Name: Lysander Down $Team: -1 $MessageNew: XSTR("The Lysander is down! The Lysander is down!", 832) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM106_AC_02.wav $Name: Steady $Team: -1 $MessageNew: XSTR("Steady as she goes. Those cruisers are somewhere in this vicinity. We're now converging on their last known position.", 833) $end_multi_text +Persona: Large Ship +AVI Name: Head-CM1 +Wave Name: SM106_ATM_01.wav $Name: Anything $Team: -1 $MessageNew: XSTR("Are you reading anything on sensors, Actium?", 834) $end_multi_text +AVI Name: Head-CM5 +Wave Name: SM106_LY_02.wav $Name: Negative $Team: -1 $MessageNew: XSTR("Negative, Lysander.", 835) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM106_ATM_02.wav $Name: Find Them $Team: -1 $MessageNew: XSTR("If we don't find them, they'll find us. I don't expect we'll be disappointed.", 836) $end_multi_text +AVI Name: Head-CM5 +Wave Name: SM106_LY_03.wav $Name: Relics $Team: -1 $MessageNew: XSTR("The Shivans fought nothing but Great War relics. We'll show them what firepower is all about.", 837) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM106_ATM_03.wav $Name: Picking Up $Team: -1 $MessageNew: XSTR("I'm picking up something! A wing of enemy fighters closing in!", 838) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: SM106_W0_01.wav $Name: Intercept $Team: -1 $MessageNew: XSTR("Alpha and Beta, intercept those bandits! Keep them off the Lysander and Actium!", 839) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM106_AC_03.wav $Name: Lilith View $Team: -1 $MessageNew: XSTR("A Cain-class cruiser now coming into view!", 840) $end_multi_text +AVI Name: Head-CM5 +Wave Name: SM106_LY_04.wav $Name: Power Up $Team: -1 $MessageNew: XSTR("Confirmed. It's the Asuras! Firing all guns!", 841) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM106_ATM_04.wav $Name: Friendly Fire $Team: -1 $MessageNew: XSTR("Damn it, Actium, watch that friendly fire!", 842) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: SM106_W1_01.wav $Name: Dont Fly $Team: -1 $MessageNew: XSTR("Avoid the beam and you won't get hit, pilot!", 843) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM106_AC_04.wav $Name: Eliminated $Team: -1 $MessageNew: XSTR("All hostile fighters eliminated. Those Shivans put up a good fight!", 844) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM106_W0_02.wav $Name: Finish Off $Team: -1 $MessageNew: XSTR("Well done, pilots. Help the corvettes finish off the Asuras, but don't get too close!", 845) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM106_AC_05.wav $Name: Find Rakshasa $Team: -1 $MessageNew: XSTR("Okay, let's find that Rakshasa. Continue on your current heading. If you need to rearm, pilots, now would be a good time.", 846) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM106_AC_06.wav $Name: Imagine $Team: -1 $MessageNew: XSTR("With the technology they had 30 years ago, it's a miracle we won the Great War.", 847) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM106_W0_03.wav $Name: No Shields $Team: -1 $MessageNew: XSTR("No shields. No flak guns. No beam cannons.", 848) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: SM106_W1_02.wav $Name: Doing Here $Team: -1 $MessageNew: XSTR("Hey, Command. You gonna tell us what the rebels are doing out here?", 849) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM106_W2_01.wav $Name: Need To Know $Team: -1 $MessageNew: XSTR("You'll be informed on a need-to-know basis, pilot. Now kill the chatter and focus on your mission!", 850) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM106_AC_07.wav $Name: Incoming $Team: -1 $MessageNew: XSTR("New readings coming up on sensors! Incoming fighters!", 851) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM106_ATM_05.wav $Name: Fire At Will $Team: -1 $MessageNew: XSTR("Iblis now within in range! All guns, fire for effect.", 852) $end_multi_text +AVI Name: Head-CM5 +Wave Name: SM106_LY_05.wav $Name: Destroy $Team: -1 $MessageNew: XSTR("Stay focused, pilots! We need more fighter cover! Do not let them lure you away!", 853) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM106_AC_08.wav $Name: Bombers $Team: -1 $MessageNew: XSTR("A wing of Seraphim is approaching fast! Intercept those bombers!", 854) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM106_AC_09.wav $Name: Rakshasa Crit $Team: -1 $MessageNew: XSTR("The hull integrity of the Iblis has fallen below critical! We're almost there!", 855) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM106_ATM_06.wav $Name: Huge $Team: -1 $MessageNew: XSTR("Command, something massive has jumped in! The database does not recognize the configuration!", 856) $end_multi_text +AVI Name: Head-CM5 +Wave Name: SM106_LY_06.wav $Name: Visual $Team: -1 $MessageNew: XSTR("Where? What is it? I can't get a visual!", 857) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM106_W1_03.wav $Name: Massive $Team: -1 $MessageNew: XSTR("Command, we have a situation here!", 858) $end_multi_text +AVI Name: Head-CM5 +Wave Name: SM106_LY_07.wav $Name: Get Out $Team: -1 $MessageNew: XSTR("Can you get a closer look, Lysander?", 859) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM106_AC_10.wav $Name: Actium Dead $Team: -1 $MessageNew: XSTR("We've lost the Actium!", 860) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM106_AC_11.wav $Name: Return To Base $Team: -1 $MessageNew: XSTR("All vessels return to base! We need to regroup! Get out of there, pilots!", 861) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM106_AC_12.wav $Name: Taurvi Destroyed $Team: -1 $MessageNew: XSTR("The Seraphim are history! Well done, pilots!", 862) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM106_AC_13.wav $Name: Gamma Wing $Team: -1 $MessageNew: XSTR("You hear about Kappa wing? Vanished without a trace five clicks from the Aquitaine.", 863) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM106_W2_02.wav $Name: Found the Trinity $Team: -1 $MessageNew: XSTR("Their patrol found the NTC Trinity, right? ", 864) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: SM106_W1_04.wav $Name: Yeah $Team: -1 $MessageNew: XSTR("Yeah, that was Arthur Roemig's ship. Hard to believe he turned traitor.", 865) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM106_W2_03.wav #Reinforcements ;! 0 total #Background bitmaps ;! 8 total $Num stars: 205 $Ambient light level: 0 +Neb2: nbackpurp2 +Neb2Flags: 37 $Sun: SunWhite +Angles: 0.000000 0.000000 0.802851 +Scale: 1.000000 $Starbitmap: dneb02 +Angles: 0.052360 0.000000 0.000000 +ScaleX: 4.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 0.628318 0.610865 0.000000 +ScaleX: 3.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 6.021381 5.759582 0.052360 +ScaleX: 4.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb09 +Angles: 2.164207 0.000000 0.802851 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb13 +Angles: 2.670352 0.366519 0.872664 +ScaleX: 5.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 3.001964 0.802851 0.366519 +ScaleX: 4.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb13 +Angles: 0.000000 0.000000 4.485493 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb01 +Angles: 0.000000 0.000000 4.101521 +ScaleX: 4.000000 +ScaleY: 6.000000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 1: Genesis $Briefing Music: Brief6 #End #Mission Info $Version: 0.10 $Name: XSTR("Slaying Ravana", 866) $Author: Brad Johnson $Created: 05/08/99 at 20:44:47 $Modified: 09/13/99 at 23:21:09 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("The 107th leads a bombing action against the Shivan destroyer Ravana. ", 867) $end_multi_text +Game Type Flags: 1 +Flags: 4 +NebAwacs: 3000.000000 +Storm: none +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -5144.514160, 8126.036133, 3842.152100 +Viewer orient: 0.004622, -0.000001, -0.999989, 0.838927, 0.544231, 0.003877, 0.544225, -0.838936, 0.002516 +SquadReassignName: 107th Ravens +SquadReassignLogo: ravens.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 4 $start_stage $multi_text XSTR("This is Lieutenant Samsa. The allied attack against the $h SD $h Ravana has deteriorated. We've lost the $f GTD $f Delacroix, and the surviving warships in the battle group are damaged. Petrarch is scrambling the 107th to assist. Command will also sortie the $f GVC $f Somtus and the $f GTC $f Yakiba. Once they cross the subspace portal, we will move them into position.", 868) $end_multi_text $voice: SM107_MB_01.wav $camera_pos: -6662.233887, 9860.309570, 5090.373535 $camera_orient: 0.004622, -0.000001, -0.999989, 0.838927, 0.544231, 0.003877, 0.544225, -0.838936, 0.002516 $camera_time: 500 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Hostile $class: SD Ravana $pos: -93.149086, -0.000016, 4789.183105 $label: Ravana +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("For this mission, we'll fly the GTB Boanerges, the Alliance's new attack bomber. The Boanerges maximizes shielding and payload, while offering enough manueverability to make it a viable tactical unit. The bomber won't handle as well as the Herc II, so stay on the move. Bombers make easy targets.", 869) $end_multi_text $voice: SM107_MB_02.wav $camera_pos: -2266.099121, 3390.159912, -158.414612 $camera_orient: 0.004622, -0.000001, -0.999989, 0.838927, 0.544231, 0.003877, 0.544225, -0.838936, 0.002516 $camera_time: 900 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Hostile $class: SD Ravana $pos: -93.149086, -0.000016, 4789.183105 $label: Ravana +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 17 $team: Friendly $class: GTB Boanerges $pos: 2.544006, -107.008743, -147.926483 $label: Alpha +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("With our Cyclops torpedoes, we'll have the firepower to take out the $h Ravana. If you're too far from the target, the flak guns will neutralize your bomb, so get as close as possible. Once you fire your salvo, hit your burners to get clear of the blast. The Cyclops has an extensive lock time and countdown.", 870) $end_multi_text $voice: SM107_MB_03.wav $camera_pos: -5934.214844, 9024.396484, 2293.403809 $camera_orient: 0.004622, -0.000001, -0.999989, 0.838927, 0.544231, 0.003877, 0.544225, -0.838936, 0.002516 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Hostile $class: SD Ravana $pos: -93.149086, -0.000016, 4789.183105 $label: Ravana +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 17 $team: Friendly $class: GTB Boanerges $pos: 2.544006, -107.008743, -147.926483 $label: Alpha +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("If we succeed, we will have secured the jump node between the nebula and Gamma Draconis. If we fail, we pave the way for a Shivan invasion of our systems. Good luck, pilot. We know you can do it.", 871) $end_multi_text $voice: SM107_MB_04.wav $camera_pos: -6662.233887, 9860.309570, 5090.373535 $camera_orient: 0.004622, -0.000001, -0.999989, 0.838927, 0.544231, 0.003877, 0.544225, -0.838936, 0.002516 $camera_time: 600 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Hostile $class: SD Ravana $pos: -93.149086, -0.000016, 4789.183105 $label: Ravana +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 4 $Formula: ( and ( not ( percent-ships-destroyed 100 "Heisenberg" "Khenmu" "Yakiba" "Somtus" ) ) ( is-destroyed-delay 0 "Ravana" ) ) $Multi text XSTR("The destruction of the Ravana is the most significant victory over the Shivans since the end of the Great War. We have secured the subspace node linking the nebula with Gamma Draconis, and we have demonstrated our technological superiority over our Great War nemesis. We have proven without a doubt that we have the firepower to neutralize any Shivan threat. A new class of intercept fighter will be stationed on board the Aquitaine. I have recommended that you be transferred to this unit. Interceptors are fast, high-performance fighters requiring pilots with good reflexes. You've got the talent for it, and you'll represent the Ravens well. Command has ordered the Aquitaine to return to the Capella system. Admiral Petrarch will brief the crew about our upcoming operation.", 872) $end_multi_text $Voice: SM107_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Ravana" ) ) ( is-destroyed-delay 0 "Heisenberg" "Khenmu" "Somtus" ) ) $Multi text XSTR("In the aftermath of this debacle, we are faced with the prospect of fighting an all-out war on multiple fronts. Somebody will have to take the fall for this, and it's going to be the 107th. Command has disbanded our unit and will reassign its survivors to new posts in the allied fleet. Frankly, I think we'll be lucky if they let us fly support ships. Dismissed.", 873) $end_multi_text $Voice: SM107_DB_02.wav $Recommendation text: XSTR("Monitor the hull integrity of your allied ships. It helps to disarm the Ravana early in the mission.", 874) $end_multi_text $Formula: ( is-destroyed-delay 0 "Heisenberg" "Khenmu" "Somtus" "Ravana" ) $Multi text XSTR("We destroyed the Ravana and secured the subspace node linking the nebula with Gamma Draconis. However, with our losses, this victory is Pyrrhic at best. The Delacroix, the Champion, the Khenmu, the Heisenberg, the Yakiba, and the Somtus all perished in this engagement. With the heavy casualties we have suffered, Admiral Petrarch will reorganize the Aquitaine's fighter squadrons. As captain of the 107th Ravens, it is my sad duty to report that after forty years of service, our unit will be disbanded. Command has ordered the Aquitaine to return to the Capella system, and there we will receive our new assignments.", 875) $end_multi_text $Voice: SM107_DB_03.wav $Recommendation text: XSTR("Monitor the hull integrity of your allied ships. It helps to disarm the Ravana early in the mission.", 874) $end_multi_text $Formula: ( and ( not ( is-event-true-delay "Ravana Destroyed" 0 ) ) ( not ( is-event-true-delay "Abort" 0 ) ) ) $Multi text XSTR("You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.", 180) $end_multi_text $Voice: 2_JOE.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTB Medusa" 4 "GTB Ursa" 4 ) +Weaponry Pool: ( "Subach HL-7" 8 "Akheton SDG" 16 "Prometheus R" 14 "Tempest" 1228 "Hornet" 610 "Cyclops#short" 56 ) #Objects ;! 33 total $Name: Alpha 1 ;! Object #0 $Class: GTB Boanerges $Team: Friendly $Location: -15.534304, -0.000264, 321.389954 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Ravana ;! Object #1 $Class: SD Ravana $Team: Hostile $Location: -93.149086, -0.000016, 4789.183105 $Orientation: 0.061234, -0.111369, -0.991891, 0.261364, 0.960870, -0.091751, 0.963297, -0.253627, 0.087945 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 96 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Primary Banks: ( "SRed" ) +Subsystem: turret02 +Primary Banks: ( "SRed" ) +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 $Damage: 100 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Primary Banks: ( "Shivan Turret Laser" ) +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Sbank Ammo: ( 0 ) +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 +Sbank Ammo: ( 0 ) +Subsystem: turret27 +Subsystem: turret28 +Subsystem: turret29 +Subsystem: turret30 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 99 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 5000 $Name: Alpha 2 ;! Object #2 $Class: GTB Boanerges $Team: Friendly $Location: -211.018677, -0.000304, 214.500549 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Sbank Ammo: ( 100 33 33 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 3 $Name: Alpha 3 ;! Object #3 $Class: GTB Boanerges $Team: Friendly $Location: 185.038361, -0.000296, 223.003845 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Sbank Ammo: ( 100 33 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 2 $Name: Alpha 4 ;! Object #4 $Class: GTB Boanerges $Team: Friendly $Location: -2.416992, -214.017731, 25.536987 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Sbank Ammo: ( 100 33 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Heisenberg ;! Object #5 $Class: GTC Leviathan $Team: Friendly $Location: 1136.070435, -223.200150, 2311.679688 $Orientation: 0.921705, 0.000000, 0.387891, 0.053462, 0.990456, -0.127035, -0.384189, 0.137826, 0.912909 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 45 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Primary Banks: ( "" ) +Subsystem: turret02 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret03 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret04 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret05 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret06 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09a-01-main +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 6 "Khenmu" ) $Departure Location: Hyperspace $Departure Cue: ( is-destroyed-delay 14 "Ravana" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 49 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Khenmu ;! Object #6 $Class: GVCv Sobek $Team: Friendly $Location: 358.799988, 917.099976, 7259.299805 $Orientation: -0.983670, 0.000000, 0.179979, -0.061742, 0.939316, -0.337451, -0.169057, -0.343053, -0.923978 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 63 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret08 +Subsystem: turret09 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-destroyed-delay 10 "Ravana" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" "no-arrival-warp" )+Respawn priority: 0 +Escort priority: 50 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Virgo 1 ;! Object #7 $Class: SF Mara $Team: Hostile $Location: 305.780365, -0.001763, 5852.767090 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 2 ;! Object #8 $Class: SF Mara $Team: Hostile $Location: -871.697083, -0.000115, 4456.039063 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 3 ;! Object #9 $Class: SF Mara $Team: Hostile $Location: -440.483124, -0.002050, 5696.535156 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 4 ;! Object #10 $Class: SF Mara $Team: Hostile $Location: 721.886292, -0.002167, 5928.093750 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Epsilon 1 ;! Object #11 $Class: GVF Serapis $Team: Friendly $Location: -2514.213379, 0.000352, 4534.429199 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 68 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Epsilon 2 ;! Object #12 $Class: GVF Serapis $Team: Friendly $Location: -2606.408936, 0.000426, 4450.330566 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 68 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Epsilon 3 ;! Object #13 $Class: GVF Serapis $Team: Friendly $Location: -1688.073608, 0.000418, 4732.168945 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 68 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Somtus ;! Object #14 $Class: GVC Mentu $Team: Friendly $Location: -690.513855, 0.000094, -188.544128 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 2" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret02 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret03 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret04 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret05 +Primary Banks: ( "" ) +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Primary Banks: ( "Terran Huge Turret" ) +Subsystem: turret16 +Primary Banks: ( "Terran Huge Turret" ) $Arrival Location: Hyperspace +Arrival Delay: 14 $Arrival Cue: ( and ( is-destroyed-delay 10 "Yakiba" ) ( not ( is-destroyed-delay 0 "Ravana" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( is-destroyed-delay 15 "Ravana" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 97 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 90 $Name: Yakiba ;! Object #15 $Class: GTCv Deimos $Team: Friendly $Location: 738.316223, 306.973053, -274.194916 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 3" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Primary Banks: ( "Terran Huge Turret" ) +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Primary Banks: ( "Terran Huge Turret" ) +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Primary Banks: ( "Green Beam" ) +Subsystem: turret16 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Primary Banks: ( "Green Beam" ) +Subsystem: turret20 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 $Arrival Location: Hyperspace +Arrival Delay: 16 $Arrival Cue: ( and ( is-destroyed-delay 18 "Khenmu" ) ( not ( is-destroyed-delay 0 "Ravana" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( is-destroyed-delay 17 "Ravana" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 98 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Cancer 1 ;! Object #16 $Class: SF Manticore $Team: Hostile $Location: 1669.621826, 0.000052, 5891.786133 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 2 ;! Object #17 $Class: SF Manticore $Team: Hostile $Location: 1304.782471, 0.000174, 5335.200195 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 3 ;! Object #18 $Class: SF Manticore $Team: Hostile $Location: 1187.784424, 0.000113, 5546.758301 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 1 ;! Object #19 $Class: SF Basilisk $Team: Hostile $Location: 806.152222, -0.000200, 3810.464111 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 2 ;! Object #20 $Class: SF Basilisk $Team: Hostile $Location: 896.146667, -0.000179, 3806.490234 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 1 ;! Object #21 $Class: SF Basilisk $Team: Hostile $Location: -145.511734, -0.000913, 2522.216309 $Orientation: -0.989008, 0.000000, -0.147863, 0.000000, 1.000000, 0.000000, 0.147863, 0.000000, -0.989008 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 1 ;! Object #22 $Class: SF Manticore $Team: Hostile $Location: -992.377991, -0.000253, 7981.823730 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 2 ;! Object #23 $Class: SF Manticore $Team: Hostile $Location: -1000.279480, -0.000254, 7906.875488 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 3 ;! Object #24 $Class: SF Manticore $Team: Hostile $Location: -907.568115, -0.000245, 7906.242676 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 4 ;! Object #25 $Class: SF Manticore $Team: Hostile $Location: -897.053223, -0.000245, 8005.226074 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 1 ;! Object #26 $Class: SF Basilisk $Team: Hostile $Location: -305.564850, 0.000076, 7632.180664 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Leo 2 ;! Object #27 $Class: SF Basilisk $Team: Hostile $Location: -199.217758, 0.000245, 7604.897949 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Gemini 1 ;! Object #28 $Class: SF Mara $Team: Hostile $Location: -597.070862, -0.000086, 7899.297363 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 2 ;! Object #29 $Class: SF Mara $Team: Hostile $Location: -497.817139, -0.000112, 7900.462402 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 2 ;! Object #30 $Class: SF Basilisk $Team: Hostile $Location: 97.697922, -0.001123, 2211.863037 $Orientation: -0.989008, 0.000000, -0.147863, 0.000000, 1.000000, 0.000000, 0.147863, 0.000000, -0.989008 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aquarius 1 ;! Object #31 $Class: SF Basilisk $Team: Hostile $Location: -18.757059, -0.000750, 3300.996582 $Orientation: -0.989008, 0.000000, -0.147863, 0.000000, 1.000000, 0.000000, 0.147863, 0.000000, -0.989008 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Sagittarius 1 ;! Object #32 $Class: SF Basilisk $Team: Hostile $Location: 229.507034, 0.000615, 3859.132324 $Orientation: -0.989008, 0.000000, -0.147863, 0.000000, 1.000000, 0.000000, 0.147863, 0.000000, -0.989008 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 #Wings ;! 11 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) $AI Goals: ( goals ( ai-chase "Ravana" 89 ) ) +Hotkey: 0 +Flags:( ) $Name: Virgo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Virgo 1" "Virgo 2" "Virgo 3" "Virgo 4" ) $AI Goals: ( goals ( ai-chase "Khenmu" 89 ) ( ai-guard "Ravana" 50 ) ( ai-chase-any 50 ) ) +Flags:( ) $Name: Epsilon $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Epsilon 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Epsilon 1" "Epsilon 2" "Epsilon 3" ) $AI Goals: ( goals ( ai-guard "Khenmu" 89 ) ( ai-chase "Ravana" 50 ) ( ai-guard "Heisenberg" 50 ) ) +Flags:( ) $Name: Cancer $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Ravana $Arrival Cue: ( percent-ships-destroyed 66 "Virgo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Cancer 1" "Cancer 2" "Cancer 3" ) $AI Goals: ( goals ( ai-chase "Alpha 1" 50 ) ( ai-chase "Heisenberg" 50 ) ( ai-chase "Yakiba" 50 ) ( ai-chase "Somtus" 50 ) ( ai-guard "Ravana" 60 ) ) +Flags:( ) $Name: Libra $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Libra 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Ravana $Arrival Cue: ( percent-ships-destroyed 66 "Cancer" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Libra 1" "Libra 2" ) $AI Goals: ( goals ( ai-guard "Ravana" 60 ) ( ai-chase "Heisenberg" 50 ) ( ai-chase "Khenmu" 50 ) ( ai-chase "Yakiba" 50 ) ( ai-chase "Somtus" 50 ) ) +Flags:( ) $Name: Scorpio $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Scorpio 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Ravana $Arrival Cue: ( and ( is-destroyed-delay 10 "Leo" ) ( not ( is-destroyed-delay 0 "Ravana" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Scorpio 1" "Scorpio 2" "Scorpio 3" "Scorpio 4" ) $AI Goals: ( goals ( ai-chase "Heisenberg" 89 ) ( ai-chase "Khenmu" 50 ) ( ai-chase "Somtus" 50 ) ( ai-chase "Yakiba" 50 ) ( ai-guard "Ravana" 50 ) ) +Flags:( ) $Name: Leo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Leo 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Ravana $Arrival Cue: ( percent-ships-destroyed 66 "Libra" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Leo 1" "Leo 2" ) $AI Goals: ( goals ( ai-chase "Heisenberg" 50 ) ( ai-destroy-subsystem "Khenmu" "turret09" 50 ) ( ai-chase "Yakiba" 50 ) ( ai-chase "Somtus" 50 ) ) +Flags:( ) $Name: Gemini $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gemini 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Ravana $Arrival Cue: ( and ( percent-ships-destroyed 66 "Leo" ) ( not ( is-destroyed-delay 0 "Ravana" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Gemini 1" "Gemini 2" ) $AI Goals: ( goals ( ai-chase "Somtus" 89 ) ( ai-chase "Yakiba" 50 ) ( ai-chase "Heisenberg" 50 ) ( ai-chase "Khenmu" 50 ) ( ai-guard "Ravana" 50 ) ) +Flags:( ) $Name: Taurus $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Taurus 1" "Taurus 2" ) $AI Goals: ( goals ( ai-chase-wing "Alpha" 50 ) ) +Flags:( ) $Name: Aquarius $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aquarius 1 $Arrival Location: Near Ship +Arrival Distance: 800 $Arrival Anchor: Alpha 1 $Arrival Cue: ( and ( < ( hits-left "Ravana" ) 70 ) ( is-destroyed-delay 6 "Taurus" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 1 total "Aquarius 1" ) $AI Goals: ( goals ( ai-chase-wing "Alpha" 89 ) ) +Flags:( ) $Name: Sagittarius $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Sagittarius 1 $Arrival Location: Near Ship +Arrival Distance: 800 $Arrival Anchor: Alpha 1 $Arrival Cue: ( < ( hits-left "Ravana" ) 40 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 1 total "Sagittarius 1" ) $AI Goals: ( goals ( ai-chase-wing "Alpha" 89 ) ) +Flags:( ) #Events ;! 45 total $Formula: ( when ( is-destroyed-delay 0 "Ravana" ) ( do-nothing ) ) +Name: Destroy Ravana +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Ravana", 876) $Formula: ( when ( > ( is-ship-visible "Virgo 1" ) 0 ) ( do-nothing ) ) +Name: Virgo Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Destroy Virgo +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( > ( is-ship-visible "Cancer 1" ) 0 ) ( do-nothing ) ) +Name: Cancer Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Destroy Cancer +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( > ( is-ship-visible "Libra 1" ) 0 ) ( do-nothing ) ) +Name: Libra Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Libra" ) ( do-nothing ) ) +Name: Destroy Libra +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Libra", 18) $Formula: ( when ( > ( is-ship-visible "Scorpio 1" ) 0 ) ( do-nothing ) ) +Name: Scorpio Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Scorpio" ) ( do-nothing ) ) +Name: Destroy Aeshma +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Scorpio", 61) $Formula: ( when ( > ( is-ship-visible "Gemini 1" ) 0 ) ( do-nothing ) ) +Name: Gemini Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Gemini" ) ( do-nothing ) ) +Name: Destroy Gemini +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Gemini", 16) $Formula: ( when ( > ( is-ship-visible "Leo 1" ) 0 ) ( do-nothing ) ) +Name: Leo Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Leo" ) ( do-nothing ) ) +Name: Destroy Moloch +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Leo", 15) $Formula: ( when ( or ( > ( is-ship-visible "Taurus 1" ) 0 ) ( > ( is-ship-visible "Taurus 2" ) 0 ) ) ( do-nothing ) ) +Name: Taurus Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Taurus" ) ( do-nothing ) ) +Name: Destroy Taurus +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Taurus", 19) $Formula: ( when ( true ) ( do-nothing ) ) +Name: -----Destroy----- +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( beam-free-all "Ravana" ) ( good-secondary-time "Friendly" 100 "Cyclops" "Ravana" ) ( subsys-set-random "Ravana" 50 100 ) ) +Name: Initial Beam Free +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 2 "Somtus" ) ( beam-free-all "Somtus" ) ) +Name: Mentu Beam +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 2 "Yakiba" ) ( beam-free-all "Yakiba" ) ) +Name: Deimos Beam +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 0 "Ravana" ) ( not ( is-event-true-delay "Abort" 0 ) ) ) ( send-message "#Command" "High" "Ravana Destroyed" ) ( tech-add-ships "GTF Perseus" ) ( allow-weapon "Stiletto II" ) ( tech-add-weapons "Stiletto II" ) ) +Name: Ravana Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base +Repeat Count: 1 +Interval: 1 +Chained: 5 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( and ( is-destroyed-delay 0 "Heisenberg" "Khenmu" "Somtus" "Yakiba" ) ( < ( hits-left "Ravana" ) 5 ) ) ( send-message "#Command" "High" "Abort" ) ) +Name: Abort +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base 2 +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( has-time-elapsed 5 ) ( send-message "" "High" "Acquired" ) ) +Name: Acquired +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "" "High" "Cannon Fire" ) ) +Name: Cannon Fire +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "#Command" "High" "Eliminate" ) ) +Name: Eliminate +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( true ) ( send-message "" "High" "Roger" ) ) +Name: Roger +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "" "High" "Funeral" ) ) +Name: Funeral +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( has-arrived-delay 1 "Yakiba" ) ( send-message "Yakiba" "High" "Yakiba Arrives" ) ) +Name: Yakiba Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 2 "Somtus" ) ( send-message "Somtus" "High" "Somtus Arrives" ) ) +Name: Somtus Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Ravana" ) ) ( has-arrived-delay 60 "Yakiba" ) ( > ( hits-left "Ravana" ) 30 ) ) ( send-message "Yakiba" "High" "More Firepower" ) ) +Name: More Firepower +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "No More Allied" ) ) +Name: No More Allied +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( and ( has-arrived-delay 12 "Leo" ) ( not ( is-destroyed-delay 0 "Leo" ) ) ) ( do-nothing ) ) +Name: Fast Dragons +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Ravana" ) 10 ) ( send-message "#Command" "High" "Ravana Critical" ) ) +Name: Ravana Critical +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 3 "Heisenberg" ) ( send-message "#Command" "High" "Heisenberg Lost" ) ) +Name: Heisenberg Lost +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 3 "Yakiba" ) ( send-message "#Command" "High" "Yakiba Destroyed" ) ) +Name: Yakiba Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Khenmu" ) ( send-message "#Command" "High" "Khenmu lost" ) ) +Name: Khenmu Lost +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Somtus" ) ( send-message "#Command" "High" "Somtus Vaporized" ) ) +Name: Somtus Vaporized +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( beam-free-all "Khenmu" ) ) +Name: Khenmu Beam Free +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Heisenberg" ) ( beam-free-all "Heisenberg" ) ) +Name: Heisenberg Beam Free +Repeat Count: 1 +Interval: 1 $Formula: ( when ( > ( is-ship-visible "Aquarius 1" ) 0 ) ( do-nothing ) ) +Name: Aquarius Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Aquarius" ) ( do-nothing ) ) +Name: Destroy Aquarius +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Aquarius", 103) $Formula: ( when ( > ( is-ship-visible "Sagittarius 1" ) 0 ) ( do-nothing ) ) +Name: Sagittarius Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Sagittarius" ) ( do-nothing ) ) +Name: Destroy Sagittarius +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Sagittarius", 63) $Formula: ( when ( true ) ( tech-add-ships "GTF Perseus" ) ( allow-weapon "Stiletto II" ) ( tech-add-weapons "Stiletto II" ) ( allow-ship "GTF Perseus" ) ) +Name: New Stuff +Repeat Count: 1 +Interval: 1 #Goals ;! 1 total $Type: Primary +Name: Destroy Ravana $MessageNew: XSTR("Destroy Ravana", 876) $end_multi_text $Formula: ( is-destroyed-delay 0 "Ravana" ) #Waypoints ;! 3 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( 2424.729248, -245.749130, 4489.624512 ) ) $Name: Waypoint path 2 $List: ( ;! 1 points in list ( -539.484497, 0.000202, 3865.088867 ) ) $Name: Waypoint path 3 $List: ( ;! 1 points in list ( 1006.634888, 389.547943, 4027.324951 ) ) #Messages ;! 223 total $Name: Abort $Team: -1 $MessageNew: XSTR("All allied warships have been destroyed. Return to base.", 877) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM107_AC_02.wav $Name: Acquired $Team: -1 $MessageNew: XSTR("I've acquired sensor lock on the Ravana. The destroyer is currently out of range.", 878) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP7 +Wave Name: SM107_W0_01.wav $Name: Cannon Fire $Team: -1 $MessageNew: XSTR("No visual on allied ships, but we can see their cannon signature.", 879) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: SM107_W1_01.wav $Name: Eliminate $Team: -1 $MessageNew: XSTR("Bombers, close in on the Ravana. We must end this now.", 880) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM107_AC_03.wav $Name: Roger $Team: -1 $MessageNew: XSTR("Roger that, Command. Warheads are armed and ready.", 881) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP7 +Wave Name: SM107_W0_02.wav $Name: Funeral $Team: -1 $MessageNew: XSTR("Watch the friendly fire! You get hit, and you won't make it to your own service!", 882) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: SM107_W1_02.wav $Name: Yakiba Arrives $Team: -1 $MessageNew: XSTR("Command, this is the GTC Yakiba. We are engaging the Ravana now.", 883) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM107_YA_01.wav $Name: Somtus Arrives $Team: -1 $MessageNew: XSTR("Command, this is the GVC Somtus. Bringing turrets to bear. Firing for effect.", 884) $end_multi_text +AVI Name: Head-VC +Wave Name: SM107_IB_01.wav $Name: More Firepower $Team: -1 $MessageNew: XSTR("We need more firepower, Command!", 885) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM107_YA_02.wav $Name: No More Allied $Team: -1 $MessageNew: XSTR("No allied vessels are currently able to assist. We must accomplish our objectives with the resources we have committed to this mission.", 886) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM107_AC_04.wav $Name: Ravana Critical $Team: -1 $MessageNew: XSTR("The Ravana's hull integrity has fallen below critical. Destruction of primary target is imminent.", 887) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM107_AC_05.wav $Name: Ravana Destroyed $Team: -1 $MessageNew: XSTR("Ravana objective neutralized! All units, return to base!", 888) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM107_AC_06.wav $Name: Heisenberg Lost $Team: -1 $MessageNew: XSTR("We've lost the Heisenberg!", 889) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM107_AC_07.wav $Name: Yakiba Destroyed $Team: -1 $MessageNew: XSTR("The Shivans destroyed the Yakiba!", 890) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM107_AC_09.wav $Name: Khenmu lost $Team: -1 $MessageNew: XSTR("The Khenmu has been lost!", 891) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM107_AC_10.wav $Name: Somtus Vaporized $Team: -1 $MessageNew: XSTR("The Somtus has gone down!", 892) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM107_AC_11.wav #Reinforcements ;! 0 total #Background bitmaps ;! 9 total $Num stars: 500 $Ambient light level: 0 +Neb2: nbackpurp2 +Neb2Flags: 53 $Sun: SunWhite +Angles: 0.000000 0.000000 0.802851 +Scale: 1.000000 $Starbitmap: dneb02 +Angles: 0.052360 0.000000 0.000000 +ScaleX: 5.000000 +ScaleY: 6.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb01 +Angles: 0.628318 0.610865 0.000000 +ScaleX: 4.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 6.021381 5.759582 0.052360 +ScaleX: 5.000000 +ScaleY: 6.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb09 +Angles: 2.164207 0.000000 0.802851 +ScaleX: 5.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb13 +Angles: 2.670352 0.366519 0.872664 +ScaleX: 6.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 3.001964 0.802851 0.366519 +ScaleX: 5.000000 +ScaleY: 6.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb13 +Angles: 0.000000 0.000000 4.485493 +ScaleX: 6.000000 +ScaleY: 6.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb01 +Angles: 0.000000 0.000000 4.101521 +ScaleX: 4.000000 +ScaleY: 6.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb09 +Angles: 0.000000 0.000000 0.000000 +ScaleX: 4.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 2: Exodus $Briefing Music: Brief7 #End #Mission Info $Version: 0.10 $Name: XSTR("The Sixth Wonder", 893) $Author: Brad Johnson $Created: 05/17/99 at 14:34:19 $Modified: 10/13/99 at 15:20:08 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("The 242nd Suicide Kings repel a rebel assault on Enif Station, the GTVA's base of operations in the Epsilon Pegasi system.", 894) $end_multi_text +Game Type Flags: 1 +Flags: 0 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 114.462814, 27947.568359, 4444.995605 +Viewer orient: 0.999980, -0.000001, 0.006382, -0.006259, 0.195584, 0.980667, -0.001249, -0.980687, 0.195580 +SquadReassignName: 242nd Suicide Kings +SquadReassignLogo: 242suicide.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing $Stage Text: XSTR("Enif Massacre 36 hours ago, the NTF launched a full-scale offensive in Epsilon Pegasi, taking the GTVA 6th Fleet by surprise. Commanding his forces from the NTD Repulse, Rear Admiral Koth leads the rebel advance. With 75 percent of our forces in this system decimated, the regional death toll since the incursion now exceeds 80,000. Unless we act quickly, a decisive rebel victory is imminent.", 895) $end_multi_text $Ani Filename: cb_sm1-08_a.ani +Wave Filename: SM108_CB_01.wav $Stage Text: XSTR("Stalemate in Sirius The GTD Aquitaine will lead the allied counterstrike against Koth and his warships. We will resupply in Capella before shipping out to the front. We have also learned our campaign in Sirius has failed. A two-pronged offensive launched from Alpha Centauri and Deneb encountered fierce resistance. Unless we can devise a military solution for dealing with the rebels, the GTVA will be forced to recognize the NTF's authority in Sirius, Regulus, and Polaris.", 896) $end_multi_text $Ani Filename: cb_sm1-08_b.ani +Wave Filename: SM108_CB_02.wav $Stage Text: XSTR("On the Vanguard Allied engineers in the meantime are developing and adapting technologies that will enable us to fight more effectively in the nebula. Dr. Hargrove and her research team continue to study the subspace portal. Their findings have been classified level Phi. Until the situation in Epsilon Pegasi has been normalized, the GTVA will suspend its operations in the nebula.", 897) $end_multi_text $Ani Filename: +Wave Filename: SM108_CB_03.wav #Briefing $start_briefing $num_stages: 4 $start_stage $multi_text XSTR("This is Lieutenant Commander Cordova, leader of the 242nd Suicide Kings. Welcome to Epsilon Pegasi, pilots. $f Enif $f Station, the Alliance's base of operations in this system, is now under attack. Though we have destroyed the $h NTC $h Outrage, the $h Cato continues to bombard the installation with heavy beam fire.", 898) $end_multi_text $voice: SM108_MB_01.wav $camera_pos: -163.328064, 6031.839355, -3292.212402 $camera_orient: 0.999980, 0.000000, 0.006383, -0.003830, 0.800016, 0.599967, -0.005107, -0.599979, 0.799999 $camera_time: 600 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 15 $team: Friendly $class: GTI Arcadia $pos: -60.619289, -0.000019, 4717.385742 $label: Enif Station +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Neutral $class: GTCv Deimos $pos: 2997.684814, -1126.800415, 6057.371094 $label: Hawkwood +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Neutral $class: GTC Leviathan $pos: -2824.985107, 498.099365, 5117.827637 $label: Cato +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Evacuation of civilian personnel on board $f Enif $f Station is now in progress. As you know, civilians are protected under the Beta Aquilae Convention, but the $h NTF has rejected that treaty and its provisions. Fortunately, most of the civilian convoy has jumped safely to the Capella jump node.", 899) $end_multi_text $voice: SM108_MB_02.wav $camera_pos: -204.162872, 9520.066406, 3104.892822 $camera_orient: 0.999980, 0.000000, 0.006383, -0.006260, 0.195584, 0.980667, -0.001249, -0.980687, 0.195580 $camera_time: 900 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 15 $team: Friendly $class: GTI Arcadia $pos: -60.619289, -0.000019, 4717.385742 $label: Enif Station +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Neutral $class: GTCv Deimos $pos: 2997.684814, -1126.800415, 6057.371094 $label: Hawkwood +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Neutral $class: GTC Leviathan $pos: -2935.769775, 498.099976, 5112.047363 $label: Cato +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 11 $team: Friendly $class: GTFR Triton $pos: -758.383179, 245.899170, 6168.578613 $label: Calypso +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 34 $team: Friendly $class: GTT Elysium $pos: 1531.720825, -86.676392, 3848.659424 $label: Mannheim +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Your mission is to defend $f Enif $f Station. As leader of Alpha wing, you will command your squadmates to destroy the fighters and warships besieging our installation. If the rebels sortie their Zeus bombers, intercept the warheads before they impact the base. ", 900) $end_multi_text $voice: SM108_MB_03.wav $camera_pos: -2978.636719, 3230.123779, 2776.869873 $camera_orient: 0.999980, 0.000000, 0.006383, -0.006259, 0.195584, 0.980667, -0.001249, -0.980687, 0.195580 $camera_time: 800 $num_lines: 0 $num_icons: 7 $Flags: 0 $Formula: ( true ) $start_icon $type: 15 $team: Friendly $class: GTI Arcadia $pos: -60.619289, -0.000019, 4717.385742 $label: Enif Station +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Neutral $class: GTCv Deimos $pos: 2997.684814, -1126.800415, 6057.371094 $label: Hawkwood +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Neutral $class: GTC Leviathan $pos: -2935.769775, 498.099976, 5112.047363 $label: Cato +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 11 $team: Friendly $class: GTFR Triton $pos: -767.473816, 245.899841, 5670.544434 $label: Calypso +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 34 $team: Friendly $class: GTT Elysium $pos: 1531.720825, -86.676392, 3848.659424 $label: Mannheim +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 17 $team: Neutral $class: GTB Zeus $pos: -3362.071045, -0.000053, 3771.628418 $label: Aries +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 17 $team: Neutral $class: GTB Zeus $pos: -2462.958252, 0.000090, 3145.079834 $label: Virgo +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Allied forces are engaging the rebels throughout the system. As resources become available, they will be deployed to assist you. Until we get these reinforcements, however, holding down the fort is all up to you. This sortie will be the first combat field test of the Perseus intercept fighter, so let's put on a good show.", 901) $end_multi_text $voice: SM108_MB_04.wav $camera_pos: -171.618362, 7990.074707, 2945.064209 $camera_orient: 0.999980, -0.000001, 0.006382, -0.006259, 0.195584, 0.980667, -0.001249, -0.980687, 0.195580 $camera_time: 500 $num_lines: 0 $num_icons: 7 $Flags: 0 $Formula: ( true ) $start_icon $type: 15 $team: Friendly $class: GTI Arcadia $pos: -60.619289, -0.000019, 4717.385742 $label: Enif Station +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Neutral $class: GTCv Deimos $pos: 2997.684814, -1126.800415, 6057.371094 $label: Hawkwood +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Neutral $class: GTC Leviathan $pos: -2935.769775, 498.099976, 5112.047363 $label: Cato +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 11 $team: Friendly $class: GTFR Triton $pos: -954.659790, 245.900223, 5814.775391 $label: Calypso +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 34 $team: Friendly $class: GTT Elysium $pos: 1531.720825, -86.676392, 3848.659424 $label: Mannheim +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 17 $team: Neutral $class: GTB Zeus $pos: -3362.071045, -0.000053, 3771.628418 $label: Aries +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 17 $team: Neutral $class: GTB Zeus $pos: -1732.345947, -0.002091, 3370.527588 $label: Virgo +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 4 $Formula: ( is-destroyed-delay 0 "Enif Station" ) $Multi text XSTR("When you were selected for the 242nd Suicide Kings, you were singled out as a promising candidate for a command position. The officers who recommended you had faith in your potential to make an outstanding leader. Unfortunately, this assessment seems premature, at the very least. I am disappointed in you, pilot. Though you probably fought well as an individual, you did not use your squadmates to the best advantage in this scenario. We lost Enif Station because you were placed in a situation you were ill-equipped to handle. That's not your fault. However, if you want to fly with a top-notch unit, you must learn the difference between doing an adequate job and going above and beyond the call of duty.", 902) $end_multi_text $Voice: SM108_DB_01.wav $Recommendation text: XSTR("Destroy beam turrets on hostile warships, and intercept enemy bombers. Order your squadmates to attack or protect targets you cannot cover.", 903) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Enif Station" ) ) ( is-goal-true-delay "Protect Installation" 0 ) ) $Multi text XSTR("In your courageous defense of Enif Station, you were eyewitness to an historic moment: the first combat deployment of the GTVA Colossus. You and your wing also showed us what the Perseus intercept fighter can do. Against overwhelming odds, you repelled an attack against a facility of the utmost strategic importance for the Alliance. The commander of Enif Station personally extends his gratitude, pilot. I can see you'll make a fine addition to the Suicide Kings. The Alliance has won battle after battle throughout the system, crushing the NTC Rapier, the NTC Explorer, and the NTD Normandy. These victories have stalled the rebel advance, and now with the help of the Colossus, we will push them back into the Polaris system, securing Epsilon Pegasi once and for all.", 904) $end_multi_text $Voice: SM108_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( not ( is-event-true-delay "Total Failure" 0 ) ) ( not ( is-event-true-delay "Primary Goal Complete" 0 ) ) ) $Multi text XSTR("You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.", 180) $end_multi_text $Voice: 3_JOE.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( is-event-true-delay "Distinguished Flying Cross" 0 ) $Multi text XSTR("For demonstrating exceptional skill in combat, you are hereby awarded the Distinguished Flying Cross.", 905) $end_multi_text $Voice: 3_DFC.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( ) +Weaponry Pool: ( "Subach HL-7" 19 "Akheton SDG" 16 "Prometheus R" 25 "Rockeye" 150 "Tempest" 1280 "Hornet" 690 "Harpoon" 348 "Stiletto II" 100 ) #Objects ;! 38 total $Name: Alpha 1 ;! Object #0 $Class: GTF Perseus $Team: Friendly $Location: -176.834778, 643.699524, 1704.721558 $Orientation: 0.999917, 0.000000, 0.012859, -0.001738, 0.990820, 0.135177, -0.012741, -0.135188, 0.990738 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Subach HL-7" ) +Secondary Banks: ( "Tempest" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Perseus $Team: Friendly $Location: -280.681763, 643.699524, 1607.055908 $Orientation: 0.999960, 0.000000, -0.008967, 0.001188, 0.991183, 0.132495, 0.008888, -0.132500, 0.991143 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Subach HL-7" ) +Secondary Banks: ( "Tempest" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 0 $Name: Alpha 3 ;! Object #2 $Class: GTF Perseus $Team: Friendly $Location: -77.932739, 643.699524, 1607.055786 $Orientation: 0.999451, 0.000000, 0.033121, -0.004386, 0.991192, 0.132361, -0.032829, -0.132434, 0.990648 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Subach HL-7" ) +Secondary Banks: ( "Tempest" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 0 $Name: Cato ;! Object #3 $Class: GTC Leviathan $Team: Neutral $Location: -2286.986816, 498.098938, 5042.710449 $Orientation: -0.354304, 0.000000, -0.935130, 0.187516, 0.979689, -0.071046, 0.916137, -0.200524, -0.347108 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Enif Station" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Primary Banks: ( "" ) +Subsystem: turret02 +Subsystem: turret03 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret04 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret05 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret06 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09a-01-main +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-destroyed-delay 12 "Enif Station" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 97 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 100 $Name: Colossus ;! Object #4 $Class: GTVA Colossus $Team: Friendly $Location: 239.783188, 2972.410645, 17970.976563 $Orientation: -0.958682, 0.020619, -0.283732, 0.030622, 0.999054, -0.030866, 0.282827, -0.038279, -0.958407 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03a +Subsystem: turret04a +Subsystem: turret05a +Subsystem: turret06a +Subsystem: turret07a +Subsystem: turret08a +Subsystem: turret09a +Subsystem: turret10a +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 +Subsystem: turret27 +Subsystem: turret28 +Subsystem: turret29 +Subsystem: turret30 +Subsystem: turret31 +Subsystem: turret32 +Subsystem: turret33 +Subsystem: turret34 +Subsystem: turret35 +Subsystem: turret36 +Subsystem: turret37 +Subsystem: turret38 +Subsystem: turret39 +Subsystem: turret40 +Subsystem: turret41 +Subsystem: turret42 +Subsystem: turret43 +Subsystem: turret44 +Subsystem: turret45 +Subsystem: turret46 +Subsystem: turret47 +Subsystem: turret48 +Subsystem: turret49 +Subsystem: turret50 +Subsystem: turret51 +Subsystem: turret52 +Subsystem: turret53 +Subsystem: turret54 +Subsystem: turret55 +Subsystem: turret56 +Subsystem: turret57 +Subsystem: turret58 +Subsystem: turret59 +Subsystem: turret60 +Subsystem: turret61 +Subsystem: turret62 +Subsystem: turret63 $Arrival Location: Hyperspace +Arrival Delay: 300 $Arrival Cue: ( not ( is-destroyed-delay 0 "Enif Station" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Calypso ;! Object #5 $Class: GTFR Triton $Team: Friendly $Location: -827.926758, 245.899719, 5217.595215 $Orientation: 0.912780, 0.000000, 0.408452, -0.015644, 0.999266, 0.034960, -0.408153, -0.038300, 0.912110 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Medical Supplies", 148) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( and ( are-waypoints-done-delay "Calypso" "Waypoint path 1" 0 ) ( is-event-true-delay "Calypso Clear" 5 ) ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 80 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 $Name: Taurus 1 ;! Object #6 $Class: GTF Loki $Team: Neutral $Location: -2389.557861, 0.000432, 4914.871094 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Taurus 2 ;! Object #7 $Class: GTF Loki $Team: Neutral $Location: -2442.397949, -0.000104, 5099.397949 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Taurus 3 ;! Object #8 $Class: GTF Loki $Team: Neutral $Location: -2536.640381, -0.000251, 4980.213379 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Epsilon 1 ;! Object #9 $Class: GVF Serapis $Team: Friendly $Location: 277.764465, -0.000246, 6131.015137 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Hawkwood ;! Object #10 $Class: GTCv Deimos $Team: Neutral $Location: 3224.103027, -537.099548, 7349.303711 $Orientation: -0.550460, 0.000000, 0.834861, 0.120921, 0.989455, 0.079728, -0.826058, 0.144840, -0.544656 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 63 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Primary Banks: ( "SGreen" ) +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Primary Banks: ( "AAAh" ) +Subsystem: turret08 +Primary Banks: ( "AAAh" ) +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Primary Banks: ( "AAAh" ) +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Primary Banks: ( "AAAh" ) +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Primary Banks: ( "SGreen" ) +Subsystem: turret25 +Sbank Ammo: ( 0 ) +Subsystem: turret26 +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 10 "Cato" ) $Departure Location: Hyperspace $Departure Cue: ( is-destroyed-delay 8 "Enif Station" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 98 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Conquest ;! Object #11 $Class: GTC Leviathan $Team: Neutral $Location: -2040.584595, 418.357910, 6125.139160 $Orientation: -0.942223, 0.000000, -0.334989, 0.000000, 1.000000, 0.000000, 0.334989, 0.000000, -0.942223 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Primary Banks: ( "" ) +Subsystem: turret02 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret03 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret04 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret05 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret06 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09a-01-main +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( and ( is-destroyed-delay 0 "Hawkwood" ) ( not ( has-arrived-delay 0 "Colossus" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( is-destroyed-delay 12 "Enif Station" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 95 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Gemini 1 ;! Object #12 $Class: GTB Zeus $Team: Neutral $Location: -994.900024, 1171.294067, 10048.500000 $Orientation: -0.984989, 0.000000, -0.172620, 0.000000, 1.000000, 0.000000, 0.172620, 0.000000, -0.984989 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Gemini 2 ;! Object #13 $Class: GTB Zeus $Team: Neutral $Location: -1233.290283, 1171.294067, 9959.710938 $Orientation: -0.975882, 0.000000, -0.218298, 0.000000, 1.000000, 0.000000, 0.218298, 0.000000, -0.975882 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Gemini 3 ;! Object #14 $Class: GTB Zeus $Team: Neutral $Location: -1168.443115, 1171.294189, 10176.549805 $Orientation: -0.980025, 0.000000, -0.198876, 0.000000, 1.000000, 0.000000, 0.198876, 0.000000, -0.980025 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Helios" "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Beta 1 ;! Object #15 $Class: GTF Perseus $Team: Friendly $Location: -623.478516, 643.699585, 1678.258911 $Orientation: 0.999917, 0.000000, 0.012859, -0.001738, 0.990820, 0.135177, -0.012741, -0.135188, 0.990738 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #16 $Class: GTF Perseus $Team: Friendly $Location: -727.325562, 643.699585, 1580.593262 $Orientation: 0.999960, 0.000000, -0.008967, 0.001188, 0.991183, 0.132495, 0.008888, -0.132500, 0.991143 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 1 $Name: Beta 3 ;! Object #17 $Class: GTF Perseus $Team: Friendly $Location: -524.576538, 643.699585, 1580.593140 $Orientation: 0.999451, 0.000000, 0.033121, -0.004386, 0.991192, 0.132361, -0.032829, -0.132434, 0.990648 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Leo 1 ;! Object #18 $Class: GTB Zeus $Team: Neutral $Location: -3004.600098, 0.000000, 3002.100098 $Orientation: 0.503425, 0.000000, -0.864039, 0.000000, 1.000000, 0.000000, 0.864039, 0.000000, 0.503425 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Leo 2 ;! Object #19 $Class: GTB Zeus $Team: Neutral $Location: -2902.236572, 0.000203, 3001.393799 $Orientation: 0.516935, 0.000000, -0.856025, 0.000000, 1.000000, 0.000000, 0.856025, 0.000000, 0.516935 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Leo 3 ;! Object #20 $Class: GTB Zeus $Team: Neutral $Location: -3000.920166, 0.000176, 2902.426514 $Orientation: 0.525261, 0.000000, -0.850941, 0.000000, 1.000000, 0.000000, 0.850941, 0.000000, 0.525261 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Virgo 1 ;! Object #21 $Class: GTB Zeus $Team: Neutral $Location: -3018.795410, -0.000095, 3432.348389 $Orientation: 0.503425, 0.000000, -0.864039, 0.000000, 1.000000, 0.000000, 0.864039, 0.000000, 0.503425 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Virgo 2 ;! Object #22 $Class: GTB Zeus $Team: Neutral $Location: -2916.431885, 0.000108, 3431.642090 $Orientation: 0.516935, 0.000000, -0.856025, 0.000000, 1.000000, 0.000000, 0.856025, 0.000000, 0.516935 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Virgo 3 ;! Object #23 $Class: GTB Zeus $Team: Neutral $Location: -3015.115479, 0.000081, 3332.674805 $Orientation: 0.525261, 0.000000, -0.850941, 0.000000, 1.000000, 0.000000, 0.850941, 0.000000, 0.525261 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Helios" "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Pisces 1 ;! Object #24 $Class: GTF Hercules $Team: Neutral $Location: 865.872681, -0.000748, 5794.298828 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 56 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Pisces 2 ;! Object #25 $Class: GTF Hercules $Team: Neutral $Location: 1732.819214, -0.000357, 4401.575195 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 59 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Pisces 3 ;! Object #26 $Class: GTF Hercules $Team: Neutral $Location: -1316.836060, -0.000470, 6393.001953 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 48 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Aries 1 ;! Object #27 $Class: GTB Zeus $Team: Neutral $Location: -3063.263672, 0.000037, 3939.687500 $Orientation: 0.503425, 0.000000, -0.864039, 0.000000, 1.000000, 0.000000, 0.864039, 0.000000, 0.503425 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Aries 2 ;! Object #28 $Class: GTB Zeus $Team: Neutral $Location: -2984.533203, -0.000122, 3935.919678 $Orientation: 0.516935, 0.000000, -0.856025, 0.000000, 1.000000, 0.000000, 0.856025, 0.000000, 0.516935 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Aries 3 ;! Object #29 $Class: GTB Zeus $Team: Neutral $Location: -3059.583740, 0.000213, 3840.013916 $Orientation: 0.525261, 0.000000, -0.850941, 0.000000, 1.000000, 0.000000, 0.850941, 0.000000, 0.525261 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Pod 01 ;! Object #30 $Class: GTEP Hermes $Team: Friendly $Location: 2010.335449, 0.000401, 2978.261230 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 3" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Enif Station $Arrival Cue: ( is-event-true-delay "Pods" 3 ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "Pod 01" "Waypoint path 3" 0 ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Pod 02 ;! Object #31 $Class: GTEP Hermes $Team: Friendly $Location: 2003.999512, 0.000342, 2752.083740 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path U1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Enif Station $Arrival Cue: ( is-event-true-delay "Pods" 3 ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "Pod 02" "Waypoint path U1" 0 ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Pod 05 ;! Object #32 $Class: GTEP Hermes $Team: Friendly $Location: 1698.654419, 0.000354, 3001.114990 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 5" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Enif Station $Arrival Cue: ( is-event-true-delay "Pods" 3 ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "Pod 05" "Waypoint path 5" 0 ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Pod 03 ;! Object #33 $Class: GTEP Hermes $Team: Friendly $Location: 1861.396851, 0.000638, 2968.856689 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 3" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Enif Station $Arrival Cue: ( is-event-true-delay "Pods" 3 ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "Pod 03" "Waypoint path 3" 0 ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Pod 04 ;! Object #34 $Class: GTEP Hermes $Team: Friendly $Location: 1837.068481, 0.000573, 2784.445557 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path U1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Enif Station $Arrival Cue: ( is-event-true-delay "Pods" 3 ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "Pod 04" "Waypoint path U1" 0 ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Pod 06 ;! Object #35 $Class: GTEP Hermes $Team: Friendly $Location: 1701.802856, 0.000351, 2795.982422 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 5" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Enif Station $Arrival Cue: ( is-event-true-delay "Pods" 3 ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "Pod 06" "Waypoint path 5" 0 ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Mannheim ;! Object #36 $Class: GTT Elysium $Team: Friendly $Location: 313.522980, -86.676453, 3901.173340 $Orientation: 0.378717, -0.028127, -0.925085, 0.139744, -0.986341, 0.087199, -0.914901, -0.162298, -0.369614 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Civilians", 145) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "Mannheim" "Waypoint path 4" 0 ) $Determination: 10 +Flags: ( "cargo-known" "beam-protect-ship" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 70 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Enif Station ;! Object #37 $Class: GTI Arcadia $Team: Friendly $Location: -60.619289, -0.000019, 4717.385742 $Orientation: -0.378717, 0.028127, 0.925085, -0.115831, 0.990239, -0.077528, -0.918235, -0.136514, -0.371763 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 82 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret08 +Subsystem: turret09 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret10 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret11 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret12 +Subsystem: turret13 +Sbank Ammo: ( 0 ) +Subsystem: turret14 +Secondary Banks: ( "MX-52" ) +Sbank Ammo: ( 0 ) +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 99 +Docked With: Mannheim $Docker Point: topside docking $Dockee Point: topside docking +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 #Wings ;! 9 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Alpha 1" "Alpha 2" "Alpha 3" ) +Hotkey: 0 +Flags:( ) $Name: Taurus $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: Hyperspace $Arrival Cue: ( and ( is-destroyed-delay 8 "Aries" ) ( not ( has-arrived-delay 0 "Colossus" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( has-arrived-delay 8 "Colossus" ) $Ships: ( ;! 3 total "Taurus 1" "Taurus 2" "Taurus 3" ) $AI Goals: ( goals ( ai-guard "Cato" 89 ) ) +Flags:( ) $Name: Epsilon $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Epsilon 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 1 total "Epsilon 1" ) $AI Goals: ( goals ( ai-guard "Enif Station" 89 ) ) +Flags:( ) $Name: Gemini $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gemini 1 $Arrival Location: Hyperspace $Arrival Cue: ( and ( is-destroyed-delay 10 "Taurus" ) ( not ( has-arrived-delay 0 "Colossus" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( has-arrived-delay 8 "Colossus" ) $Ships: ( ;! 3 total "Gemini 1" "Gemini 2" "Gemini 3" ) $AI Goals: ( goals ( ai-chase "Enif Station" 89 ) ) +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Beta 1" "Beta 2" "Beta 3" ) +Hotkey: 1 +Flags:( ) $Name: Leo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Leo 1 $Arrival Location: Near Ship +Arrival Distance: 3044 $Arrival Anchor: Enif Station $Arrival Cue: ( and ( is-destroyed-delay 10 "Pisces" ) ( not ( has-arrived-delay 0 "Colossus" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( has-arrived-delay 8 "Colossus" ) $Ships: ( ;! 3 total "Leo 1" "Leo 2" "Leo 3" ) $AI Goals: ( goals ( ai-chase "Enif Station" 89 ) ) +Flags:( "no-arrival-message" ) $Name: Virgo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Near Ship +Arrival Distance: 3044 $Arrival Anchor: Enif Station $Arrival Cue: ( and ( is-destroyed-delay 30 "Leo" ) ( not ( has-arrived-delay 0 "Colossus" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( has-arrived-delay 8 "Colossus" ) $Ships: ( ;! 3 total "Virgo 1" "Virgo 2" "Virgo 3" ) $AI Goals: ( goals ( ai-chase "Enif Station" 89 ) ) +Flags:( "no-arrival-message" ) $Name: Pisces $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Pisces 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Pisces 1" "Pisces 2" "Pisces 3" ) $AI Goals: ( goals ( ai-guard "Cato" 50 ) ( ai-guard "Hawkwood" 50 ) ( ai-chase "Enif Station" 50 ) ) +Flags:( ) $Name: Aries $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aries 1 $Arrival Location: Near Ship +Arrival Distance: 3044 $Arrival Anchor: Enif Station $Arrival Cue: ( and ( is-destroyed-delay 15 "Virgo" ) ( not ( has-arrived-delay 0 "Colossus" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( has-arrived-delay 8 "Colossus" ) $Ships: ( ;! 3 total "Aries 1" "Aries 2" "Aries 3" ) $AI Goals: ( goals ( ai-chase "Enif Station" 89 ) ) +Flags:( "no-arrival-message" ) #Events ;! 52 total $Formula: ( when ( is-destroyed-delay 0 "Gemini" ) ( do-nothing ) ) +Name: Destroy Gemini +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Gemini", 16) $Formula: ( when ( is-destroyed-delay 0 "Taurus" ) ( do-nothing ) ) +Name: Destroy Taurus +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Taurus", 19) $Formula: ( when ( is-destroyed-delay 0 "Leo" ) ( do-nothing ) ) +Name: Destroy Leo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Leo", 15) $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Destroyed Virgo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( is-destroyed-delay 0 "Pisces" ) ( do-nothing ) ) +Name: Destroy Pisces +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Pisces", 22) $Formula: ( when ( true ) ( do-nothing ) ) +Name: -----Destroyed----- +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-arrived-delay 0 "Colossus" ) ( is-event-true-delay "Clear Out" 4 ) ) ( beam-free-all "Colossus" ) ) +Name: Beam Free Colossus +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 30 ) ( add-goal "Calypso" ( ai-waypoints-once "Waypoint path 1" 89 ) ) ) +Name: Freighter 1 leaving +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( beam-free-all "Enif Station" ) ( beam-free-all "Hawkwood" ) ( beam-free-all "Cato" ) ) +Name: Beam Free Start +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( good-secondary-time "Neutral" 100 "Cyclops" "Enif Station" ) ( good-secondary-time "Neutral" 100 "Cyclops" "Hawkwood" ) ) +Name: Good Secondary +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 60 ) ( add-goal "Mannheim" ( ai-undock 89 ) ) ) +Name: Elysium Undock +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( add-goal "Mannheim" ( ai-waypoints-once "Waypoint path 4" 89 ) ) ) +Name: Elysium Warp +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( has-arrived-delay 1 "Leo" ) ( send-message "Enif Station" "High" "Bombers Incoming" ) ) +Name: Bombers Incoming +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Target Bombers" ) ) +Name: Target Bombers +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( has-arrived-delay 1 "Virgo" ) ( send-message "Enif Station" "High" "More Bombers" ) ) +Name: More Bombers +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 2 "Calypso" "Mannheim" ) ( send-message "Enif Station" "High" "Civs Safe" ) ) +Name: Civs Safe +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Protect Transports", 906) $Formula: ( when ( is-goal-true-delay "Protect Installation" 10 ) ( send-message "#Command" "High" "Installation Safe" ) ( tech-add-ships "GTVA Colossus" ) ) +Name: Primary Goal Complete +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( is-destroyed-delay 5 "Enif Station" ) ( send-message "#Command" "High" "Installation Destroyed" ) ) +Name: Installation Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Total Failure" ) ) +Name: Total Failure +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( < ( hits-left "Calypso" ) 95 ) ( send-message "Calypso" "High" "Break Off" ) ) +Name: Break Off +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Calypso Cover" ) ) +Name: Calypso Cover +Repeat Count: 1 +Interval: 1 +Chained: 9 $Formula: ( when ( and ( < ( distance "Waypoint path 1:1" "Calypso" ) 100 ) ( not ( is-destroyed-delay 0 "Calypso" ) ) ) ( send-message "Calypso" "Normal" "Calypso Clear" ) ) +Name: Calypso Clear +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Calypso" ) ( send-message "#Command" "High" "Calypso Destroyed" ) ) +Name: Calypso Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( < ( distance "Waypoint path 4:1" "Mannheim" ) 100 ) ( not ( is-destroyed-delay 0 "Mannheim" ) ) ) ( send-message "Mannheim" "Normal" "Mannheim Clear" ) ) +Name: Mannheim Clear +Repeat Count: 1 +Interval: 1 $Formula: ( when ( not ( is-destroyed-delay 0 "Mannheim" ) ) ( do-nothing ) ) +Name: Man filter +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Mannheim" ) 98 ) ( send-message "Mannheim" "High" "Mannheim Attacked" ) ) +Name: Mannheim Attacked +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( not ( is-destroyed-delay 0 "Mannheim" ) ) ( do-nothing ) ) +Name: Filter 2 +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "#Command" "High" "Protect Mannheim" ) ) +Name: Protect Mannheim +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( and ( is-destroyed-delay 2 "Mannheim" ) ( is-event-true-delay "Mannheim Attacked" 8 ) ) ( send-message "#Command" "High" "Lost Mannheim" ) ) +Name: Lost Mannheim +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Aries" ) ( send-message "Enif Station" "High" "New Bombers" ) ) +Name: New Bombers +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Enif Station" ) 60 ) ( send-message "Enif Station" "High" "Enif Moderate" ) ) +Name: Enif Moderate +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( < ( hits-left "Enif Station" ) 20 ) ( not ( has-arrived-delay 0 "Colossus" ) ) ) ( send-message "Enif Station" "High" "Pods" ) ) +Name: Pods +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Enif Station" ) 6 ) ( send-message "Enif Station" "High" "Enif Critical" ) ) +Name: Enif Critical +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Cato" ) ( send-message "#Command" "High" "Cato Destroyed" ) ) +Name: Cato Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Hawkwood" ) ( send-message "#Command" "High" "Defeated Hawkwood" ) ) +Name: Defeated Hawkwood +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Conquest" ) ( send-message "#Command" "High" "Conquest Obliterated" ) ) +Name: Conquest Obliterated +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( > ( hits-left "Enif Station" ) 50 ) ( is-event-true-delay "Primary Goal Complete" 6 ) ) ( send-message "Enif Station" "High" "Good Job" ) ) +Name: Good Job +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Colossus" ) ( send-message "" "Normal" "Incoming Jump" ) ) +Name: Incoming Jump +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "" "Normal" "Massive" ) ) +Name: Massive +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "" "Normal" "What The Hell" ) ) +Name: What The Hell +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "#Command" "High" "Colossus 1" ) ( tech-add-ships "GTVA Colossus" ) ) +Name: Colossus +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "Colossus" "High" "Clear Out" ) ) +Name: Clear Out +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( is-event-true-delay "Primary Goal Complete" 12 ) ( send-message "#Command" "High" "Colossus Maintain" ) ) +Name: Colossus Maintain +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( is-destroyed-delay 0 "Cato" ) ( do-nothing ) ) +Name: Destroy Cato +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Cato", 907) $Formula: ( when ( is-destroyed-delay 0 "Conquest" ) ( do-nothing ) ) +Name: Destroy Conquest +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Conquest", 908) $Formula: ( when ( is-destroyed-delay 0 "Hawkwood" ) ( do-nothing ) ) +Name: Destroy Hawkwood +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Hawkwood", 909) $Formula: ( when ( is-destroyed-delay 0 "Aries" ) ( do-nothing ) ) +Name: Destroy Bandit +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aries", 14) $Formula: ( when ( has-arrived-delay 0 "Hawkwood" ) ( beam-free-all "Hawkwood" ) ) +Name: Beam Free Hawkwood +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( beam-free "Cato" "turret02" ) ) +Name: Beam Free Cato +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Enif Station" ) ) ( is-goal-true-delay "Protect Installation" 0 ) ) ( grant-medal "Distinguished Flying Cross" ) ) +Name: Distinguished Flying Cross +Repeat Count: 1 +Interval: 1 #Goals ;! 2 total $Type: Primary +Name: Protect Installation $MessageNew: XSTR("Protect Enif Station", 910) $end_multi_text $Formula: ( or ( and ( is-destroyed-delay 0 "Hawkwood" "Cato" ) ( not ( is-destroyed-delay 0 "Enif Station" ) ) ( has-arrived-delay 5 "Colossus" ) ( not ( has-arrived-delay 0 "Conquest" ) ) ) ( and ( is-destroyed-delay 0 "Hawkwood" "Cato" "Conquest" ) ( not ( is-destroyed-delay 0 "Enif Station" ) ) ( has-arrived-delay 5 "Colossus" ) ( has-arrived-delay 0 "Conquest" ) ) ) $Type: Secondary +Name: Protect Transports $MessageNew: XSTR("Protect Transports", 906) $end_multi_text $Formula: ( has-departed-delay 2 "Calypso" "Mannheim" ) #Waypoints ;! 5 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( -1728.078735, 141.553802, 7699.070313 ) ) $Name: Waypoint path 4 $List: ( ;! 1 points in list ( 528.836792, 1282.506958, 3319.367188 ) ) $Name: Waypoint path 3 $List: ( ;! 1 points in list ( -973.711182, -0.000202, 4946.965820 ) ) $Name: Waypoint path U1 $List: ( ;! 1 points in list ( -973.838928, -0.000219, 4744.712891 ) ) $Name: Waypoint path 5 $List: ( ;! 1 points in list ( -927.989563, -0.000176, 4597.460938 ) ) #Messages ;! 237 total $Name: Bombers Incoming $Team: -1 $MessageNew: XSTR("Enif Station here. NTF bombers are closing in!", 911) $end_multi_text +AVI Name: Head-CM5 +Wave Name: SM108_EN_01.wav $Name: More Bombers $Team: -1 $MessageNew: XSTR("More rebel bombers inbound! Seek and destroy!", 912) $end_multi_text +AVI Name: Head-CM5 +Wave Name: SM108_EN_02.wav $Name: Civs Safe $Team: -1 $MessageNew: XSTR("All civilian transports have departed safely.", 913) $end_multi_text +AVI Name: Head-CM5 +Wave Name: SM108_EN_03.wav $Name: Installation Safe $Team: -1 $MessageNew: XSTR("Return to base pilots. Mission accomplished.", 914) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM108_AC_01.wav $Name: Installation Destroyed $Team: -1 $MessageNew: XSTR("We have lost Enif Station! Repeat. We have lost Enif Station!", 915) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM108_AC_02.wav $Name: Calypso Clear $Team: -1 $MessageNew: XSTR("This is the GTFr Calypso. We have cleared Enif Station. Now engaging subspace drive.", 916) $end_multi_text +AVI Name: Head-CM3 +Wave Name: SM108_CA_01.wav $Name: Break Off $Team: -1 $MessageNew: XSTR("NTF fighters, you are firing upon a civilian vessel! Break off your attack!", 917) $end_multi_text +AVI Name: Head-CM3 +Wave Name: SM108_CA_02.wav $Name: Calypso Cover $Team: -1 $MessageNew: XSTR("Alpha, we need some fighter cover on the Calypso! Hold back the rebels so the civilians can escape!", 918) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM108_AC_03.wav $Name: Calypso Destroyed $Team: -1 $MessageNew: XSTR("The Calypso has been destroyed!", 919) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM108_AC_04.wav $Name: Mannheim Clear $Team: -1 $MessageNew: XSTR("This is the Mannheim. We have set course for the Capella jump node. Activating jump drive now.", 920) $end_multi_text +AVI Name: Head-CM4 +Wave Name: SM108_MA_01.wav $Name: Mannheim Attacked $Team: -1 $MessageNew: XSTR("Our transport is carrying civilian passengers! Your attack is in violation of the Beta Aquilae Convention!", 921) $end_multi_text +AVI Name: Head-CM4 +Wave Name: SM108_MA_02.wav $Name: Protect Mannheim $Team: -1 $MessageNew: XSTR("Pilots, protect the Mannheim! The transport is under attack!", 922) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM108_AC_05.wav $Name: Lost Mannheim $Team: -1 $MessageNew: XSTR("We've lost the Mannheim! Two hundred civilians were on board that transport!", 923) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM108_AC_06.wav $Name: Target Bombers $Team: -1 $MessageNew: XSTR("Intercept the bombs before they hit the installation! We must not lose that base!", 924) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM108_AC_07.wav $Name: New Bombers $Team: -1 $MessageNew: XSTR("Command, this is Enif Station! A new wing of bombers has jumped in! Request immediate fighter cover!", 925) $end_multi_text +AVI Name: Head-CM5 +Wave Name: SM108_EN_04.wav $Name: Enif Moderate $Team: -1 $MessageNew: XSTR("This is Enif Station. We have sustained moderate damage. All breached levels have been sealed off. Engineering reports the situation is under control.", 926) $end_multi_text +AVI Name: Head-CM5 +Wave Name: SM108_EN_05.wav $Name: Pods $Team: -1 $MessageNew: XSTR("Enif Station here, Command. Hull integrity is falling, and all decks report heavy casualties. General evacuation now in progress. Deploying escape pods.", 927) $end_multi_text +AVI Name: Head-CM5 +Wave Name: SM108_EN_06.wav $Name: Enif Critical $Team: -1 $MessageNew: XSTR("This is Enif Station! All systems going critical!", 928) $end_multi_text +AVI Name: Head-CM5 +Wave Name: SM108_EN_07.wav $Name: Cato Destroyed $Team: -1 $MessageNew: XSTR("Well done. The NTC Cato has been destroyed!", 929) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM108_AC_08.wav $Name: Defeated Hawkwood $Team: -1 $MessageNew: XSTR("We have defeated the Hawkwood!", 930) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM108_AC_09.wav $Name: Conquest Obliterated $Team: -1 $MessageNew: XSTR("The Conquest has been obliterated!", 931) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM108_AC_10.wav $Name: Decatur Eliminated $Team: -1 $MessageNew: XSTR("Our forces have eliminated the Decatur!", 932) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM108_AC_11.wav $Name: Good Job $Team: -1 $MessageNew: XSTR("This is Enif Station. We thank you for your help, pilots. You've done a commendable job out here.", 933) $end_multi_text +AVI Name: Head-CM5 +Wave Name: SM108_EN_08.wav $Name: Total Failure $Team: -1 $MessageNew: XSTR("All allied ships return to base. This operation is a total failure.", 934) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM108_AC_12.wav $Name: Incoming Jump $Team: -1 $MessageNew: XSTR("I'm reading an incoming jump signature! Configuration unknown!", 935) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: SM108_W0_01.wav $Name: Massive $Team: -1 $MessageNew: XSTR("Command! There's a massive warship now emerging from subspace!", 936) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM108_W1_01.wav $Name: What The Hell $Team: -1 $MessageNew: XSTR("Verify IFF status, Command!", 937) $end_multi_text +Persona: Wingman 5 +AVI Name: Head-TP8 +Wave Name: SM108_W2_01.wav $Name: Colossus 1 $Team: -1 $MessageNew: XSTR("IFF status is friendly. Meet the Colossus, the largest space-faring warship ever constructed.", 938) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM108_AC_13.wav $Name: Clear Out $Team: -1 $MessageNew: XSTR("This is the GTVA Colossus. Fighters stand clear of hostile warships. All batteries, fire at will.", 939) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM108_COL_01.wav $Name: Colossus Maintain $Team: -1 $MessageNew: XSTR("Colossus, maintain your current position. You will defend Enif Station until relieved.", 940) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM108_AC_14.wav #Reinforcements ;! 0 total #Background bitmaps ;! 24 total $Num stars: 500 $Ambient light level: 0 $Sun: SunRed +Angles: 0.069813 4.799652 3.665189 +Scale: 2.000000 $Starbitmap: neb07 +Angles: 0.244346 0.366519 0.174533 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb09 +Angles: 0.506145 2.111847 0.471239 +ScaleX: 3.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 2 $Starbitmap: neb13 +Angles: 0.785398 1.308996 0.052360 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: neb11 +Angles: 1.047197 3.246310 0.366519 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb07 +Angles: 1.308996 1.745328 0.558505 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb09 +Angles: 1.570795 3.700095 0.750491 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 6.021381 0.000000 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb11 +Angles: 0.000000 1.343902 0.401425 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb07 +Angles: 6.021381 1.326449 0.628318 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb09 +Angles: 5.672316 0.000000 0.610865 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 5.235983 3.106683 0.645771 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 5.811942 0.767944 0.925024 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb07 +Angles: 5.811942 0.000000 1.169370 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb09 +Angles: 5.881755 2.495819 1.308996 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb07 +Angles: 5.881755 2.146753 1.308996 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb11 +Angles: 0.645771 0.977384 1.308996 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb07 +Angles: 6.021381 6.021381 1.867501 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb07 +Angles: 6.021381 3.857175 2.007127 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 6.195914 0.855211 5.846848 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb13 +Angles: 5.602502 2.356193 5.602502 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb07 +Angles: 5.585049 0.610865 5.585049 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb07 +Angles: 5.131264 5.480330 5.480330 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb09 +Angles: 4.974185 2.146753 5.427969 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: planete +Angles: 1.169370 2.111847 0.000000 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 3: Leviticus $Briefing Music: Brief1 #End #Mission Info $Version: 0.10 $Name: XSTR("Into the Maelstrom ", 941) $Author: James Agay @ V $Created: 05/17/99 at 10:26:22 $Modified: 10/08/99 at 11:02:22 $Notes: $End Notes: $Mission Desc: XSTR("The 242nd escorts a supply convoy through a rebel-infested asteroid field as they rendezvous with the Colossus.", 942) $end_multi_text +Game Type Flags: 1 +Flags: 0 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 2.000000 +Viewer pos: 1120.430176, 2232.115723, 2263.369385 +Viewer orient: 0.907327, -0.000004, 0.420427, -0.417581, 0.116145, 0.901186, -0.048834, -0.993232, 0.105380 +SquadReassignName: 242nd Suicide Kings +SquadReassignLogo: 242suicide.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 4 $start_stage $multi_text XSTR("The 242nd will escort a supply convoy as it makes its rendezvous with the $f GTVA $f Colossus. As we prepare the $f Colossus for the allied counterattack, we must handle the logistics of supplying and maintaining this warship. Convoys of transports, gas miners, and freighters have been deployed for this purpose.", 943) $end_multi_text $voice: SM109_MB_01.wav $camera_pos: 1441.968506, 35.682564, 2669.299805 $camera_orient: 0.001741, -0.000003, 0.999999, -0.006033, 0.999982, 0.000014, -0.999980, -0.006033, 0.001741 $camera_time: 1000 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 12 $team: Friendly $class: GTFR Triton $pos: 298.332672, -15.324831, 2652.656494 $label: Parracombe +id: 4 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 12 $team: Friendly $class: GTG Zephyrus $pos: 291.010529, -90.168144, 2379.147217 $label: Avila +id: 5 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 12 $team: Friendly $class: GVG Anuket $pos: 282.016388, 59.957100, 2214.645020 $label: Jooyun +id: 6 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The $f Colossus will jump in and rendezvous with your convoy at the Capella jump node, located on the far side of an asteroid field. The area has been the site of intense fighting and rebel activity. Intelligence believes the rebels might attempt to attack our supply convoys rather than challenge the $f Colossus directly.", 944) $end_multi_text $voice: SM109_MB_02.wav $camera_pos: 2537.146729, 45.534504, 1931.941040 $camera_orient: 0.687079, -0.000003, 0.726583, -0.015287, 0.999779, 0.014460, -0.726422, -0.021042, 0.686927 $camera_time: 1000 $num_lines: 0 $num_icons: 6 $Flags: 0 $Formula: ( true ) $start_icon $type: 12 $team: Friendly $class: GTFR Triton $pos: -390.068878, 56.527981, 2529.532471 $label: Parracombe +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 12 $team: Friendly $class: GTG Zephyrus $pos: 291.010712, -193.193192, 2467.817383 $label: Avila +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 12 $team: Friendly $class: GVG Anuket $pos: 282.016388, 59.957100, 2214.645020 $label: Jooyun +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 8 $team: Unknown $class: GTG Zephyrus $pos: -2970.200439, 13.782231, 4833.649414 $label: Asteroid Field +id: 7 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: GTVA Colossus $pos: -341.618774, 441.265167, 5225.889648 $label: Colossus +id: 8 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 33 $team: Friendly $class: GTG Zephyrus $pos: 2362.285645, 29.192305, 2235.934082 $label: Capella Node +id: 11 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("You will be leading Alpha wing, the main escort component. Your mission is to defend the $f GTFr $f Parracombe, the $f GTG $f Avila, and the $f GVG $f Jooyun. The $f Avila and $f Jooyun are mining vessels designed to collect fuel from gas giants for the reactors that power the $f Colossus.", 945) $end_multi_text $voice: SM109_MB_03.wav $camera_pos: 3046.262695, 45.531292, 3538.497314 $camera_orient: -0.049269, -0.000003, 0.998786, -0.006026, 0.999982, -0.000294, -0.998767, -0.006033, -0.049268 $camera_time: 1000 $num_lines: 0 $num_icons: 7 $Flags: 0 $Formula: ( true ) $start_icon $type: 12 $team: Friendly $class: GTFR Triton $pos: -390.068878, 56.527981, 2529.532471 $label: Parracombe +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 12 $team: Friendly $class: GTG Zephyrus $pos: 291.010712, -193.193192, 2467.817383 $label: Avila +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 12 $team: Friendly $class: GVG Anuket $pos: 282.016388, 59.957100, 2214.645020 $label: Jooyun +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 8 $team: Unknown $class: GTG Zephyrus $pos: -58632.738281, 13.782227, 12317.138672 $label: Asteroid Field +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: GTVA Colossus $pos: -341.618774, 441.265167, 5225.889648 $label: Colossus +id: 8 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Perseus $pos: -75.162086, 361.856842, 2944.621582 $label: Alpha 1 +id: 9 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 33 $team: Friendly $class: GTG Zephyrus $pos: 2362.285645, 29.192305, 2235.934082 $label: Capella Node +id: 11 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The Vasudans have dispatched a wing of Serapis fighters to guard the $f Jooyun. You do not have command over this unit. However, the 242nd Suicide Kings are responsible for the $f Jooyun's safety. Eighteen months of civil war are beginning to strain Terran-Vasudan relations, especially in contested systems. See to it the $f Jooyun survives.", 946) $end_multi_text $voice: SM109_MB_04.wav $camera_pos: 3046.262695, 45.531292, 3538.497314 $camera_orient: -0.049269, -0.000003, 0.998786, -0.006026, 0.999982, -0.000294, -0.998767, -0.006033, -0.049268 $camera_time: 1000 $num_lines: 0 $num_icons: 8 $Flags: 0 $Formula: ( true ) $start_icon $type: 12 $team: Friendly $class: GTFR Triton $pos: -390.068878, 56.527981, 2529.532471 $label: Parracombe +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 12 $team: Friendly $class: GTG Zephyrus $pos: 291.010712, -193.193192, 2467.817383 $label: Avila +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 12 $team: Friendly $class: GVG Anuket $pos: 282.016388, 59.957100, 2214.645020 $label: Jooyun +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 8 $team: Unknown $class: GTG Zephyrus $pos: -58632.738281, 13.782227, 12317.138672 $label: Asteroid Field +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: GTVA Colossus $pos: -341.618774, 441.265167, 5225.889648 $label: Colossus +id: 8 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Perseus $pos: -75.162086, 361.856842, 2944.621582 $label: Alpha 1 +id: 9 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GVF Serapis $pos: 521.605957, 314.458069, 2331.578369 $label: Kappa +id: 10 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 33 $team: Friendly $class: GTG Zephyrus $pos: 2362.285645, 29.192305, 2235.934082 $label: Capella Node +id: 11 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 10 $Formula: ( and ( not ( is-destroyed-delay 0 "Jooyun" ) ) ( not ( is-destroyed-delay 0 "Avila" ) ) ( not ( is-destroyed-delay 0 "Parracombe" ) ) ( is-event-true-delay "RTB Trigger" 0 ) ) $Multi text XSTR("Excellent job, pilot. The convoy made its rendezvous with the Colossus without losing a single ship. As the other freighters and gas miners transfer their payload to the Colossus, the Alliance is making final preparations for our attack against Admiral Koth and the NTD Repulse. A demonstration of our ultimate weapon should force the rebel leadership to reconsider their territorial ambitions. GTVA units throughout the system report a successful, coordinated strike against NTF targets. Command is confident the long stalemate in Epsilon Pegasi will soon come to a favorable resolution. ", 947) ;s only weakness. Well done.", -1) $end_multi_text $Voice: SM109_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Jooyun" ) ( not ( is-destroyed-delay 0 "Parracombe" ) ) ( not ( is-destroyed-delay 0 "Avila" ) ) ( is-event-true-delay "RTB Trigger" 0 ) ) $Multi text XSTR("Admiral Petrarch and the 242nd have issued a formal apology to the Vasudans for the loss of the Jooyun. Be thankful, pilot, that we no longer live in an era in which an incident such as this could ignite an all-out war between our species. The GTVA is strong, and we have moved beyond the misunderstandings of the past. However, the destruction of an allied ship under our protection is an embarrassment to the squadron. That this happened under your leadership should give you pause. Ask yourself what you could have done to avoid this outcome, and what you will do in the future to ensure it never happens again. Our offensive against the NTF has achieved limited success. Only the Colossus has enough firepower to break this stalemate. If we fail, the Alliance will have no choice but to agree to Bosch's demands.", 948) $end_multi_text $Voice: SM109_DB_02.wav $Recommendation text: XSTR("Keep a close watch on all your escort targets using the 'E' key, and don't let the fighters distract you. The bombers must be your first priority. To take out turrets, the Harpoon missile is your best choice. The Hornet works best against fighters. Make sure your missile has a clean line of sight. ", 949) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Parracombe" ) ( not ( is-destroyed-delay 0 "Jooyun" ) ) ( not ( is-destroyed-delay 0 "Avila" ) ) ( is-event-true-delay "RTB Trigger" 0 ) ) $Multi text XSTR("Though our mission was overall a success, we lost the Parracombe. The destruction of a single freighter will not delay the deployment of the Colossus, but our squadron must accept responsibility for vessels lost on our watch. You're in a leadership position, pilot. Ask yourself what you could have done to avoid this outcome, and what you will do in the future to ensure it never happens again. Our offensive against the NTF has achieved limited success. Only the Colossus has enough firepower to break this stalemate. If we fail, the Alliance will have no choice but to agree to Bosch's demands.", 950) $end_multi_text $Voice: SM109_DB_03.wav $Recommendation text: XSTR("Keep a close watch on all your escort targets using the 'E' key, and don't let the fighters distract you. The bombers must be your first priority. To take out turrets, the Harpoon missile is your best choice. The Hornet works best against fighters. Make sure your missile has a clean line of sight. ", 949) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Avila" ) ( not ( is-destroyed-delay 0 "Parracombe" ) ) ( not ( is-destroyed-delay 0 "Jooyun" ) ) ( is-event-true-delay "RTB Trigger" 0 ) ) $Multi text XSTR("Though our mission was overall a success, we lost the Avila. The destruction of a single gas miner will not delay the deployment of the Colossus, but our squadron must accept responsibility for vessels lost on our watch. You're in a leadership position, pilot. Ask yourself what you could have done to avoid this outcome, and what you will do in the future to ensure it never happens again. Our offensive against the NTF has achieved limited success. Only the Colossus has enough firepower to break this stalemate. If we fail, the Alliance will have no choice but to agree to Bosch's demands.", 951) $end_multi_text $Voice: SM109_DB_04.wav $Recommendation text: XSTR("Keep a close watch on all your escort targets using the 'E' key, and don't let the fighters distract you. The bombers must be your first priority. To take out turrets, the Harpoon missile is your best choice. The Hornet works best against fighters. Make sure your missile has a clean line of sight. ", 949) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Jooyun" "Avila" "Parracombe" ) ( is-event-true-delay "RTB Trigger" 0 ) ) $Multi text XSTR("The NTF decimated our supply convoys, forcing Command to withdraw the Colossus and postpone our offensive against Admiral Koth and the Repulse. Your convoy lost all three vessels, a dismal failure by any measure. The news from the captial in Beta Aquilae is not good. Support for a negotiated settlement is growing in the Security Council, even with the Colossus now operational. Opponents of the Colossus program denounce the project as a monstrosity prone to logistical failure. For Admiral Petrarch and the Aquitaine, this outcome could not be more disastrous.", 952) $end_multi_text $Voice: SM109_DB_05.wav $Recommendation text: XSTR("Keep a close watch on all your escort targets using the 'E' key, and don't let the fighters distract you. Prioritize bombers, then fighters, then turrets. When the Maelstrom appears, you have a limited amount of time before it is within beam range of the convoy. Use the 'K' key to target turrets. To take out turrets, the Harpoon missile is your best choice. The Hornet works best against fighters. Make sure your missile has a clean line of sight. ", 953) $end_multi_text $Formula: ( or ( and ( is-destroyed-delay 0 "Parracombe" "Jooyun" ) ( not ( is-destroyed-delay 0 "Avila" ) ) ( is-event-true-delay "RTB Trigger" 0 ) ) ( and ( is-destroyed-delay 0 "Avila" "Jooyun" ) ( not ( is-destroyed-delay 0 "Parracombe" ) ) ( is-event-true-delay "RTB Trigger" 0 ) ) ) $Multi text XSTR("The NTF decimated our supply convoys, with only a handful of freighters and gas miners surviving the well-orchestrated attack. Your convoy lost two out of three vessels, a failed outcome by any measure. The news from the capital in Beta Aquilae is not good. Support for a negotiated settlement is growing in the Security Council, even with the Colossus now operational. Opponents of the Colossus program denounce the project as a monstrosity prone to logistical failure. For Admiral Petrarch and the Aquitaine, this outcome could not be more disastrous. ", 954) $end_multi_text $Voice: SM109_DB_06.wav $Recommendation text: XSTR("Keep a close watch on all your escort targets using the 'E' key, and don't let the fighters distract you. The bombers must be your first priority. To take out turrets, the Harpoon missile is your best choice. The Hornet works best against fighters. Make sure your missile has a clean line of sight. ", 949) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Parracombe" "Avila" ) ( not ( is-destroyed-delay 0 "Jooyun" ) ) ( is-event-true-delay "RTB Trigger" 0 ) ) $Multi text XSTR("The survival of the Jooyun may be good news for our Vasudan allies, but the loss of the Parracombe and the Avila are nothing less than catastrophic. The news from the capital in Beta Aquilae is not good. Support for a negotiated settlement is growing in the Security Council, even with the Colossus now operational. Opponents of the Colossus program denounce the project as a monstrosity prone to logistical failure. For Admiral Petrarch and the Aquitaine, this outcome could not be more disastrous.", 955) $end_multi_text $Voice: SM109_DB_07.wav $Recommendation text: XSTR("Keep a close watch on all your escort targets using the 'E' key, and don't let the fighters distract you. The bombers must be your first priority. To take out turrets, the Harpoon missile is your best choice. The Hornet works best against fighters. Make sure your missile has a clean line of sight. ", 949) $end_multi_text $Formula: ( and ( is-goal-true-delay "Guns" 0 ) ( is-event-true-delay "RTB Trigger" 0 ) ) $Multi text XSTR("By clearing out the rebel sentry guns in the asteroid field, you have significantly reduced the danger posed to future convoys on this route. Your initiative may save many lives.", 956) $end_multi_text $Voice: SM109_DB_08.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-event-false-delay "Beam down" 0 ) ( is-destroyed-delay 0 "Maelstrom" ) ( is-event-true-delay "RTB Trigger" 0 ) ) $Multi text XSTR("You destroyed the Maelstrom but failed to neutralize its forward beam turret first. Had you followed orders, you would have reduced the damage inflicted upon the convoy vessels. Though you have been granted responsibility as a wing leader, this does not privilege you to ignore Command's directives. This incident will be noted in your record.", 957) $end_multi_text $Voice: SM109_DB_09.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( is-event-false-delay "Approved exit" 0 ) $Multi text XSTR("You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.", 180) $end_multi_text $Voice: 3_joe.wav $Recommendation text: XSTR("Do not jump out until ordered to do so.", 625) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 5 "GTF Loki" 5 "GTF Perseus" 5 ) +Weaponry Pool: ( "Subach HL-7" 20 "Prometheus R" 20 "Rockeye" 500 "Tempest" 500 "Hornet" 660 "Harpoon" 64 ) #Objects ;! 52 total $Name: Alpha 1 ;! Object #0 $Class: GTF Perseus $Team: Friendly $Location: -75.162292, -0.156096, 2464.119629 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 39 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Jooyun ;! Object #1 $Class: GVG Anuket $Team: Friendly $Location: 282.016388, 9.292456, 2121.580322 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $AI Goals: ( goals ( ai-waypoints-once "Jooyun point" 50 ) ) $Cargo 1: XSTR("Fuel", 958) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 6 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 50 $Name: Avila ;! Object #2 $Class: GTG Zephyrus $Team: Friendly $Location: 316.228333, -181.804291, 2468.557129 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $AI Goals: ( goals ( ai-waypoints-once "Avila Point" 50 ) ) $Cargo 1: XSTR("Fuel", 958) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 5 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 50 +Persona Index: 3 $Name: Alpha 2 ;! Object #3 $Class: GTF Perseus $Team: Friendly $Location: -42.742249, -0.001081, 2423.643066 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 39 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 +Persona Index: 0 $Name: Alpha 3 ;! Object #4 $Class: GTF Perseus $Team: Friendly $Location: -136.817352, -0.001076, 2431.968262 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 39 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 +Persona Index: 1 $Name: Parracombe ;! Object #5 $Class: GTFR Triton $Team: Friendly $Location: 206.988693, 185.929550, 2796.133057 $Orientation: -1.000000, -0.000000, -0.000004, 0.000000, -0.999971, -0.007547, -0.000004, -0.007547, 0.999971 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $AI Goals: ( goals ( ai-waypoints-once "Para point" 50 ) ) $Cargo 1: XSTR("Foodstuffs", 959) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 3 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 $Name: Alpha 4 ;! Object #6 $Class: GTF Perseus $Team: Friendly $Location: -80.948669, -0.001081, 2384.616455 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 39 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 +Persona Index: 2 $Name: Libra 1 ;! Object #7 $Class: GTB Medusa $Team: Hostile $Location: -3753.247314, -0.000642, 7258.316406 $Orientation: -0.933518, 0.000001, -0.358531, 0.000917, 0.999997, -0.002386, 0.358530, -0.002556, -0.933515 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Avila" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Rebel Bomb" "Rebel Bomb" ) +Subsystem: turret01a $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Libra 2 ;! Object #8 $Class: GTB Medusa $Team: Hostile $Location: -3620.933838, -0.000441, 7256.978516 $Orientation: -0.940735, 0.000000, -0.339142, 0.000874, 0.999997, -0.002424, 0.339141, -0.002577, -0.940732 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Avila" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Rebel Bomb" "Rebel Bomb" ) +Subsystem: turret01a $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Libra 3 ;! Object #9 $Class: GTB Medusa $Team: Hostile $Location: -3760.631104, -0.000359, 7371.304688 $Orientation: -0.935478, 0.000000, -0.353384, 0.000887, 0.999997, -0.002349, 0.353383, -0.002511, -0.935475 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Avila" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Rebel Bomb" "Rebel Bomb" ) +Subsystem: turret01a $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Colossus ;! Object #10 $Class: GTVA Colossus $Team: Friendly $Location: -14222.765625, -0.008895, 26329.232422 $Orientation: 0.006092, -0.978841, -0.204535, -0.029795, 0.204270, -0.978463, 0.999539, 0.012054, -0.027919 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03a +Subsystem: turret04a +Subsystem: turret05a +Subsystem: turret06a +Subsystem: turret07a +Subsystem: turret08a +Subsystem: turret09a +Subsystem: turret10a +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 +Subsystem: turret27 +Subsystem: turret28 +Subsystem: turret29 +Subsystem: turret30 +Subsystem: turret31 +Subsystem: turret32 +Subsystem: turret33 +Subsystem: turret34 +Subsystem: turret35 +Subsystem: turret36 +Subsystem: turret37 +Subsystem: turret38 +Subsystem: turret39 +Subsystem: turret40 +Subsystem: turret41 +Subsystem: turret42 +Subsystem: turret43 +Subsystem: turret44 +Subsystem: turret45 +Subsystem: turret46 +Subsystem: turret47 +Subsystem: turret48 +Subsystem: turret49 +Subsystem: turret50 +Subsystem: turret51 +Subsystem: turret52 +Subsystem: turret53 +Subsystem: turret54 +Subsystem: turret55 +Subsystem: turret56 +Subsystem: turret57 +Subsystem: turret58 +Subsystem: turret59 +Subsystem: turret60 +Subsystem: turret61 +Subsystem: turret62 +Subsystem: turret63 $Arrival Location: Hyperspace +Arrival Delay: 12 $Arrival Cue: ( < ( distance "Alpha 1" "Jump point patrol:1" ) 5500 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Parapet ;! Object #11 $Class: GTCv Deimos $Team: Friendly $Location: -270.623779, 9.710353, 21008.613281 $Orientation: -0.178246, 0.000000, -0.983986, 0.000000, 1.000000, 0.000000, 0.983986, 0.000000, -0.178246 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Jump point patrol" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Trigger II" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "no-arrival-warp" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Theta 1 ;! Object #12 $Class: GTF Perseus $Team: Friendly $Location: -595.120483, 22.626410, 20797.851563 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "hidden-from-sensors" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Theta 2 ;! Object #13 $Class: GTF Perseus $Team: Friendly $Location: -522.138184, 22.626444, 20758.087891 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "hidden-from-sensors" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Theta 3 ;! Object #14 $Class: GTF Perseus $Team: Friendly $Location: -430.197510, 22.626490, 20809.656250 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "hidden-from-sensors" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Gun1 ;! Object #15 $Class: GTSG Alastor $Team: Hostile $Location: 1018.961914, 333.675232, 7035.098633 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a $Damage: 100 +Subsystem: turret02a $Damage: 100 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "no-arrival-music" "no-arrival-warp" "hidden-from-sensors" )+Respawn priority: 0 +Group: 1 +Score: 5 $Name: Gun2 ;! Object #16 $Class: GTSG Alastor $Team: Hostile $Location: 596.543457, 333.674164, 6306.196777 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a $Damage: 100 +Subsystem: turret02a $Damage: 100 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "no-arrival-music" "no-arrival-warp" "hidden-from-sensors" )+Respawn priority: 0 +Group: 1 +Score: 6 $Name: Gun3 ;! Object #17 $Class: GTSG Alastor $Team: Hostile $Location: -87.399414, 677.099487, 6903.604492 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "no-arrival-music" "no-arrival-warp" "hidden-from-sensors" )+Respawn priority: 0 +Group: 1 +Score: 12 $Name: Gun4 ;! Object #18 $Class: GTSG Alastor $Team: Hostile $Location: 1189.449219, 333.675568, 6763.681152 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a $Damage: 100 +Subsystem: turret02a $Damage: 100 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "no-arrival-music" "no-arrival-warp" "hidden-from-sensors" )+Respawn priority: 0 +Group: 1 +Score: 6 $Name: Gun5 ;! Object #19 $Class: GTSG Alastor $Team: Hostile $Location: 43.470524, 333.671997, 5868.953125 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a $Damage: 100 +Subsystem: turret02a $Damage: 100 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "no-arrival-music" "no-arrival-warp" "hidden-from-sensors" )+Respawn priority: 0 +Group: 1 +Score: 6 $Name: Gun6 ;! Object #20 $Class: GTSG Alastor $Team: Hostile $Location: 83.085938, 719.538025, 6632.187012 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "no-arrival-music" "no-arrival-warp" "hidden-from-sensors" )+Respawn priority: 0 +Group: 1 +Score: 6 $Name: Gun7 ;! Object #21 $Class: GTSG Alastor $Team: Hostile $Location: 1103.939941, 333.674744, 8173.993652 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a $Damage: 100 +Subsystem: turret02a $Damage: 100 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "no-arrival-music" "no-arrival-warp" "hidden-from-sensors" )+Respawn priority: 0 +Group: 1 +Score: 6 $Name: Gun8 ;! Object #22 $Class: GTSG Alastor $Team: Hostile $Location: -274.966309, 333.672821, 7441.048828 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a $Damage: 100 +Subsystem: turret02a $Damage: 100 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "no-arrival-music" "no-arrival-warp" "hidden-from-sensors" )+Respawn priority: 0 +Group: 1 +Score: 6 $Name: Gun9 ;! Object #23 $Class: GTSG Alastor $Team: Hostile $Location: -2.420166, 415.693909, 8042.500000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "no-arrival-music" "no-arrival-warp" "hidden-from-sensors" )+Respawn priority: 0 +Group: 1 +Score: 6 $Name: Gun14 ;! Object #24 $Class: GTSG Alastor $Team: Hostile $Location: -33.983887, 587.478027, 12705.875000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a $Damage: 100 +Subsystem: turret02a $Damage: 100 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Presto" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "no-arrival-music" "no-arrival-warp" "hidden-from-sensors" )+Respawn priority: 0 +Group: 2 +Score: 6 $Name: Gun17 ;! Object #25 $Class: GTSG Alastor $Team: Hostile $Location: -513.706604, 587.476379, 12356.046875 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a $Damage: 100 +Subsystem: turret02a $Damage: 100 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Presto" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "no-arrival-music" "no-arrival-warp" "hidden-from-sensors" )+Respawn priority: 0 +Group: 2 +Score: 6 $Name: Maelstrom ;! Object #26 $Class: GTC Fenris $Team: Hostile $Location: 0.000000, 0.000000, 16768.500000 $Orientation: -0.999862, 0.000000, -0.016626, -0.001825, 0.993957, 0.109754, 0.016526, 0.109769, -0.993820 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 5" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret05 +Subsystem: turret06 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09a-01-main +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Trigger II" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Pisces 1 ;! Object #27 $Class: GTF Hercules $Team: Hostile $Location: 3373.842285, 0.003751, 7045.931152 $Orientation: -0.898491, 0.000000, 0.438992, -0.001122, 0.999997, -0.002296, -0.438991, -0.002556, -0.898488 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Tempest" ) +Sbank Ammo: ( 100 41 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Pisces 2 ;! Object #28 $Class: GTF Hercules $Team: Hostile $Location: 3487.307129, 0.004074, 7044.782227 $Orientation: -0.890923, 0.000000, 0.454154, -0.001151, 0.999997, -0.002259, -0.454153, -0.002535, -0.890920 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Tempest" ) +Sbank Ammo: ( 100 41 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Pisces 3 ;! Object #29 $Class: GTF Hercules $Team: Hostile $Location: 3364.735840, 0.003499, 7140.215332 $Orientation: -0.902042, 0.000001, 0.431648, -0.001088, 0.999997, -0.002275, -0.431647, -0.002522, -0.902039 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Tempest" ) +Sbank Ammo: ( 100 41 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Capricorn 1 ;! Object #30 $Class: GTF Hercules $Team: Hostile $Location: -236.976196, 4.401664, 14621.510742 $Orientation: -0.999981, 0.000000, -0.006106, 0.000001, 1.000000, -0.000179, 0.006106, -0.000179, -0.999981 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Capricorn 2 ;! Object #31 $Class: GTF Hercules $Team: Hostile $Location: -32.981201, 5.218361, 14612.319336 $Orientation: -0.999998, 0.000000, 0.001896, 0.000000, 1.000000, -0.000211, -0.001896, -0.000211, -0.999998 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Capricorn 3 ;! Object #32 $Class: GTF Hercules $Team: Hostile $Location: -96.571289, 6.159157, 14496.438477 $Orientation: -1.000000, 0.000000, -0.000602, 0.000000, 1.000000, -0.000249, 0.000602, -0.000249, -1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Kappa 1 ;! Object #33 $Class: GVF Serapis $Team: Friendly $Location: 521.606140, 0.000586, 2251.235840 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 14 +Persona Index: 5 $Name: Kappa 2 ;! Object #34 $Class: GVF Serapis $Team: Friendly $Location: 495.332031, 0.000618, 2222.619385 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 14 +Persona Index: 6 $Name: Kappa 3 ;! Object #35 $Class: GVF Serapis $Team: Friendly $Location: 553.573730, 0.000596, 2229.599609 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 14 +Persona Index: 5 $Name: Kappa 4 ;! Object #36 $Class: GVF Serapis $Team: Friendly $Location: 578.954773, 0.000641, 2204.358643 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 14 +Persona Index: 6 $Name: Gemini 1 ;! Object #37 $Class: GTB Medusa $Team: Hostile $Location: 3589.048584, 0.000589, 5480.335449 $Orientation: -0.933518, 0.000000, -0.358531, 0.000917, 0.999997, -0.002386, 0.358530, -0.002556, -0.933515 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Rebel Bomb" "Rebel Bomb" ) +Subsystem: turret01a $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Gemini 2 ;! Object #38 $Class: GTB Medusa $Team: Hostile $Location: 3721.362061, 0.000711, 5478.997559 $Orientation: -0.940735, 0.000000, -0.339142, 0.000874, 0.999997, -0.002424, 0.339141, -0.002577, -0.940732 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Rebel Bomb" "Rebel Bomb" ) +Subsystem: turret01a $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Gemini 3 ;! Object #39 $Class: GTB Medusa $Team: Hostile $Location: 3581.664795, 0.000868, 5593.323242 $Orientation: -0.935479, 0.000000, -0.353384, 0.000887, 0.999997, -0.002349, 0.353383, -0.002511, -0.935476 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Rebel Bomb" "Rebel Bomb" ) +Subsystem: turret01a $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Aquarius 1 ;! Object #40 $Class: GTF Hercules $Team: Hostile $Location: -4044.064941, 0.000102, 5440.262207 $Orientation: -0.898491, 0.000000, 0.438992, -0.001122, 0.999997, -0.002296, -0.438991, -0.002556, -0.898488 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Aquarius 2 ;! Object #41 $Class: GTF Hercules $Team: Hostile $Location: -3930.598633, 0.000360, 5439.114746 $Orientation: -0.890923, 0.000000, 0.454155, -0.001151, 0.999997, -0.002258, -0.454153, -0.002535, -0.890920 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Aquarius 3 ;! Object #42 $Class: GTF Hercules $Team: Hostile $Location: -4053.171631, -0.000150, 5534.546387 $Orientation: -0.902042, 0.000000, 0.431649, -0.001088, 0.999997, -0.002275, -0.431647, -0.002522, -0.902039 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Cancer 1 ;! Object #43 $Class: GTB Medusa $Team: Hostile $Location: -3266.144287, 0.003736, 12809.866211 $Orientation: -0.933518, 0.000001, -0.358531, 0.000917, 0.999997, -0.002386, 0.358530, -0.002556, -0.933515 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Rebel Bomb" "Rebel Bomb" ) +Subsystem: turret01a $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Cancer 2 ;! Object #44 $Class: GTB Medusa $Team: Hostile $Location: -3133.831787, 0.003936, 12808.528320 $Orientation: -0.940735, 0.000000, -0.339142, 0.000874, 0.999997, -0.002424, 0.339141, -0.002577, -0.940732 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Rebel Bomb" "Rebel Bomb" ) +Subsystem: turret01a $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Cancer 3 ;! Object #45 $Class: GTB Medusa $Team: Hostile $Location: -3273.528320, 0.004015, 12922.854492 $Orientation: -0.935478, 0.000000, -0.353384, 0.000887, 0.999997, -0.002349, 0.353383, -0.002511, -0.935475 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Rebel Bomb" "Rebel Bomb" ) +Subsystem: turret01a $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Aries 1 ;! Object #46 $Class: GTF Hercules $Team: Hostile $Location: 2930.700684, 0.004007, 12463.402344 $Orientation: -0.957666, 0.000000, 0.287882, -0.000004, 1.000000, -0.000014, -0.287882, -0.000015, -0.957666 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Aries 2 ;! Object #47 $Class: GTF Hercules $Team: Hostile $Location: 3044.167480, 0.004333, 12462.253906 $Orientation: -0.954618, 0.000000, 0.297832, -0.000004, 1.000000, -0.000014, -0.297832, -0.000015, -0.954618 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Aries 3 ;! Object #48 $Class: GTF Hercules $Team: Hostile $Location: 2921.594727, 0.003756, 12557.685547 $Orientation: -0.958641, 0.000000, 0.284618, -0.000004, 1.000000, -0.000014, -0.284618, -0.000015, -0.958641 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Hauler 1 ;! Object #49 $Class: GTT Elysium $Team: Friendly $Location: -6147.734375, -0.001251, 18763.195313 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-dock "Jooyun" "topside docking" "blahblah" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Hauler 2 ;! Object #50 $Class: GTT Elysium $Team: Friendly $Location: -6248.141602, -0.001313, 18783.140625 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-dock "Avila" "topside docking" "blahblah" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: TAC 163 Cargo Pod ;! Object #51 $Class: TC-TRI $Team: Friendly $Location: 206.651367, 174.335663, 2986.291992 $Orientation: -1.000000, 0.000000, 0.000019, 0.000000, -0.999970, -0.007727, 0.000019, -0.007727, 0.999970 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Foodstuffs", 959) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Docked With: Parracombe $Docker Point: Cargo Dock01 $Dockee Point: Cargo Dockpoint +Group: 0 +Score: 5 #Wings ;! 11 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) $AI Goals: ( goals ( ai-guard "Parracombe" 50 ) ( ai-guard "Jooyun" 50 ) ( ai-guard "Avila" 50 ) ) +Hotkey: 0 +Flags:( ) $Name: Pisces $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Pisces 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "First wave trigger" 3 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Pisces 1" "Pisces 2" "Pisces 3" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) $Name: Theta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Theta 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 0 "Parapet" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Theta 1" "Theta 2" "Theta 3" ) $AI Goals: ( goals ( ai-destroy-subsystem "Maelstrom" "turret02" 89 ) ( ai-chase "Maelstrom" 65 ) ( ai-guard "Parracombe" 50 ) ( ai-guard "Avila" 45 ) ( ai-guard "Alpha 1" 43 ) ) +Flags:( "no-arrival-warp" ) $Name: Libra $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Libra 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "First wave trigger" 2 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Libra 1" "Libra 2" "Libra 3" ) $AI Goals: ( goals ( ai-chase "Jooyun" 50 ) ) +Flags:( ) +Wave Delay Min: 8 +Wave Delay Max: 15 $Name: Capricorn $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Capricorn 1 $Arrival Location: Hyperspace +Arrival delay: 236 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Capricorn 1" "Capricorn 2" "Capricorn 3" ) $AI Goals: ( goals ( ai-chase-wing "Alpha" 50 ) ) +Flags:( ) $Name: Kappa $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Kappa 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Kappa 1" "Kappa 2" "Kappa 3" "Kappa 4" ) $AI Goals: ( goals ( ai-guard "Jooyun" 89 ) ) +Flags:( ) $Name: Gemini $Waves: 1 $Wave Threshold: 0 $Special Ship: 2 ;! Gemini 3 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Second wave trigger" 1 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Gemini 1" "Gemini 2" "Gemini 3" ) $AI Goals: ( goals ( ai-chase "Avila" 50 ) ) +Flags:( ) $Name: Aquarius $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aquarius 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Second wave trigger" 4 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Aquarius 1" "Aquarius 2" "Aquarius 3" ) $AI Goals: ( goals ( ai-chase-wing "Alpha" 50 ) ) +Flags:( ) $Name: Cancer $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Third Wave Trigger" 3 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Cancer 1" "Cancer 2" "Cancer 3" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) $Name: Aries $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aries 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Third Wave Trigger" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Aries 1" "Aries 2" "Aries 3" ) $AI Goals: ( goals ( ai-chase-wing "Alpha" 50 ) ) +Flags:( ) $Name: Hauler $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Hauler 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Hauler 1" "Hauler 2" ) +Flags:( ) #Events ;! 60 total $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Jooyun" "Avila" "Parracombe" ) ) ( has-arrived-delay 0 "Colossus" ) ) ( do-nothing ) ) +Name: Initial directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Defend convoy", 960) $Formula: ( when ( < ( distance "Parapet" "Alpha 1" ) 18000 ) ( ship-visible "Parapet" "Theta 1" "Theta 2" "Theta 3" ) ) +Name: Presto +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "" "Trigger 1:1" ) 2500 ) ( do-nothing ) ) +Name: Trigger 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "" "Trigger 2:1" ) 2300 ) ( send-message "Parapet" "High" "ParafatDDD" ) ) +Name: Trigger II +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Gun1" "" ) 1000 ) ( ship-vulnerable "Gun1" ) ( set-subsystem-strength "Gun1" "turret01a" 100 ) ( set-subsystem-strength "Gun1" "turret02a" 100 ) ( ship-visible "Gun1" ) ) +Name: Gun1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Gun2" "" ) 1000 ) ( ship-vulnerable "Gun2" ) ( set-subsystem-strength "Gun2" "turret01a" 100 ) ( set-subsystem-strength "Gun2" "turret02a" 100 ) ( ship-visible "Gun2" ) ) +Name: Gun2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Gun3" "" ) 1000 ) ( ship-vulnerable "Gun3" ) ( set-subsystem-strength "Gun3" "turret01a" 100 ) ( set-subsystem-strength "Gun3" "turret02a" 100 ) ( ship-visible "Gun3" ) ) +Name: Gun3 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Gun4" "" ) 1000 ) ( ship-vulnerable "Gun4" ) ( set-subsystem-strength "Gun4" "turret01a" 100 ) ( set-subsystem-strength "Gun4" "turret02a" 100 ) ( ship-visible "Gun4" ) ) +Name: Gun4 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( < ( distance "Gun5" "" ) 1000 ) ( not ( has-time-elapsed 120 ) ) ) ( ship-vulnerable "Gun5" ) ( set-subsystem-strength "Gun5" "turret01a" 100 ) ( set-subsystem-strength "Gun5" "turret02a" 100 ) ( ship-visible "Gun5" ) ( send-message-list "" "High" "Sentry Gun" 2200 "#Command" "High" "Be Careful" 4000 ) ) +Name: Gun5 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Gun6" "" ) 1000 ) ( ship-vulnerable "Gun6" ) ( set-subsystem-strength "Gun6" "turret01a" 100 ) ( set-subsystem-strength "Gun6" "turret02a" 100 ) ( ship-visible "Gun6" ) ) +Name: Gun6 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Gun7" "" ) 1000 ) ( ship-vulnerable "Gun7" ) ( set-subsystem-strength "Gun7" "turret01a" 100 ) ( set-subsystem-strength "Gun7" "turret02a" 100 ) ( ship-visible "Gun7" ) ) +Name: Gun7 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Gun8" "" ) 1000 ) ( ship-vulnerable "Gun8" ) ( set-subsystem-strength "Gun8" "turret01a" 100 ) ( set-subsystem-strength "Gun8" "turret02a" 100 ) ( ship-visible "Gun8" ) ) +Name: Gun8 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Gun9" "" ) 1000 ) ( ship-vulnerable "Gun9" ) ( set-subsystem-strength "Gun9" "turret01a" 100 ) ( set-subsystem-strength "Gun9" "turret02a" 100 ) ( ship-visible "Gun9" ) ) +Name: Gun9 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 1 "Maelstrom" ) ( send-message "#Command" "High" "Beam challange" ) ) +Name: Maelstorm Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( is-subsystem-destroyed-delay "Maelstrom" "turret02" 0 ) ( is-destroyed-delay 0 "Maelstrom" ) ) ( do-nothing ) ) +Name: Beam Directive +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Destroy Beam Turret", 961) $Formula: ( when ( is-destroyed-delay 0 "Maelstrom" ) ( do-nothing ) ) +Name: Maelstrom Directive +Repeat Count: 1 +Interval: 1 +Chained: 4 +Objective: XSTR("Destroy Maelstrom", 962) $Formula: ( when ( < ( distance "" "Maelstrom" ) 2500 ) ( beam-free "Maelstrom" "turret05" "turret03" "turret04" "turret06" ) ) +Name: Maelstorm Armed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( < ( distance "Parracombe" "Maelstrom" ) 2900 ) ( < ( distance "Avila" "Maelstrom" ) 2500 ) ( < ( distance "Jooyun" "Maelstrom" ) 2500 ) ) ( fire-beam "Maelstrom" "turret02" "Parracombe" ) ) +Name: Maelstorm Fire 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( fire-beam "Maelstrom" "turret02" "Avila" ) ) +Name: Fire 2 +Repeat Count: 1 +Interval: 1 +Chained: 15 $Formula: ( when ( true ) ( fire-beam "Maelstrom" "turret02" "Avila" ) ) +Name: Fire 3 +Repeat Count: 1 +Interval: 1 +Chained: 15 $Formula: ( when ( true ) ( fire-beam "Maelstrom" "turret02" "Parracombe" ) ) +Name: Fire 4 +Repeat Count: 1 +Interval: 1 +Chained: 15 $Formula: ( when ( true ) ( fire-beam "Maelstrom" "turret02" "Avila" ) ) +Name: Fire 5 +Repeat Count: 1 +Interval: 1 +Chained: 15 $Formula: ( when ( true ) ( fire-beam "Maelstrom" "turret02" "Jooyun" ) ) +Name: Fire 6 +Repeat Count: 1 +Interval: 1 +Chained: 15 $Formula: ( when ( or ( is-destroyed-delay 0 "Gun1" ) ( is-destroyed-delay 0 "Gun2" ) ( is-destroyed-delay 0 "Gun3" ) ( is-destroyed-delay 0 "Gun4" ) ( is-destroyed-delay 0 "Gun5" ) ( is-destroyed-delay 0 "Gun6" ) ) ( validate-goal "fighters" ) ( validate-goal "Bombers" ) ) +Name: First wave trigger +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( is-destroyed-delay 0 "Gun7" ) ( is-destroyed-delay 0 "Gun8" ) ( is-destroyed-delay 0 "Gun9" ) ) ( do-nothing ) ) +Name: Second wave trigger +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( is-destroyed-delay 0 "Gun14" ) ( is-destroyed-delay 0 "Gun17" ) ) ( do-nothing ) ) +Name: Third Wave Trigger +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( > ( distance "Alpha 1" "Jooyun" ) 5500 ) ( not ( has-arrived-delay 0 "Colossus" ) ) ) ( send-random-message "#Command" "High" "Convoy Warning" "Convoy Warning 3" ) ) +Name: Convoy Warning +Repeat Count: 2 +Interval: 45 $Formula: ( when ( has-arrived-delay 35 "Colossus" ) ( send-message-list "Colossus" "High" "Colossus Arrives" 0 "Colossus" "High" "Colossus Arrives 2" 5000 "Colossus" "High" "Thanks 1" 12000 ) ( add-goal "Kappa" ( ai-warp-out 89 ) ) ) +Name: Colossus Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( has-arrived-delay 53 "Colossus" ) ( is-event-true-delay "Failure" 0 ) ) ( do-nothing ) ) +Name: RTB Trigger +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: RTB +Repeat Count: 1 +Interval: 1 +Chained: 5 +Objective: XSTR("Return to Base", 60) $Formula: ( when ( has-docked-delay "Hauler 1" "Jooyun" 1 90 ) ( add-goal "Hauler 1" ( ai-dock "Colossus" "topside docking" "front docking bay 1" 89 ) ) ) +Name: Hauler 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-docked-delay "Hauler 2" "Avila" 1 90 ) ( add-goal "Hauler 2" ( ai-dock "Colossus" "topside docking" "front docking bay 1" 89 ) ) ) +Name: Hauler 3 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 4 "Avila" ) ( send-message "#Command" "High" "Lost the Avila" ) ) +Name: Lost avila +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 4 "Parracombe" ) ( send-message "#Command" "High" "Lost the Paracombe" ) ) +Name: Loast parracombe +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 4 "Jooyun" ) ( send-message "#Command" "High" "Lost Jooyun" ) ) +Name: Lost Jooyun +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-subsystem-destroyed-delay "Maelstrom" "turret02" 0 ) ( send-message "#Command" "High" "Beam down" ) ) +Name: Beam down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( or ( not ( is-destroyed-delay 0 "Jooyun" "Avila" ) ) ( not ( is-destroyed-delay 0 "Jooyun" "Parracombe" ) ) ( not ( is-destroyed-delay 0 "Parracombe" "Avila" ) ) ) ( has-arrived-delay 0 "Colossus" ) ) ( do-nothing ) ) +Name: May Continue +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Jooyun" "Jooyun point:1" ) 1200 ) ( clear-goals "Jooyun" ) ( add-goal "Jooyun" ( ai-waypoints "Destination 1" 89 ) ) ) +Name: Jooyun destination +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Avila" "Avila Point:1" ) 1200 ) ( clear-goals "Avila" ) ( add-goal "Avila" ( ai-waypoints "Destination 2" 89 ) ) ) +Name: Avila Destination +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Parracombe" "Para point:1" ) 1200 ) ( clear-goals "Parracombe" ) ( add-goal "Parracombe" ( ai-waypoints "Destination 3" 89 ) ) ) +Name: Para dest +Repeat Count: 1 +Interval: 1 $Formula: ( when ( are-waypoints-done-delay "Parracombe" "Destination 3" 0 ) ( add-goal "Parracombe" ( ai-undock 89 ) ) ) +Name: Undock cargo +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( has-arrived-delay 5 "Maelstrom" ) ( send-message "" "High" "Plea" ) ) +Name: Plea +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 4 ) ( send-message-list "" "High" "23 Kilometers" 0 "" "High" "Hostile Indicators" 6300 "#Command" "High" "Wishful Thinking" 6000 ) ) +Name: initial +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 4 "Libra" ) ( send-message "#Command" "High" "Medusa Bombers" ) ) +Name: Brig bombs alert +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 4 "Maelstrom" ) ( send-message "#Command" "High" "Maelstrom Destroyed" ) ) +Name: Maelstrom Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Jooyun" ) 15 ) ( send-message "Jooyun" "High" "Jooyun in the Ca-Ca" ) ) +Name: Jooyun crisis +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Avila" ) 15 ) ( send-message "Avila" "High" "Avila in Deep" ) ) +Name: Avila crisis +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Parracombe" ) 15 ) ( send-message "Parracombe" "High" "Paracombe Critical" ) ) +Name: Parracombe crisis +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Aries" ) ( do-nothing ) ) +Name: Aries Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aries", 14) $Formula: ( when ( is-destroyed-delay 0 "Libra" ) ( do-nothing ) ) +Name: Libra dir +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Libra", 18) $Formula: ( when ( is-destroyed-delay 0 "Pisces" ) ( do-nothing ) ) +Name: Piscies Dir +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Pisces", 22) $Formula: ( when ( is-destroyed-delay 0 "Aquarius" ) ( do-nothing ) ) +Name: Aquarius Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aquarius", 103) $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Cancer Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( is-destroyed-delay 0 "Gemini" ) ( do-nothing ) ) +Name: Gemini Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Gemini", 16) $Formula: ( when ( is-destroyed-delay 4 "Jooyun" "Avila" "Parracombe" ) ( send-message "#Command" "High" "All over loser" ) ) +Name: Failure +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( do-nothing ) ) +Name: RTB Fail +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( is-destroyed-delay 0 "Capricorn" ) ( do-nothing ) ) +Name: Capricorn Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Capricorn", 963) $Formula: ( when ( or ( is-event-true-delay "RTB Trigger" 0 ) ( is-event-true-delay "Failure" 0 ) ) ( do-nothing ) ) +Name: Approved exit +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Gun14" "" ) 1000 ) ( ship-vulnerable "Gun14" ) ( set-subsystem-strength "Gun14" "turret01a" 100 ) ( set-subsystem-strength "Gun14" "turret02a" 100 ) ( ship-visible "Gun14" ) ) +Name: Gun 14 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Gun17" "" ) 1000 ) ( ship-vulnerable "Gun17" ) ( set-subsystem-strength "Gun17" "turret01a" 100 ) ( set-subsystem-strength "Gun17" "turret02a" 100 ) ( ship-visible "Gun17" ) ) +Name: Gun 17 +Repeat Count: 1 +Interval: 1 #Goals ;! 4 total $Type: Primary +Name: Convoy $MessageNew: XSTR("Protect the Parracombe, Jooyun, and Avila", 964) $end_multi_text $Formula: ( and ( and ( not ( is-destroyed-delay 0 "Jooyun" ) ) ( not ( is-destroyed-delay 0 "Parracombe" ) ) ( not ( is-destroyed-delay 0 "Avila" ) ) ) ( is-event-true-delay "Colossus Arrives" 10 ) ) $Type: Bonus +Name: Guns $MessageNew: XSTR("Destroy all sentry guns", 965) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Gun1" "Gun2" "Gun3" "Gun4" "Gun5" "Gun6" "Gun7" "Gun8" "Gun9" "Gun14" "Gun17" ) ( and ( not ( is-destroyed-delay 0 "Jooyun" ) ) ( not ( is-destroyed-delay 0 "Parracombe" ) ) ( not ( is-destroyed-delay 0 "Avila" ) ) ) ) $Type: Secondary +Name: fighters $MessageNew: XSTR("Destroy all enemy fighters", 966) $end_multi_text $Formula: ( is-destroyed-delay 0 "Aries" "Aquarius" "Capricorn" "Pisces" ) +Invalid $Type: Secondary +Name: Bombers $MessageNew: XSTR("Destroy all enemy bombers", 967) $end_multi_text $Formula: ( is-destroyed-delay 0 "Libra" "Cancer" "Gemini" ) +Invalid #Waypoints ;! 10 lists total $Jump Node: 102.356812, 25.653296, 19213.648438 $Jump Node Name: Capella $Name: Para point $List: ( ;! 1 points in list ( 169.470093, 128.253677, 16849.687500 ) ) $Name: Jump point patrol $List: ( ;! 4 points in list ( 204.043701, 17.120634, 21033.833984 ) ( 2011.160645, 17.121321, 19151.496094 ) ( 109.763550, 17.120867, 17669.810547 ) ( -1600.516602, 17.119711, 19149.722656 ) ) $Name: Trigger 1 $List: ( ;! 1 points in list ( -119.372559, 253.809845, 9627.056641 ) ) $Name: Trigger 2 $List: ( ;! 1 points in list ( -205.964661, 17.923803, 14413.805664 ) ) $Name: Waypoint path 5 $List: ( ;! 1 points in list ( -147.783066, 859.938538, -1139.641724 ) ) $Name: Destination 1 $List: ( ;! 1 points in list ( 897.063232, 0.008376, 18161.650391 ) ) $Name: Destination 2 $List: ( ;! 1 points in list ( 877.958008, 0.008285, 17126.199219 ) ) $Name: Destination 3 $List: ( ;! 1 points in list ( 877.957031, 489.020172, 17126.199219 ) ) $Name: Jooyun point $List: ( ;! 1 points in list ( 216.574829, 0.002798, 16847.562500 ) ) $Name: Avila Point $List: ( ;! 1 points in list ( 255.580933, -142.256851, 16694.185547 ) ) #Messages ;! 230 total $Name: Beam challange $Team: -1 $MessageNew: XSTR("The NTC Maelstrom has entered the asteroid field! When it gets in range, the cruiser will fire its forward beam cannon at the convoy! Alpha 1, you are ordered to neutralize that turret.", 968) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM109_AC_01.wav $Name: Convoy Warning $Team: -1 $MessageNew: XSTR("Your primary objective is to escort the convoy. Do not let the rebels lure you away.", 969) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM109_AC_02.wav $Name: ParafatDDD $Team: -1 $MessageNew: XSTR("This is the GTC Parapet. We have orders to blockade the Capella jump node, and we must not leave our position. We will sortie a wing of Perseus fighters to assist. Good luck, pilots.", 970) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM109_ppt_01.wav $Name: Colossus Arrives $Team: -1 $MessageNew: XSTR("This is the GTVA Colossus. We have reached the rendezvous point. Now deploying transports. Theta wing, stand watch. ", 971) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM109_col_01.wav $Name: Thanks 1 $Team: -1 $MessageNew: XSTR("Thank you for your escort, Alpha wing.", 972) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM109_Col_02.wav $Name: Lost the Paracombe $Team: -1 $MessageNew: XSTR("The rebels destroyed the Parracombe!", 973) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM109_AC_03.wav $Name: Lost the Avila $Team: -1 $MessageNew: XSTR("We've lost the Avila! I repeat. We've lost the Avila!", 974) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM109_AC_04.wav $Name: Lost Jooyun $Team: -1 $MessageNew: XSTR("The Jooyun has been destroyed. The Vasudans will not be pleased.", 975) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-CM2 +Wave Name: SM109_vw_01.wav $Name: Beam down $Team: -1 $MessageNew: XSTR("Well done, pilot. The Maelstrom's main gun has been neutralized.", 976) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM109_AC_05.wav $Name: Convoy Warning 3 $Team: -1 $MessageNew: XSTR("Check your distance from the convoy, pilot.", 977) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM109_AC_06.wav $Name: Plea $Team: -1 $MessageNew: XSTR("All units in the vicinity of the Capella jump node! Mayday! Our convoy is under attack! Repeat! Our convoy is under attack!", 978) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: SM109_w1_01.wav $Name: 23 Kilometers $Team: -1 $MessageNew: XSTR("We're heading into the asteroid field now, Command. We're approximately twenty-three kilometers from the Capella jump node.", 979) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP2 +Wave Name: SM109_w0_01.wav $Name: Hostile Indicators $Team: -1 $MessageNew: XSTR("I'm picking up hostile indicators on my radar. I can't get a lock. Might be nothing but asteroid interference.", 980) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: SM109_w2_01.wav $Name: Wishful Thinking $Team: -1 $MessageNew: XSTR("That's wishful thinking, pilot. Proceed with caution, and stay close to the convoy.", 981) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM109_AC_07.wav $Name: Sentry Gun $Team: -1 $MessageNew: XSTR("Command, a rebel sentry gun has activated one thousand meters from the convoy!", 982) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: SM109_w1_02.wav $Name: Be Careful $Team: -1 $MessageNew: XSTR("Destroy it, but be careful, Alpha. The NTF seem to have an ambush in the works. Keep an eye out for hostile fighters.", 983) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM109_AC_08.wav $Name: Medusa Bombers $Team: -1 $MessageNew: XSTR("The rebels have sortied their Medusa bombers! Intercept them before they fire their missiles! We must protect that convoy!", 984) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM109_AC_09.wav $Name: Maelstrom Destroyed $Team: -1 $MessageNew: XSTR("Excellent work, pilots! We have destroyed the Maelstrom! ", 985) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM109_AC_10.wav $Name: Jooyun in the Ca-Ca $Team: -1 $MessageNew: XSTR("This is the GVG Jooyun. We are in dire need of fighter cover! All allied ships in the vicinity, please assist!", 986) $end_multi_text +AVI Name: Head-VC +Wave Name: SM109_Joo_01.wav $Name: Avila in Deep $Team: -1 $MessageNew: XSTR("Avila here! Help us out, pilots! Hull integrity is below critical! ", 987) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM109_Avi_01.wav $Name: Paracombe Critical $Team: -1 $MessageNew: XSTR("This is the Parracombe! We're taking a pounding here! Our hull cannot withstand a direct hit!", 988) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM109_pCb_01.wav $Name: All over loser $Team: -1 $MessageNew: XSTR("The convoy is lost! Return to base immediately.", 989) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm109_ac_11.wav $Name: Colossus Arrives 2 $Team: -1 $MessageNew: XSTR("Alpha, the situation is now under control. You may return to base.", 990) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm109_col_03.wav #Reinforcements ;! 0 total #Background bitmaps ;! 7 total $Num stars: 953 $Ambient light level: 0 $Sun: SunRed +Angles: 0.157080 4.799652 3.665189 +Scale: 2.000000 $Starbitmap: neb17 +Angles: 0.244346 0.383972 0.191986 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb15 +Angles: 0.523598 2.146753 0.471239 +ScaleX: 3.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb06 +Angles: 0.785398 1.326449 0.052360 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb04 +Angles: 1.047197 3.246310 0.366519 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb15 +Angles: 1.308996 1.762781 0.558505 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb17 +Angles: 1.570795 3.717548 0.750491 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: planetb +Angles: 1.169370 5.445423 0.000000 +ScaleX: 0.500000 +ScaleY: 0.500000 +DivX: 1 +DivY: 1 #Asteroid Fields $Density: 100 +Field Type: 0 +Debris Genre: 0 +Field Debris Type: 2 $Average Speed: 5.000000 $Minimum: -4000.000000, -1000.000000, -1000.000000 $Maximum: 4000.000000, 3000.000000, 20000.000000 +Inner Bound: $Minimum: -1000.000000, 0.000000, 0.000000 $Maximum: 1000.000000, 1000.000000, 19500.000000 #Music $Event Music: 4: Numbers $Briefing Music: Brief2 #End #Mission Info $Version: 0.10 $Name: XSTR("Feint! Parry! Riposte!", 991) $Author: James Agay $Created: 05/10/99 at 10:36:07 $Modified: 09/15/99 at 00:55:36 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("The 242nd attacks two rebel cruisers and their escorts in an attempt to lure the NTD Repulse into position. ", 992) $end_multi_text +Game Type Flags: 1 +Flags: 0 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -1557.869629, 257.761414, 10436.378906 +Viewer orient: 0.001574, -0.000002, -0.999999, 0.500296, 0.865854, 0.000786, 0.865853, -0.500296, 0.001364 +SquadReassignName: 242nd Suicide Kings +SquadReassignLogo: 242suicide.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Sexp_variables $Variables: ( 94 "Repulse" "100" "block" 95 "Repulse" "2400" "block" 96 "Repulse" "400" "block" 97 "Repulse" "3500" "block" 98 "Repulse" "1" "block" 99 "Repulse" "1000" "block" ) #Command Briefing #Briefing $start_briefing $num_stages: 5 $start_stage $multi_text XSTR("The Alliance will now take the $f Colossus on the offensive. We intend to break the back of the rebel fleet in Epsilon Pegasi, and the 242nd will play a pivotal role. Rear Admiral Koth is somewhere in this system. He will not commit the $h Repulse unless it's absolutely necessary. Your job is to create that necessity. ", 993) $end_multi_text $voice: SM110_MB_01.wav $camera_pos: 142.803604, 376.341797, -19554.550781 $camera_orient: 0.000538, -0.000002, 1.000000, -0.999299, -0.037450, 0.000538, 0.037450, -0.999299, -0.000022 $camera_time: 500 $num_lines: 0 $num_icons: 1 $Flags: 1 $Formula: ( true ) $start_icon $type: 31 $team: Friendly $class: GTVA Colossus $pos: 150.529663, 7.479577, -19560.064453 $label: Colossus +id: 11 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("To lure Koth into our trap, the first phase of the mission will involve an attack against the rebel cruisers $h Majestic and $h Refute. They are defended by a complement of twelve Hercules-class fighters. With the speed and agility of the Perseus, you should be able to outmaneuver the Hercs and take them down.", 994) $end_multi_text $voice: SM110_MB_02.wav $camera_pos: -1557.869629, 257.761414, 10436.378906 $camera_orient: 0.001574, -0.000002, -0.999999, 0.500296, 0.865854, 0.000786, 0.865853, -0.500296, 0.001364 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 2 $Formula: ( true ) $start_icon $type: 18 $team: Hostile $class: GTC Fenris $pos: -1076.957764, 44.764584, 10532.399414 $label: Refute +id: 1 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: GTC Fenris $pos: -1148.407104, -10.424735, 10528.488281 $label: Majestic +id: 2 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: GTF Hercules $pos: -1127.925171, 83.699371, 10387.707031 $label: Escort +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: GTF Hercules $pos: -1184.765259, -0.906254, 10387.885742 $label: Escort +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Friendly $class: GTVA Colossus $pos: 150.529663, 7.479577, -19560.064453 $label: Colossus +id: 11 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Your primary objective will be to eliminate the fighter escort. This will pave the way for the $f GTC $f Rampart and our bomber wings, which will deliver the main thrust of the strike. Our plan is to damage the rebel cruisers while presenting the smallest credible threat. ", 995) $end_multi_text $voice: SM110_MB_03.wav $camera_pos: -2028.207642, 529.633179, 10317.993164 $camera_orient: 0.001574, -0.000002, -0.999999, 0.500296, 0.865854, 0.000786, 0.865853, -0.500296, 0.001364 $camera_time: 500 $num_lines: 0 $num_icons: 6 $Flags: 0 $Formula: ( true ) $start_icon $type: 18 $team: Hostile $class: GTC Fenris $pos: -1056.761597, 44.764656, 10701.390625 $label: Refute +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: GTC Fenris $pos: -1216.457642, -10.424653, 10660.614258 $label: Majestic +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 23 $team: Friendly $class: GTF Perseus $pos: -955.861389, -49.781517, 10287.923828 $label: Alpha +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Friendly $class: GTVA Colossus $pos: 150.529663, 7.479577, -19560.064453 $label: Colossus +id: 11 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: GTF Hercules $pos: -1223.710571, -0.906261, 10504.601563 $label: Escort +id: 4 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: GTF Hercules $pos: -1002.565308, 83.699493, 10528.310547 $label: Escort +id: 3 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("If the rebels think our force consists of nothing more than a Leviathan and a few errant bombers, they may capitalize on this advantage and sortie their fleet. For this reason, the cruisers must not be destroyed before their reinforcements enter the field of engagement. ", 996) $end_multi_text $voice: SM110_MB_04.wav $camera_pos: -2202.978027, 630.619751, 10317.717773 $camera_orient: 0.001574, -0.000002, -0.999999, 0.500296, 0.865854, 0.000786, 0.865853, -0.500296, 0.001364 $camera_time: 500 $num_lines: 0 $num_icons: 7 $Flags: 0 $Formula: ( true ) $start_icon $type: 18 $team: Hostile $class: GTC Fenris $pos: -1267.587524, 44.764656, 10643.635742 $label: Refute +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: GTC Fenris $pos: -1378.612183, -10.424779, 10626.562500 $label: Majestic +id: 2 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTC Leviathan $pos: -797.640930, 0.003432, 10044.920898 $label: Rampart +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 23 $team: Friendly $class: GTF Perseus $pos: -944.490417, -49.781502, 10404.679688 $label: Alpha +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 19 $team: Hostile $class: GTD Orion $pos: -828.195984, 0.002586, 10754.528320 $label: Rebel Fleet +id: 10 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Friendly $class: GTVA Colossus $pos: -1103.087891, 7.484340, 9281.251953 $label: Colossus +id: 11 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 17 $team: Friendly $class: GTB Medusa $pos: -1243.337158, 5.351945, 10117.879883 $label: Bombers +id: 12 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("If Koth sends in the $h Repulse to finish the job, Command will deploy the $f Colossus to strike the final blow. Your secondary objective will be to defend the $f Rampart during this phase of the battle. The cruiser will probably sustain damage from the earlier exchange. Good luck, Alpha.", 997) $end_multi_text $voice: SM110_MB_05.wav $camera_pos: -2202.978027, 630.619751, 10317.717773 $camera_orient: 0.001574, -0.000002, -0.999999, 0.500296, 0.865854, 0.000786, 0.865853, -0.500296, 0.001364 $camera_time: 500 $num_lines: 0 $num_icons: 6 $Flags: 0 $Formula: ( true ) $start_icon $type: 19 $team: Hostile $class: GTD Orion $pos: -828.195984, 0.002586, 10754.528320 $label: Rebel Fleet +id: 10 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Friendly $class: GTVA Colossus $pos: -938.602051, 7.484372, 10125.132813 $label: Colossus +id: 11 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: GTC Fenris $pos: -1267.587524, 44.764656, 10643.635742 $label: Refute +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: GTC Fenris $pos: -1378.612183, -10.424779, 10626.562500 $label: Majestic +id: 2 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 23 $team: Friendly $class: GTF Perseus $pos: -1304.356445, -49.781506, 10048.396484 $label: Alpha +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTC Leviathan $pos: -1358.188965, 0.003506, 10228.520508 $label: Rampart +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 3 $Formula: ( and ( is-goal-true-delay "Destroy Fighter Escort" 0 ) ( is-destroyed-delay 0 "Repulse" ) ( not ( is-destroyed-delay 0 "Rampart" ) ) ) $Multi text XSTR("The Alliance has declared a decisive victory in Epsilon Pegasi. With our blockade of the Polaris jump node, all rebel forces in the system have surrendered. In recognition of your contributions to the allied victory, you are hereby awarded the Epsilon Pegasi Liberation Medal. The GTVA Security Council and General Assembly extend their gratitude for your service. Admiral Petrarch has requested recommendations for the 134th Barracuda squadron, a combat evaluation unit. I have forwarded your name as an outstanding candidate. The primary role of the 134th is the field testing of new technologies. In my estimation, you will excel in this challenging position. However, I have also learned that Special Operations Command requires a volunteer for an extremely dangerous operation. If you choose to pursue this course, your assignment with the 134th will be waiting for you upon your return. The decision is yours, pilot.", 998) $end_multi_text $Voice: SM110_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-goal-true-delay "Destroy Fighter Escort" 0 ) ( is-destroyed-delay 0 "Repulse" ) ( is-destroyed-delay 0 "Rampart" ) ) $Multi text XSTR("The Alliance has declared a decisive victory in Epsilon Pegasi. With our blockade of the Polaris jump node, all rebel forces in the system have surrendered. However, the 242nd Suicide Kings have little cause to celebrate. The destruction of the Rampart reflects poorly on our unit and on your leadership. Command relies on our intercept squadrons to defend our warships. As a wing leader, you must learn how to take initiative, how to evaluate a crisis, and how to manage your squadmates. I have recommended your immediate transfer to the 134th Barracudas, a combat evaluation unit. At least the consequences of failure in such a squadron are not so grim. I have also learned that Special Operations Command requires a volunteer for a suicide mission. Of course, that decision is entirely up to you. ", 999) $end_multi_text $Voice: SM110_DB_02.wav $Recommendation text: XSTR("Stay focused on your objectives. Don't waste time chasing down lone fighters. Use the large ships for fire support to quickly eliminate hostile targets.", 1000) $end_multi_text $Formula: ( or ( is-goal-false-delay "Destroy Fighter Escort" 0 ) ( not ( is-destroyed-delay 0 "Majestic" ) ) ( not ( is-destroyed-delay 0 "Refute" ) ) ( not ( is-destroyed-delay 0 "Repulse" ) ) ) $Multi text XSTR("You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.", 180) $end_multi_text $Voice: 3_joe.wav $Recommendation text: XSTR("Do not jump out unless ordered to do so.", 731) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Hercules Mark II" 4 ) +Weaponry Pool: ( "Subach HL-7" 20 "Prometheus R" 20 "Tempest" 600 "Hornet" 260 "Harpoon" 164 ) #Objects ;! 36 total $Name: Alpha 1 ;! Object #0 $Class: GTF Perseus $Team: Friendly $Location: 677.983887, -2.243325, -66.208717 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Colossus ;! Object #1 $Class: GTVA Colossus $Team: Friendly $Location: 5426.589355, 0.000581, -11769.412109 $Orientation: 0.965221, 0.000000, 0.261434, 0.000000, 1.000000, 0.000000, -0.261434, 0.000000, 0.965221 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03a +Subsystem: turret04a +Subsystem: turret05a +Subsystem: turret06a +Subsystem: turret07a +Subsystem: turret08a +Subsystem: turret09a +Subsystem: turret10a +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 +Subsystem: turret27 +Subsystem: turret28 +Subsystem: turret29 +Subsystem: turret30 +Subsystem: turret31 +Subsystem: turret32 +Subsystem: turret33 +Subsystem: turret34 +Subsystem: turret35 +Subsystem: turret36 +Subsystem: turret37 +Subsystem: turret38 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret39 +Subsystem: turret40 +Subsystem: turret41 +Subsystem: turret42 +Subsystem: turret43 +Subsystem: turret44 +Subsystem: turret45 +Subsystem: turret46 +Subsystem: turret47 +Subsystem: turret48 +Subsystem: turret49 +Subsystem: turret50 +Subsystem: turret51 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret52 +Subsystem: turret53 +Subsystem: turret54 +Subsystem: turret55 +Subsystem: turret56 +Subsystem: turret57 +Subsystem: turret58 +Subsystem: turret59 +Subsystem: turret60 +Subsystem: turret61 +Subsystem: turret62 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret63 +Primary Banks: ( "Terran Turret" ) $Arrival Location: In front of ship +Arrival Distance: 8750 $Arrival Anchor: Repulse $Arrival Cue: ( is-event-true-delay "Send in the clowns" 15 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Alpha 2 ;! Object #2 $Class: GTF Perseus $Team: Friendly $Location: 639.572998, -2.243976, -111.697021 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Alpha 3 ;! Object #3 $Class: GTF Perseus $Team: Friendly $Location: 735.563660, -2.241430, -125.302368 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Alpha 4 ;! Object #4 $Class: GTF Perseus $Team: Friendly $Location: 608.262573, -2.243306, -183.576721 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Rampart ;! Object #5 $Class: GTC Leviathan $Team: Friendly $Location: -2679.395264, 0.003352, -2071.962402 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Rampart route" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09a-01-main +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Repulse ;! Object #6 $Class: GTD Orion $Team: Hostile $Location: 416.000000, 0.000000, 7036.299805 $Orientation: -0.964228, 0.000000, -0.265074, 0.033212, 0.992120, -0.120809, 0.262986, -0.125291, -0.956630 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Colossus" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03a +Subsystem: turret04a +Subsystem: turret05a +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Trouble for the rebels" 3 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "kamikaze" )+Respawn priority: 0 +Special Exp index: 94 +Kamikaze Damage: 100 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Majestic ;! Object #7 $Class: GTC Fenris $Team: Hostile $Location: -300.339264, -225.613174, 7582.637695 $Orientation: -0.999997, 0.000000, -0.002349, -0.000033, 0.999903, 0.013930, 0.002349, 0.013930, -0.999900 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Low evil" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Primary Banks: ( "AAAh" ) +Subsystem: turret05 +Subsystem: turret06 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09a-01-main +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Refute ;! Object #8 $Class: GTC Fenris $Team: Hostile $Location: -258.399994, 242.100006, 7579.020508 $Orientation: -1.000000, 0.000000, 0.000266, -0.000004, 0.999884, -0.015242, -0.000266, -0.015242, -0.999884 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Destination: evil" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret05 +Subsystem: turret06 +Primary Banks: ( "AAAh" ) +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09a-01-main +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Capricorn 1 ;! Object #9 $Class: GTF Hercules $Team: Hostile $Location: -192.181198, -153.083496, 7490.464844 $Orientation: -1.000000, 0.000000, -0.000984, -0.000009, 0.999956, 0.009425, 0.000983, 0.009425, -0.999955 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "" ) +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Capricorn 2 ;! Object #10 $Class: GTF Hercules $Team: Hostile $Location: -226.560272, -153.083786, 7665.297852 $Orientation: -0.999986, 0.000000, 0.005325, 0.000050, 0.999957, 0.009316, -0.005325, 0.009316, -0.999942 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "" ) +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Scorpio 1 ;! Object #11 $Class: GTF Hercules $Team: Hostile $Location: 450.238678, -0.002090, 4344.910156 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "" ) +Secondary Banks: ( "Rockeye" "Harpoon" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Scorpio 2 ;! Object #12 $Class: GTF Hercules $Team: Hostile $Location: 361.799805, -0.001918, 4219.661621 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "" ) +Secondary Banks: ( "Rockeye" "Harpoon" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Scorpio 3 ;! Object #13 $Class: GTF Hercules $Team: Hostile $Location: 55.429672, -0.001972, 4235.235840 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "" ) +Secondary Banks: ( "Rockeye" "Harpoon" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Gemini 1 ;! Object #14 $Class: GTF Hercules $Team: Hostile $Location: -367.589569, 121.859764, 7875.081055 $Orientation: -0.999220, -0.011208, 0.037860, -0.010546, 0.999789, 0.017617, -0.038050, 0.017204, -0.999128 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "" ) +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Gemini 2 ;! Object #15 $Class: GTF Hercules $Team: Hostile $Location: -362.589142, 200.423599, 7755.790527 $Orientation: -0.999984, 0.000000, 0.005586, -0.000055, 0.999952, -0.009791, -0.005586, -0.009791, -0.999936 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "" ) +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Gemini 3 ;! Object #16 $Class: GTF Hercules $Team: Hostile $Location: -231.961456, 149.376694, 7962.644043 $Orientation: -0.999977, 0.000000, -0.006731, 0.000063, 0.999956, -0.009381, 0.006731, -0.009381, -0.999933 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "" ) +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Iota 1 ;! Object #17 $Class: GTB Medusa $Team: Friendly $Location: -2454.630615, -367.186493, -1897.663818 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Tornado" "" ) +Subsystem: turret01a $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 15 +Persona Index: 1 $Name: Iota 2 ;! Object #18 $Class: GTB Medusa $Team: Friendly $Location: -2349.542725, -367.185638, -1966.125488 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Tornado" "" ) +Subsystem: turret01a $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 15 +Persona Index: 1 $Name: Zeta 1 ;! Object #19 $Class: GTB Medusa $Team: Friendly $Location: -2899.069336, -0.000300, -1813.919434 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Tornado" "" ) +Subsystem: turret01a $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 15 +Persona Index: 3 $Name: Zeta 2 ;! Object #20 $Class: GTB Medusa $Team: Friendly $Location: -2796.442383, -0.000354, -1897.072021 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Tornado" "" ) +Subsystem: turret01a $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 15 +Persona Index: 3 $Name: Aries 1 ;! Object #21 $Class: GTF Loki $Team: Hostile $Location: -1541.997437, -0.000025, 8473.408203 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Aries 2 ;! Object #22 $Class: GTF Loki $Team: Hostile $Location: -1615.139526, -0.000211, 8552.103516 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Aries 3 ;! Object #23 $Class: GTF Loki $Team: Hostile $Location: -1505.443604, -0.000172, 8540.177734 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Aries 4 ;! Object #24 $Class: GTF Loki $Team: Hostile $Location: -1448.536133, -0.000170, 8643.141602 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Scorpio 4 ;! Object #25 $Class: GTF Hercules $Team: Hostile $Location: 207.438461, -0.004203, 4334.187012 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "" ) +Secondary Banks: ( "Rockeye" "Harpoon" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Scorpio 5 ;! Object #26 $Class: GTF Hercules $Team: Hostile $Location: 6.918930, -0.004187, 4366.337402 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "" ) +Secondary Banks: ( "Rockeye" "Harpoon" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Libra 1 ;! Object #27 $Class: GTF Loki $Team: Hostile $Location: -4116.184570, 0.031507, -1768.172485 $Orientation: -0.545089, 0.000000, -0.838378, 0.000006, 1.000000, -0.000004, 0.838378, -0.000007, -0.545089 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Libra 2 ;! Object #28 $Class: GTF Loki $Team: Hostile $Location: -4181.867676, 67.509010, -1737.037964 $Orientation: -0.561690, 0.000000, -0.827348, 0.015279, 0.999829, -0.010373, 0.827207, -0.018467, -0.561594 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Libra 3 ;! Object #29 $Class: GTF Loki $Team: Hostile $Location: -4113.027344, -28.099669, -1724.865845 $Orientation: -0.550625, 0.000000, -0.834753, -0.006465, 0.999970, 0.004265, 0.834728, 0.007745, -0.550609 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Libra 4 ;! Object #30 $Class: GTF Loki $Team: Hostile $Location: -4252.708496, -71.943504, -1802.437378 $Orientation: -0.559470, 0.000000, -0.828850, -0.016908, 0.999792, 0.011413, 0.828678, 0.020399, -0.559354 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Epsilon 1 ;! Object #31 $Class: GTF Perseus $Team: Friendly $Location: 1000.043579, -0.001905, -95.831512 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Epsilon 2 ;! Object #32 $Class: GTF Perseus $Team: Friendly $Location: 899.224976, -0.001879, -195.219696 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Epsilon 3 ;! Object #33 $Class: GTF Perseus $Team: Friendly $Location: 1100.257568, -0.001904, -194.963593 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Scorpio 6 ;! Object #34 $Class: GTF Hercules $Team: Hostile $Location: 213.077438, -0.000131, 4513.935059 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "" ) +Secondary Banks: ( "Rockeye" "Harpoon" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Capricorn 3 ;! Object #35 $Class: GTF Hercules $Team: Hostile $Location: -307.437164, -170.000244, 7783.400391 $Orientation: -0.989008, 0.000000, -0.147863, 0.000000, 1.000000, 0.000000, 0.147863, 0.000000, -0.989008 $IFF: IFF 1 $AI Behavior: None +AI Class: Coward $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "" ) +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 #Wings ;! 9 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) $AI Goals: ( goals ( ai-guard "Alpha 1" 50 ) ( ai-ignore "Majestic" 50 ) ( ai-ignore "Refute" 50 ) ) +Hotkey: 0 +Flags:( ) $Name: Gemini $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gemini 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Gemini 1" "Gemini 2" "Gemini 3" ) $AI Goals: ( goals ( ai-guard "Majestic" 40 ) ( ai-guard "Repulse" 50 ) ( ai-chase "Rampart" 39 ) ) +Flags:( ) $Name: Capricorn $Waves: 1 $Wave Threshold: 0 $Special Ship: 2 ;! Capricorn 3 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Capricorn 1" "Capricorn 2" "Capricorn 3" ) $AI Goals: ( goals ( ai-guard "Majestic" 50 ) ) +Flags:( ) $Name: Scorpio $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Scorpio 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Scorpio 1" "Scorpio 2" "Scorpio 3" "Scorpio 4" "Scorpio 5" "Scorpio 6" ) $AI Goals: ( goals ( ai-chase-any 56 ) ( ai-ignore "Iota 1" 50 ) ( ai-ignore "Iota 2" 50 ) ( ai-ignore "Zeta 1" 50 ) ( ai-ignore "Zeta 2" 50 ) ) +Flags:( ) $Name: Iota $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Iota 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Iota 1" "Iota 2" ) $AI Goals: ( goals ( ai-guard "Rampart" 50 ) ) +Hotkey: 1 +Flags:( ) $Name: Zeta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Zeta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Zeta 1" "Zeta 2" ) $AI Goals: ( goals ( ai-guard "Rampart" 50 ) ) +Flags:( ) $Name: Aries $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Aries 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Repulse $Arrival Cue: ( has-arrived-delay 22 "Repulse" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Aries 1" "Aries 2" "Aries 3" "Aries 4" ) $AI Goals: ( goals ( ai-chase "Rampart" 50 ) ) +Flags:( "no-arrival-message" ) +Wave Delay Min: 13 +Wave Delay Max: 18 $Name: Libra $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Libra 1 $Arrival Location: Near Ship +Arrival Distance: 1200 $Arrival Anchor: Zeta 2 $Arrival Cue: ( is-event-true-delay "Bombers Away 1" 22 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Libra 1" "Libra 2" "Libra 3" "Libra 4" ) $AI Goals: ( goals ( ai-chase-wing "Zeta" 50 ) ( ai-chase-wing "Iota" 49 ) ( ai-chase-any 33 ) ) +Flags:( "no-arrival-music" "no-arrival-message" ) $Name: Epsilon $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Epsilon 1 $Arrival Location: Near Ship +Arrival Distance: 700 $Arrival Anchor: Alpha 1 $Arrival Cue: ( or ( is-destroyed-delay 11 "Alpha 2" "Alpha 3" "Alpha 4" ) ( has-arrived-delay 13 "Libra" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Epsilon 1" "Epsilon 2" "Epsilon 3" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) #Events ;! 69 total $Formula: ( when ( true ) ( send-message "#Command" "High" "Initial orders" ) ) +Name: Initial Orders +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Scorpio" "Capricorn" "Gemini" ) ( do-nothing ) ) +Name: Directive +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Escort Fighters", 1001) $Formula: ( when ( true ) ( beam-free-all "Rampart" ) ) +Name: Rampart Armed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( beam-free-all "Majestic" ) ) +Name: Majestic Armed +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( beam-free-all "Refute" ) ) +Name: Refute Armed +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( has-arrived-delay 3 "Repulse" ) ( beam-free-all "Repulse" ) ) +Name: Iceni Armed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 10 "Colossus" ) ( beam-free-all "Colossus" ) ) +Name: Colosus Armed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Scorpio" "Capricorn" "Gemini" ) ( send-message "#Command" "High" "Alpha Rearm" ) ) +Name: ReArm Alpha +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-goal-true-delay "Defend The Rampart" 0 ) ( do-nothing ) ) +Name: Rampart Directive +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Protect the Rampart", 1002) $Formula: ( when ( or ( and ( < ( hits-left "Majestic" ) 30 ) ( < ( hits-left "Refute" ) 30 ) ) ( has-time-elapsed 360 ) ) ( do-nothing ) ) +Name: Trouble for the rebels +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( do-nothing ) ) +Name: When Fools Rush In +Repeat Count: 1 +Interval: 1 +Chained: 35 $Formula: ( when ( true ) ( do-nothing ) ) +Name: Send in the clowns +Repeat Count: 1 +Interval: 1 +Chained: 25 $Formula: ( when ( true ) ( clear-goals "Alpha" ) ) +Name: Alpha Form up +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( add-goal "Alpha" ( ai-guard "Alpha 1" 89 ) ) ) +Name: Alpha form up 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( ship-vulnerable "Refute" ) ( ship-vulnerable "Majestic" ) ) +Name: Vunerable again +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( is-event-true-delay "Trouble for the rebels" 0 ) ( beam-lock "Rampart" "turret02" ) ) +Name: Rampart stand down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( < ( distance "Rampart" "Majestic" ) 3300 ) ( is-event-incomplete "Hazza" ) ) ( send-message "#Command" "High" "Rampart Beams down" ) ) +Name: And announce the fact +Repeat Count: 1 +Interval: 1 +Chained: 2 $Formula: ( when ( and ( > ( hits-left "Refute" ) 40 ) ( < ( hits-left "Majestic" ) 25 ) ( is-event-true-delay "Rampart gets choosey" 0 ) ) ( fire-beam "Rampart" "turret02" "Refute" ) ) +Name: Rampart focus on Refute +Repeat Count: 5 +Interval: 35 $Formula: ( when ( and ( > ( hits-left "Majestic" ) 40 ) ( < ( hits-left "Refute" ) 25 ) ( is-event-true-delay "Rampart gets choosey" 0 ) ) ( fire-beam "Rampart" "turret02" "Majestic" ) ) +Name: Rampart focus on Majestic +Repeat Count: 5 +Interval: 35 $Formula: ( when ( or ( < ( hits-left "Refute" ) 39 ) ( < ( hits-left "Majestic" ) 39 ) ) ( beam-lock "Rampart" "turret02" ) ) +Name: Rampart gets choosey +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( < ( hits-left "Refute" ) 30 ) ( is-event-true-delay "Bombers Away 1" 0 ) ) ( clear-goals "Zeta" ) ) +Name: Bombers auto back off 1-1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Zeta 1" "Normal" "Delta Depart" ) ) +Name: Bombers Auto Back off 1-2 +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( add-goal "Zeta" ( ai-warp-out 89 ) ) ) +Name: Bombers Auto Back off 1-3 +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( and ( < ( hits-left "Majestic" ) 30 ) ( is-event-true-delay "Bombers Away 2" 0 ) ) ( clear-goals "Iota" ) ) +Name: Bombers Auto Back off 2-1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Iota 1" "Normal" "Beta Depart" ) ) +Name: Bombers Auto Back off 2-2 +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( add-goal "Iota" ( ai-warp-out 89 ) ) ) +Name: Bombers Auto Back off 2-3 +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( is-goal-true-delay "Destroy Fighter Escort" 4 ) ( add-goal "Zeta" ( ai-chase "Refute" 89 ) ) ) +Name: Bombers Away 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( add-goal "Iota" ( ai-chase "Majestic" 89 ) ) ) +Name: Bombers Away 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( has-arrived-delay 7 "Refute" ) ( beam-free-all "Rampart" ) ) +Name: Ranmpart back online +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Rampart" "High" "Rampart Back online" ) ) +Name: And tells the world +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( has-arrived-delay 2 "Aries" ) ( send-message "#Command" "High" "Bandits Launch" ) ) +Name: Bandits launch +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Aries" ) ( do-nothing ) ) +Name: Bandit Directive +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Aries", 14) $Formula: ( when ( has-arrived-delay 0 "Libra" ) ( send-message "#Command" "High" "Beta under fire" ) ) +Name: Libra Launch +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Libra" ) ( do-nothing ) ) +Name: Libra Directive +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Libra", 18) $Formula: ( when ( < ( distance "Majestic" "Alpha 1" ) 2300 ) ( send-message "#Command" "High" "Advice" ) ) +Name: Advice +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( < ( hits-left "Refute" ) 24 ) ( is-event-incomplete "Trouble for the rebels" ) ) ( ship-invulnerable "Refute" ) ) +Name: Invincible Refute +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( < ( hits-left "Majestic" ) 24 ) ( is-event-incomplete "Trouble for the rebels" ) ) ( ship-invulnerable "Majestic" ) ) +Name: Invincible Majestic +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-goal-true-delay "Destroy Rebels" 10 ) ( is-destroyed-delay 0 "Aries" "Libra" ) ) ( send-message "#Command" "High" "go home" ) ) +Name: Go home +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return to base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return to base", 66) $Formula: ( when ( < ( distance "Colossus" "Repulse" ) 7500 ) ( send-message "Colossus" "High" "RAM 1" ) ) +Name: RAM 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Repulse" "High" "AC RAM 1" ) ) +Name: RAM 2 +Repeat Count: 1 +Interval: 1 +Chained: 13 $Formula: ( send-message "#Command" "High" "RAM 2" ) +Name: RAM 3 +Repeat Count: 1 +Interval: 1 +Chained: 9 $Formula: ( when ( true ) ( send-message "Colossus" "High" "RAM 4" ) ) +Name: RAM 4 +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( true ) ( send-message "Repulse" "High" "RAM 5" ) ) +Name: RAM 5 +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( send-message "Colossus" "High" "RAM 6" ) ) +Name: RAM 6 +Repeat Count: 1 +Interval: 1 +Chained: 11 $Formula: ( when ( has-arrived-delay 3 "Repulse" ) ( send-message "#Command" "High" "orion arrives" ) ) +Name: orion arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 5 "Colossus" ) ( send-message "#Command" "High" "Colossus Arrives" ) ( ship-vulnerable "Refute" ) ( ship-vulnerable "Majestic" ) ) +Name: Colossus +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( unprotect-ship "Alpha 2" ) ( ship-vulnerable "Alpha 2" ) ) +Name: Alpha 2 vun again +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( is-destroyed-delay 0 "Repulse" ) ( send-message "#Command" "High" "Victory" ) ) +Name: Victory +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Colossus" "High" "Vic 2" ) ) +Name: Victory 2 +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( and ( is-goal-true-delay "Destroy Rebels" 0 ) ( is-destroyed-delay 0 "Libra" "Aries" "Scorpio" "Capricorn" "Gemini" ) ) ( send-message "#Command" "High" "Vic 3" ) ) +Name: Victory 3 +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( tech-add-weapons "Morning Star" ) ( allow-weapon "Morning Star" ) ( tech-add-weapons "EMP Adv." ) ( allow-weapon "EMP Adv." ) ) +Name: May Continue +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( is-destroyed-delay 3 "Majestic" ) ( send-message "#Command" "High" "Majestic" ) ) +Name: Majestic down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 3 "Refute" ) ( send-message "#Command" "High" "Refute" ) ) +Name: Refute down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Rampart" ) 10 ) ( send-message "Rampart" "High" "Rampart 1" ) ) +Name: Rampart 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 3 "Rampart" ) ( send-message "#Command" "High" "Rampart 2" ) ) +Name: Rampart 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( is-destroyed-delay 0 "Repulse" ) ( set-subsystem-strength "Colossus" "Hull" 85 ) ) +Name: Kamakazi Damage 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( < ( shields-left "Alpha 2" ) 14 ) ( not ( has-arrived-delay 0 "Colossus" ) ) ) ( ship-invulnerable "Alpha 2" ) ) +Name: Alpha 2 lives on +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( < ( shields-left "Alpha 2" ) 21 ) ( not ( has-arrived-delay 0 "Colossus" ) ) ) ( protect-ship "Alpha 2" ) ) +Name: Alpha 2 must live +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Majestic" "Alpha" ) 1000 ) ( do-nothing ) ) +Name: Chase player +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( clear-goals "Gemini" ) ( clear-goals "Capricorn" ) ) +Name: Chase 2 +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( add-goal "Capricorn 1" ( ai-chase "Alpha 1" 89 ) ) ( send-message "#Command" "High" "COM- Chase" ) ( add-goal "Alpha" ( ai-guard "Alpha 1" 89 ) ) ) +Name: Chase 3 +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( add-goal "Capricorn 3" ( ai-chase "Alpha 1" 89 ) ) ( add-goal "Capricorn 2" ( ai-chase "Alpha 1" 89 ) ) ( protect-ship "Alpha 1" ) ) +Name: Chase 4 +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( add-goal "Gemini 1" ( ai-chase "Alpha 1" 89 ) ) ( unprotect-ship "Alpha 1" ) ) +Name: Chase 5 +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( add-goal "Gemini 2" ( ai-chase "Alpha 1" 89 ) ) ( add-goal "Gemini 3" ( ai-chase "Alpha 1" 89 ) ) ) +Name: Chase 6 +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( and ( is-goal-true-delay "Destroy Fighter Escort" 0 ) ( is-destroyed-delay 0 "Repulse" ) ( not ( is-destroyed-delay 0 "Rampart" ) ) ) ( grant-medal "Epsilon Pegasi Liberation" ) ) +Name: Medal +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( tech-add-weapons "Morning Star" ) ( allow-weapon "Morning Star" ) ( tech-add-weapons "EMP Adv." ) ( allow-weapon "EMP Adv." ) ) +Name: New Stuff +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Repulse" ) ( beam-protect-ship "Rampart" ) ) +Name: Help rampart +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Rampart stand down" 15 ) ( do-nothing ) ) +Name: Hazza +Repeat Count: 1 +Interval: 1 #Goals ;! 3 total $Type: Primary +Name: Destroy Fighter Escort $MessageNew: XSTR("Destroy the cruisers' fighter escort", 1003) $end_multi_text $Formula: ( is-destroyed-delay 0 "Scorpio" "Capricorn" "Gemini" ) $Type: Secondary +Name: Defend The Rampart $MessageNew: XSTR("Defend the Rampart", 1004) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Rampart" ) ) ( is-goal-true-delay "Destroy Rebels" 0 ) ) $Type: Primary +Name: Destroy Rebels $MessageNew: XSTR("Help destroy Koth's battle group", 1005) $end_multi_text $Formula: ( is-destroyed-delay 0 "Majestic" "Refute" "Repulse" ) #Waypoints ;! 6 lists total $Name: Rampart route $List: ( ;! 2 points in list ( -616.202209, 0.000248, -816.584656 ) ( -756.282349, 0.000092, 7789.104980 ) ) $Name: Beta Route $List: ( ;! 2 points in list ( -2729.774170, -65.614288, -3923.127686 ) ( -633.389099, -65.615242, 7800.204590 ) ) $Name: Delta Path $List: ( ;! 2 points in list ( -3252.006348, 0.001649, -4017.846924 ) ( -1045.929077, 0.000550, 7684.988281 ) ) $Name: Colosus Point $List: ( ;! 1 points in list ( 14.510478, -0.005882, 8815.379883 ) ) $Name: Destination: evil $List: ( ;! 1 points in list ( 2187.281494, 246.820999, -7896.687500 ) ) $Name: Low evil $List: ( ;! 1 points in list ( 2136.185303, -237.842667, -7867.030762 ) ) #Messages ;! 233 total $Name: Alpha Rearm $Team: -1 $MessageNew: XSTR("The fighter escort has been eliminated. Pull back to the Rampart and rearm if you need to, Alpha. Zeta wing will take it from here. We'll need you to stand by in case more rebel fighters jump in.", 1006) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM110_AC_01.wav $Name: Initial orders $Team: -1 $MessageNew: XSTR("Alpha, your primary objective is to intercept the escort. The rebel cruisers have anti-fighter guns. Stay out of range to avoid them. ", 1007) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM110_AC_02.wav $Name: Rampart Beams down $Team: -1 $MessageNew: XSTR("This is the GTC Rampart. We are powering down our beam cannons to minimize damage against the cruisers. If we destroy them by accident, our ruse is finished.", 1008) $end_multi_text +Persona: Large Ship +AVI Name: Head-CM5 +Wave Name: SM110_ram_01.wav $Name: Delta Depart $Team: -1 $MessageNew: XSTR("This is Zeta wing. We have delivered the goods and are returning to base. ", 1009) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP7 +Wave Name: SM110_w4_01.wav $Name: Beta Depart $Team: -1 $MessageNew: XSTR("Iota wing here. If we hit these cruisers any harder, there won't be any bait left for the trap. We're bugging out. ", 1010) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM110_w2_01.wav $Name: Rampart Back online $Team: -1 $MessageNew: XSTR("Rampart now powering up primary batteries. Our beam cannons are back on line.", 1011) $end_multi_text +Persona: Large Ship +AVI Name: Head-CM5 +Wave Name: SM110_ram_02.wav $Name: Beta under fire $Team: -1 $MessageNew: XSTR("Sensors picking up a wing of rebel Lokis, designation Libra. Seek and destroy.", 1012) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM110_AC_03.wav $Name: Advice $Team: -1 $MessageNew: XSTR("Proceed with caution, Alpha. Those anti-fighter beams have an effective range of fifteen hundred meters. Try to lure the escorts away from their cruisers.", 1013) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM110_AC_04.wav $Name: go home $Team: -1 $MessageNew: XSTR("This operation will mark the beginning of the end for the NTF. Well done, pilots. ", 1014) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: SM110_AC_05.wav $Name: RAM 1 $Team: -1 $MessageNew: XSTR("This is the GTVA Colossus. Admiral Koth, you are ordered to power down your vessel immediately and surrender. The Polaris jump node is blockaded. There is no escape!", 1015) $end_multi_text +Persona: Large Ship +AVI Name: Head-CM1 +Wave Name: SM110_Col_01.wav $Name: AC RAM 1 $Team: -1 $MessageNew: XSTR("I have no intention of escaping, Colossus, nor will I surrender. Even if I send my crew to hell with you, this monstrosity will be destroyed!", 1016) $end_multi_text +AVI Name: Head-CM4 +Wave Name: SM110_rep_01.wav $Name: RAM 2 $Team: -1 $MessageNew: XSTR("The Repulse has set a collision course for the Colossus!", 1017) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM110_AC_06.wav $Name: orion arrives $Team: -1 $MessageNew: XSTR("Admiral Koth's destroyer has jumped in! The NTD Repulse! The big fish has devoured our bait. Now sending in the Colossus.", 1018) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM110_AC_07.wav $Name: Colossus Arrives $Team: -1 $MessageNew: XSTR("Incoming jump signature! Friendly configuration! The Colossus is now on station!", 1019) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM110_WO_01.wav $Name: Bandits Launch $Team: -1 $MessageNew: XSTR("The Repulse is deploying its fighter wings. Alpha, we need to you to intercept! Destroy Aries wing!", 1020) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM110_AC_08.wav $Name: RAM 4 $Team: -1 $MessageNew: XSTR("Don't be absurd, Koth! You are sacrificing ten thousand lives for nothing!", 1021) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM110_col_02.wav $Name: RAM 5 $Team: -1 $MessageNew: XSTR("Your cynicism appalls me, Colossus. I have ten thousand officers and crew willing to die for Neo-Terra! The tyranny of your regime is finished! Admiral Koth out!", 1022) $end_multi_text +AVI Name: Head-CM4 +Wave Name: SM110_rep_02.wav $Name: RAM 6 $Team: -1 $MessageNew: XSTR("Evacuating forward decks four hundred through twelve hundred. Bringing turrets to bear. Auxiliary bridge, stand by. All hands brace for impact!", 1023) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM110_Col_03.wav $Name: Victory $Team: -1 $MessageNew: XSTR("Repulse objective neutralized. Colossus, what's your status?", 1024) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM110_AC_09.wav $Name: Vic 2 $Team: -1 $MessageNew: XSTR("Damage is minimal here, Command. If only Koth had surrendered instead of playing martyr, his crew would still be alive.", 1025) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM110_Col_04.wav $Name: Vic 3 $Team: -1 $MessageNew: XSTR("The area is secure. All hostile targets have been neutralized. Return to base.", 1026) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM110_AC_10.wav $Name: Majestic $Team: -1 $MessageNew: XSTR("The NTC Majestic has been destroyed!", 1027) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM110_AC_11.wav $Name: Refute $Team: -1 $MessageNew: XSTR("We have eliminated the NTC Refute!", 1028) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM110_AC_12.wav $Name: Rampart 1 $Team: -1 $MessageNew: XSTR("This is the GTC Rampart! We have sustained heavy damage! All systems approaching critical!", 1029) $end_multi_text +AVI Name: Head-CM5 +Wave Name: SM110_ram_03.wav $Name: Rampart 2 $Team: -1 $MessageNew: XSTR("We've lost the Rampart! I repeat! We've lost the Rampart!", 1030) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM110_AC_13.wav $Name: COM- Chase $Team: -1 $MessageNew: XSTR("The escort fighters are closing in on you, Alpha. Lure them back to the Rampart.", 1031) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm110_ac_14.wav #Reinforcements ;! 0 total #Background bitmaps ;! 24 total $Num stars: 713 $Ambient light level: 0 $Sun: SunRed +Angles: 0.157080 4.799652 3.665189 +Scale: 2.000000 $Starbitmap: dneb07 +Angles: 0.244346 0.366519 0.174533 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb09 +Angles: 0.506145 2.111847 0.471239 +ScaleX: 3.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb03 +Angles: 0.785398 1.308996 0.052360 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: neb11 +Angles: 1.047197 3.246310 0.366519 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb07 +Angles: 1.308996 1.745328 0.558505 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb09 +Angles: 1.570795 3.700095 0.750491 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 6.021381 0.000000 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb11 +Angles: 0.000000 1.343902 0.401425 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb07 +Angles: 6.021381 1.326449 0.628318 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb09 +Angles: 5.672316 0.000000 0.610865 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 5.235983 3.106683 0.645771 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 5.811942 0.767944 0.925024 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb07 +Angles: 5.811942 0.000000 1.169370 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb09 +Angles: 5.881755 2.495819 1.308996 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb07 +Angles: 5.881755 2.146753 1.308996 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb11 +Angles: 0.645771 0.977384 1.308996 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb07 +Angles: 6.021381 6.021381 1.867501 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb07 +Angles: 6.021381 3.857175 2.007127 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 6.195914 0.855211 5.846848 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb03 +Angles: 5.602502 2.356193 5.602502 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb07 +Angles: 5.585049 0.610865 5.585049 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb07 +Angles: 5.131264 5.480330 5.480330 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb09 +Angles: 4.974185 2.146753 5.427969 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: planetc +Angles: 1.169370 2.111847 0.000000 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 3: Leviticus $Briefing Music: Brief3 #End #Mission Info $Version: 0.10 $Name: XSTR("Battle of the Wilderness", 1032) $Author: James @ V $Created: 07/06/99 at 18:26:05 $Modified: 09/14/99 at 19:45:31 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("The 134th Barracudas escort two freighters in the first nebula deployment of the AWACS. ", 1033) $end_multi_text +Game Type Flags: 1 +Flags: 4 +NebAwacs: 1750.000000 +Storm: s_active +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 1136.876709, 21339.244141, 6772.349121 +Viewer orient: 0.005218, 0.000002, -0.999986, 0.998399, -0.056324, 0.005210, -0.056323, -0.998413, -0.000296 +SquadReassignName: 134th Barracuda +SquadReassignLogo: barracudas.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Sexp_variables $Variables: ( 0 "AWAC" "100" "number" ) #Command Briefing $Stage Text: XSTR("News from the Front At 2150, the Colossus entered the Polaris system and neutralized the NTD Andronicus and the NTC Camisard, securing the jump node from Epsilon Pegasi. Meanwhile, the 13th Vasudan Battle Group has destroyed the NTD Cyrene and gained foothold in Sirius. Intelligence reports that Admiral Bosch and his elite guard have withdrawn to the rebel enclave of Regulus. Command anticipates a total allied victory in less than 30 days.", 1034) $end_multi_text $Ani Filename: cb_sm2-01_a.ani +Wave Filename: SM201_CB_01.wav $Stage Text: XSTR("The Subspace Portal Dr. Hargrove's task force has determined that the subspace portal in Gamma Draconis was constructed by the Ancients, an extinct civilization discovered near the end of the Great War. Artifacts excavated in the Altair system contained data that enabled the GTA and PVN to destroy the SD Lucifer. Many Terran and Vasudan systems once belonged to the Ancients' empire, which the Shivans obliterated eight thousand years ago. The portal has been renamed Knossos, after the Earth's Minoan civilization.", 1035) $end_multi_text $Ani Filename: cb_sm2-01_b.ani +Wave Filename: SM201_CB_02.wav $Stage Text: XSTR("The Deneb Connection Intelligence has learned that Bosch acquired Ancient materials from an excavation site in the Deneb system. These artifacts somehow enabled Bosch to locate and activate the Knossos portal. This explains the presence of the admiral's command ship in the Deneb asteroid belt. Bosch then sent the NTC Trinity into Gamma Draconis to activate the portal, which lured the Shivans into that system. We do not know Bosch's motives or what the Shivans are doing in the nebula.", 1036) $end_multi_text $Ani Filename: cb_sm1-01_b.ani +Wave Filename: SM201_CB_03.wav $Stage Text: XSTR("Nostos Allied scientists studying the portal remain optimistic about the potential for this technology. In five to ten years, we might be able to restore contact with Earth or create new jump nodes to unexplored regions of the galaxy. For this reason, the portal must remain open for as long as possible. Command has issued a standing order to destroy the device should a full-scale invasion be imminent.", 1037) $end_multi_text $Ani Filename: cb_sm2-01_d.ani +Wave Filename: SM201_CB_04.wav $Stage Text: XSTR("Our Objectives The destruction of the Ravana has intensified Shivan activity in the nebula. The Shivan fleet appears to be smaller than the armada we defeated three decades ago, and our improved technology gives us a tactical advantage. However, with the possibility of uncharted jump nodes leading to more Shivan-infested systems, we cannot know with any certainty the full extent of the enemy force. A miscalculation on our part could unleash the second Shivan invasion of our home systems.", 1038) $end_multi_text $Ani Filename: +Wave Filename: SM201_CB_05.wav $Stage Text: XSTR("New Technologies The Aquitaine will spearhead the next phase of our exploration and containment operation in the nebula. To help us achieve our objectives, the Alliance has developed new technologies, including Advanced Warning And Control Systems, or AWACS, and gas mining vessels to gather deuterium for our fusion reactors. Prototypes of these new tactical weapons and fighters will be deployed pending successful completion of field tests. The 134th Barracudas will be conducting these combat exercises near the Gamma Draconis jump node.", 1039) $end_multi_text $Ani Filename: cb_sm2-01_e.ani +Wave Filename: SM201_CB_06.wav $Stage Text: XSTR("GTW ML-70 Morning Star Two next-generation weapons are now available: the Morning Star and the EMP missile. The GTW ML-70 Morning Star improves upon the Flail gun developed during the Great War. Recent advances in high-temperature optics enable the primary focusing chamber of the Morning Star to produce a more coherent charge. Though an energy weapon, the Morning Star has a powerful kinetic effect on its target.", 1040) $end_multi_text $Ani Filename: Tech_GTW_ML-70.ani +Wave Filename: SM201_CB_07.wav $Stage Text: XSTR("EMP Missile The EMP missile interferes with the electronics systems of vessels caught within the blast radius of the warhead. The detonation scrambles targeting data and jams communications. Tactically, the EMP is an effective anti-bomber weapon. It prevents these craft from acquiring aspect lock and temporarily shuts down the guidance and propulsion systems of warheads in flight.", 1041) $end_multi_text $Ani Filename: Tech_EMP.ani +Wave Filename: SM201_CB_08.wav #Briefing $start_briefing $num_stages: 4 $start_stage $multi_text XSTR("Welcome to the 134th Barracudas, pilot. I'm Commander Vincey, your squadron leader. The 134th is a combat evaluation unit, or CEU, which means we're among the first to test new ships and weapons in the field. While we carry out our missions, engineers will gather data on the systems we've been assigned to test.", 1042) $end_multi_text $voice: SM201_MB_01.wav $camera_pos: 1136.876709, 21339.244141, 6772.349121 $camera_orient: 0.005218, 0.000002, -0.999986, 0.998399, -0.056324, 0.005210, -0.056323, -0.998413, -0.000296 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 28 $team: Friendly $class: GTCv Deimos $pos: 26.244081, -0.000166, 14672.982422 $label: Warspite +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 9 $team: Friendly $class: GTNB Pharos $pos: -20.112946, -109.419815, -767.108887 $label: Capella +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 12 $team: Friendly $class: GTFR Triton $pos: 1800.613281, -16.736555, 2023.145874 $label: Vauban +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 30 $team: Friendly $class: GTA Charybdis $pos: 46.984642, 50.886593, 1571.245605 $label: Lucidity +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 12 $team: Friendly $class: GTFR Triton $pos: -1666.777466, -14.473908, 2046.384399 $label: Erinpura +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("In this mission, our primary objective is to escort two Triton-class freighters, the $f Erinpura and the $f Vauban. They will enter the nebula at the Gamma Draconis node and travel to their waypoint, where they will rendezvous with the $f GTCv $f Warspite. Their cargo is the new Target Acquisition and Guidance missile system. ", 1043) $end_multi_text $voice: SM201_MB_02.wav $camera_pos: 1136.876709, 21339.244141, 6772.349121 $camera_orient: 0.005219, 0.000002, -0.999986, 0.998399, -0.056324, 0.005210, -0.056323, -0.998413, -0.000296 $camera_time: 500 $num_lines: 0 $num_icons: 6 $Flags: 0 $Formula: ( true ) $start_icon $type: 28 $team: Friendly $class: GTCv Deimos $pos: 26.244081, -0.000166, 14672.982422 $label: Warspite +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 9 $team: Friendly $class: GTNB Pharos $pos: -20.112946, -109.419815, -767.108887 $label: Capella +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 12 $team: Friendly $class: GTFR Triton $pos: 2018.430054, -16.736059, 5004.134766 $label: Vauban +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 30 $team: Friendly $class: GTA Charybdis $pos: 243.592072, 50.886765, 5678.918457 $label: Lucidity +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 12 $team: Friendly $class: GTFR Triton $pos: -1478.226929, -14.475400, 4952.784668 $label: Erinpura +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Perseus $pos: 197.941620, 347.400299, 985.414185 $label: Alpha +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The $f GTA $f Lucidity will provide AWACS support for this mission. With its powerful sensor array, the $f Lucidity will transmit targeting data to your fighter, effectively increasing your sensor range. The 134th will be the first to test the system in the nebula.", 1044) $end_multi_text $voice: SM201_MB_03.wav $camera_pos: 1136.876709, 21339.244141, 6772.349121 $camera_orient: 0.005219, 0.000002, -0.999986, 0.998399, -0.056324, 0.005210, -0.056323, -0.998413, -0.000296 $camera_time: 500 $num_lines: 0 $num_icons: 6 $Flags: 0 $Formula: ( true ) $start_icon $type: 28 $team: Friendly $class: GTCv Deimos $pos: 26.244081, -0.000166, 14672.982422 $label: Warspite +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 9 $team: Friendly $class: GTNB Pharos $pos: -20.112946, -109.419815, -767.108887 $label: Capella +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 12 $team: Friendly $class: GTFR Triton $pos: 2018.430054, -16.736059, 5004.134766 $label: Vauban +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 30 $team: Friendly $class: GTA Charybdis $pos: 243.592072, 50.886765, 5678.918457 $label: Lucidity +id: 4 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 12 $team: Friendly $class: GTFR Triton $pos: -1478.226929, -14.475400, 4952.784668 $label: Erinpura +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Perseus $pos: 197.941620, 347.400299, 985.414185 $label: Alpha +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Now keep in mind that the C in CEU stands for Combat. These aren't controlled laboratory experiments. Shivan activity has intensified, so you can expect to engage some $h Maras and $h Cains out there. If the action gets too intense, call in reinforcements at your discretion. Good luck, pilot.", 1045) $end_multi_text $voice: SM201_MB_04.wav $camera_pos: 1136.876709, 21339.244141, 6772.349121 $camera_orient: 0.005218, 0.000002, -0.999986, 0.998399, -0.056324, 0.005210, -0.056323, -0.998413, -0.000296 $camera_time: 500 $num_lines: 0 $num_icons: 8 $Flags: 0 $Formula: ( true ) $start_icon $type: 28 $team: Friendly $class: GTCv Deimos $pos: 26.244081, -0.000166, 14672.982422 $label: Warspite +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 9 $team: Friendly $class: GTNB Pharos $pos: -20.112946, -109.419815, -767.108887 $label: Capella +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 12 $team: Friendly $class: GTFR Triton $pos: 2568.628906, -16.737167, 7948.719727 $label: Vauban +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 30 $team: Friendly $class: GTA Charybdis $pos: 513.136963, 50.886135, 8593.380859 $label: Lucidity +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 12 $team: Friendly $class: GTFR Triton $pos: -1392.126953, -14.475071, 7957.075195 $label: Erinpura +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Perseus $pos: 557.102417, 347.400513, 4970.437012 $label: Alpha +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Ulysses $pos: 2658.993164, 0.004231, -43.474201 $label: Beta +id: 7 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 17 $team: Friendly $class: GTB Medusa $pos: -2316.398438, -0.002463, -176.464951 $label: Zeta +id: 8 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 7 $Formula: ( and ( is-destroyed-delay 0 "Erinpura" ) ( is-destroyed-delay 0 "Vauban" ) ( or ( is-event-true-delay "COM All Clear" 0 ) ( is-event-true-delay "Failure" 0 ) ) ( not ( is-destroyed-delay 0 "Lucidity" ) ) ) $Multi text XSTR("Our squadron lost the Erinpura, the Vauban, and the TAG missile prototypes. Not only will the TAG exercise be cancelled, but Command has also ordered a full investigation. As we speak, analysts are reviewing the data from our flight recorders. The entire squadron has been grounded pending the conclusion of this inquiry. Command considers this deployment of the AWACS to be a total failure.", 1046) $end_multi_text $Voice: SM201_DB_01.wav $Recommendation text: XSTR("It is essential that you concentrate your efforts on enemy bombers. You also have reinforcements at your disposal. You would be well advised to make efficient use of them.", 1047) $end_multi_text $Formula: ( and ( or ( and ( is-destroyed-delay 0 "Vauban" ) ( not ( is-destroyed-delay 0 "Erinpura" ) ) ( or ( is-event-true-delay "COM All Clear" 0 ) ( is-event-true-delay "Failure" 0 ) ) ) ( and ( is-destroyed-delay 0 "Erinpura" ) ( not ( is-destroyed-delay 0 "Vauban" ) ) ( or ( is-event-true-delay "COM All Clear" 0 ) ( is-event-true-delay "Failure" 0 ) ) ) ) ( is-destroyed-delay 0 "Lucidity" ) ) $Multi text XSTR("Though we lost a freighter in this engagement, the combat field test of the Target Acquisition and Guidance missile will proceed on schedule. The 134th will be working with the Warspite to conduct this exercise. The destruction of the AWACS reveals a critical flaw. Though the AWACS improved our sensor capabilities, its vulnerability limits the potential of the craft in combat scenarios. On the other hand, your unit's failure to protect the AWACS indicates that more effective leadership may be required here.", 1048) $end_multi_text $Voice: SM201_DB_02.wav $Recommendation text: XSTR("It is essential that you concentrate your efforts on enemy bombers. You also have reinforcements at your disposal. You would be well advised to make efficient use of them.", 1047) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Vauban" ) ) ( is-destroyed-delay 0 "Lucidity" ) ( or ( is-event-true-delay "COM All Clear" 0 ) ( is-event-true-delay "Failure" 0 ) ) ( not ( is-destroyed-delay 0 "Erinpura" ) ) ) $Multi text XSTR("Both the Erinpura and the Vauban survived the Shivan attack. The combat field test of the Target Acquisition and Guidance missile will proceed on schedule. The 134th will be working with the Warspite to conduct this exercise. The destruction of the AWACS reveals a critical flaw. Though the AWACS improved our sensor capabilities, its vulnerability limits the potential of the craft in combat scenarios. On the other hand, your unit's failure to protect the AWACS indicates that more effective leadership may be required here.", 1049) $end_multi_text $Voice: SM201_DB_03.wav $Recommendation text: XSTR("It is essential that you concentrate your efforts on enemy bombers. You also have reinforcements at your disposal. You would be well advised to make efficient use of them.", 1047) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Vauban" ) ) ( or ( is-event-true-delay "COM All Clear" 0 ) ( is-event-true-delay "Failure" 0 ) ) ( not ( is-destroyed-delay 0 "Erinpura" ) ) ( not ( is-destroyed-delay 0 "Lucidity" ) ) ) $Multi text XSTR("Both the Erinpura and the Vauban survived the Shivan ambush. The combat field test of the Target Acquisition and Guidance missile will proceed on schedule. The 134th will be working with the Warspite on this exercise. Command rates the initial deployment of the AWACS a complete success. Our improved sensor capability gave us the tactical advantage we required to respond quickly and decisively to the Shivan attack. Prepare your wing for your next sortie, pilot. The TAG missile combat field test begins at 0315.", 1050) $end_multi_text $Voice: SM201_DB_04.wav $Recommendation text: XSTR("You have flown an excellent mission.", 1051) $end_multi_text $Formula: ( is-event-false-delay "Approved exit" 0 ) $Multi text XSTR("You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.", 180) $end_multi_text $Voice: 6_JOE.wav $Recommendation text: XSTR("Do not jump out unless ordered to do so.", 731) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Vauban" ) ( or ( is-event-true-delay "COM All Clear" 0 ) ( is-event-true-delay "Failure" 0 ) ) ( is-destroyed-delay 0 "Erinpura" ) ( is-destroyed-delay 0 "Lucidity" ) ) $Multi text XSTR("Our squadron lost the Erinpura, the Vauban, and the TAG missile prototypes. Not only will the TAG exercise be cancelled, but Command has also ordered a full investigation. As we speak, analysts are reviewing the data from our flight recorders. The entire squadron has been grounded pending the conclusion of this inquiry. The destruction of the AWACS also reveals a critical flaw. Though the AWACS improved our sensor capabilities, its vulnerability limits the potential of the craft in combat scenarios. On the other hand, your unit's failure to protect the AWACS suggests that more effective leadership may be required here.", 1052) $end_multi_text $Voice: SM201_DB_05.wav $Recommendation text: XSTR("It is essential that you concentrate your efforts on enemy bombers. You also have reinforcements at your disposal. You would be well advised to make efficient use of them.", 1047) $end_multi_text $Formula: ( and ( or ( is-destroyed-delay 0 "Vauban" ) ( is-destroyed-delay 0 "Erinpura" ) ) ( or ( is-event-true-delay "COM All Clear" 0 ) ( is-event-true-delay "Failure" 0 ) ) ( not ( is-destroyed-delay 0 "Lucidity" ) ) ( or ( not ( is-destroyed-delay 0 "Vauban" ) ) ( not ( is-destroyed-delay 0 "Erinpura" ) ) ) ) $Multi text XSTR("Though we lost a freighter in this engagement, the combat field test of the Target Acquisition and Guidance missile will proceed on schedule. The 134th will be working with the Warspite on this exercise. Command rates the initial deployment of the AWACS a partial success. Our improved sensor capability gave us the tactical advantage we required to respond quickly to the Shivan attack. ", 1053) $end_multi_text $Voice: SM201_DB_06.wav $Recommendation text: XSTR("It is essential that you concentrate your efforts on enemy bombers. You also have reinforcements at your disposal. You would be well advised to make efficient use of them.", 1047) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( ) +Weaponry Pool: ( "Subach HL-7" 24 "Morning Star" 16 "Prometheus R" 24 "Circe" 100 "Rockeye" 500 "Tempest" 500 "Hornet" 820 "Harpoon" 228 ) #Objects ;! 30 total $Name: Alpha 1 ;! Object #0 $Class: GTF Perseus $Team: Friendly $Location: -825.337097, 347.400024, -1651.344849 $Orientation: 0.925812, 0.000000, -0.377984, 0.057829, 0.988227, 0.141643, 0.373534, -0.152993, 0.914913 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Perseus $Team: Friendly $Location: -884.050781, 347.400024, -1650.811646 $Orientation: 0.919447, 0.000000, -0.393213, 0.059875, 0.988339, 0.140004, 0.388628, -0.152270, 0.908726 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 0 $Name: Alpha 3 ;! Object #2 $Class: GTF Perseus $Team: Friendly $Location: -813.090149, 347.400024, -1718.595459 $Orientation: 0.930312, 0.000000, -0.366769, 0.055195, 0.988612, 0.140002, 0.362592, -0.150489, 0.919717 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 1 $Name: Alpha 4 ;! Object #3 $Class: GTF Perseus $Team: Friendly $Location: -873.161194, 347.400024, -1717.259155 $Orientation: 0.921858, 0.000000, -0.387529, 0.057848, 0.988796, 0.137610, 0.383187, -0.149274, 0.911529 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 2 $Name: Lucidity ;! Object #4 $Class: GTA Charybdis $Team: Friendly $Location: 134.409485, 50.887012, -680.403809 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 0.978032, 0.208460, 0.000000, -0.208460, 0.978032 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Lucidity Path" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 3 "Vauban" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 3 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 50 $Name: Erinpura ;! Object #5 $Class: GTFR Triton $Team: Friendly $Location: -453.110474, -61.844463, -979.230469 $Orientation: 1.000000, 0.000011, 0.000014, -0.000016, 0.896219, 0.443611, -0.000007, -0.443611, 0.896219 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Erinpura Path" 50 ) ) $Cargo 1: XSTR("TAG Missiles", 1054) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Intro Chatter" 9 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 1 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 $Name: Vauban ;! Object #6 $Class: GTFR Triton $Team: Friendly $Location: 659.734924, -32.091930, -966.656738 $Orientation: 1.000000, 0.000010, 0.000014, -0.000016, 0.868006, 0.496555, -0.000007, -0.496555, 0.868006 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Vauban Path" 50 ) ) $Cargo 1: XSTR("TAG Missiles", 1054) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 2 "Erinpura" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 2 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 $Name: Warspite ;! Object #7 $Class: GTCv Deimos $Team: Friendly $Location: 317.516266, 0.001394, 14182.887695 $Orientation: -0.849565, -0.047641, 0.525330, -0.031425, 0.998715, 0.039751, -0.526548, 0.017263, -0.849970 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "hidden-from-sensors" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Beta 1 ;! Object #8 $Class: GTF Perseus $Team: Friendly $Location: 1446.130127, 0.003004, -703.881775 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 3 $Name: Beta 2 ;! Object #9 $Class: GTF Perseus $Team: Friendly $Location: 1378.121338, 0.004635, -757.980896 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #10 $Class: GTF Perseus $Team: Friendly $Location: 1522.964966, 0.004167, -760.263245 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 3 $Name: Beta 4 ;! Object #11 $Class: GTF Perseus $Team: Friendly $Location: 1449.093018, 0.003495, -814.487610 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Scorpio 1 ;! Object #12 $Class: SF Manticore $Team: Hostile $Location: 1547.199951, -2732.385498, 5142.100098 $Orientation: -0.921435, 0.000000, 0.388532, 0.204693, 0.849966, 0.485447, -0.330239, 0.526838, -0.783188 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 2 ;! Object #13 $Class: SF Manticore $Team: Hostile $Location: 1570.410522, -2732.385254, 5205.794922 $Orientation: -0.921667, 0.000000, 0.387982, 0.202617, 0.852802, 0.481326, -0.330872, 0.522234, -0.785999 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 3 ;! Object #14 $Class: SF Manticore $Team: Hostile $Location: 1516.391479, -2732.385742, 5217.441895 $Orientation: -0.925375, 0.000000, 0.379052, 0.198209, 0.852389, 0.483886, -0.323100, 0.522907, -0.788780 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 4 ;! Object #15 $Class: SF Manticore $Team: Hostile $Location: 1761.316284, -3098.099365, 5240.796387 $Orientation: -0.910313, 0.000000, 0.413921, 0.213163, 0.857199, 0.468797, -0.354813, 0.514985, -0.780320 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 1 ;! Object #16 $Class: SF Mara $Team: Hostile $Location: -1324.791504, 803.600403, 5662.562500 $Orientation: -0.338105, 0.000000, -0.941108, 0.314737, 0.942420, -0.113073, 0.886919, -0.334432, -0.318637 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 2 ;! Object #17 $Class: SF Mara $Team: Hostile $Location: -1283.049316, 803.600708, 5758.963379 $Orientation: -0.381392, 0.000000, -0.924413, 0.309671, 0.942221, -0.127763, 0.871002, -0.334992, -0.359356 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 3 ;! Object #18 $Class: SF Mara $Team: Hostile $Location: -1405.023926, 800.769958, 5719.125977 $Orientation: -0.348498, 0.000000, -0.937310, 0.301253, 0.946943, -0.112008, 0.887579, -0.321402, -0.330007 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 4 ;! Object #19 $Class: SF Mara $Team: Hostile $Location: -1373.487549, 803.600525, 5807.520020 $Orientation: -0.385456, 0.000000, -0.922726, 0.297155, 0.946726, -0.124132, 0.873569, -0.322040, -0.364921 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Malor ;! Object #20 $Class: SC Cain $Team: Hostile $Location: 697.099976, 2453.600098, 7556.799805 $Orientation: -0.963743, 0.000000, 0.266830, -0.181691, 0.732354, -0.656236, -0.195414, -0.680924, -0.705802 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Lucidity" 50 ) ( ai-chase "Erinpura" 43 ) ( ai-chase "Vauban" 23 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Sbank Ammo: ( 0 ) +Subsystem: turret09 +Sbank Ammo: ( 0 ) $Arrival Location: In front of ship +Arrival Distance: 6000 $Arrival Anchor: Lucidity $Arrival Cue: ( is-destroyed-delay 0 "Libra" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 150 $Name: Zeta 1 ;! Object #21 $Class: GTB Medusa $Team: Friendly $Location: 37.366447, -0.001393, 3185.148193 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" ) +Subsystem: turret01a $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Zeta 2 ;! Object #22 $Class: GTB Medusa $Team: Friendly $Location: -25.002380, -0.001993, 3305.728271 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" ) +Subsystem: turret01a $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Virgo 1 ;! Object #23 $Class: SB Nephilim $Team: Hostile $Location: -996.822693, -1655.356934, 10080.693359 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Virgo 2 ;! Object #24 $Class: SB Nephilim $Team: Hostile $Location: -1078.591431, -1655.357178, 9994.983398 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Cancer 1 ;! Object #25 $Class: SF Basilisk $Team: Hostile $Location: -1017.678528, -1184.038940, 10057.219727 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 2 ;! Object #26 $Class: SF Basilisk $Team: Hostile $Location: -1083.244873, -1184.038574, 10059.351563 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 3 ;! Object #27 $Class: SF Basilisk $Team: Hostile $Location: -964.385559, -1184.038574, 10037.947266 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: TC 27 ;! Object #28 $Class: TC-TRI $Team: Friendly $Location: 660.070007, -117.739578, -796.482056 $Orientation: 1.000000, -0.000002, 0.000034, -0.000016, 0.868095, 0.496399, -0.000030, -0.496399, 0.868095 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("TAG Missiles", 1054) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "invulnerable" )+Respawn priority: 0 +Docked With: Vauban $Docker Point: Cargo Dock01 $Dockee Point: Cargo Dockpoint +Group: 0 $Name: TC 28 ;! Object #29 $Class: TC-TRI $Team: Friendly $Location: -452.775391, -137.133392, -804.226257 $Orientation: 1.000000, 0.000001, 0.000034, -0.000016, 0.896299, 0.443450, -0.000030, -0.443450, 0.896299 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("TAG Missiles", 1054) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "invulnerable" )+Respawn priority: 0 +Docked With: Erinpura $Docker Point: Cargo Dock01 $Dockee Point: Cargo Dockpoint +Group: 0 #Wings ;! 7 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) $AI Goals: ( goals ( ai-guard "Lucidity" 50 ) ( ai-guard "Erinpura" 22 ) ( ai-guard "Vauban" 33 ) ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Near Ship +Arrival Distance: 600 $Arrival Anchor: Lucidity $Arrival Cue: ( or ( is-event-true-delay "Kali is mean" 2 ) ( has-arrived-delay 0 "Malor" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) $AI Goals: ( goals ( ai-guard "Lucidity" 50 ) ( ai-guard "Erinpura" 32 ) ( ai-guard "Vauban" 23 ) ) +Hotkey: 1 +Flags:( "reinforcement" ) $Name: Scorpio $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Scorpio 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Scorpio 1" "Scorpio 2" "Scorpio 3" "Scorpio 4" ) $AI Goals: ( goals ( ai-destroy-subsystem "Lucidity" "radara" 50 ) ( ai-chase "Lucidity" 21 ) ( ai-chase-wing "Alpha" 11 ) ) +Flags:( "no-arrival-music" "no-arrival-message" "no-arrival-warp" ) +Wave Delay Min: 12 +Wave Delay Max: 21 $Name: Libra $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Libra 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 12 "Scorpio" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Libra 1" "Libra 2" "Libra 3" "Libra 4" ) $AI Goals: ( goals ( ai-destroy-subsystem "Lucidity" "radara" 50 ) ( ai-chase "Lucidity" 23 ) ( ai-chase "Erinpura" 12 ) ( ai-chase-wing "Alpha" 11 ) ) +Flags:( "no-arrival-message" "no-arrival-warp" ) $Name: Zeta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Zeta 1 $Arrival Location: Near Ship +Arrival Distance: 400 $Arrival Anchor: Lucidity +Arrival delay: 5 $Arrival Cue: ( is-event-true-delay "Malor Appears" 1 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Zeta 1" "Zeta 2" ) $AI Goals: ( goals ( ai-guard "Lucidity" 50 ) ( ai-guard "Erinpura" 23 ) ( ai-guard "Vauban" 11 ) ) +Hotkey: 1 +Flags:( "reinforcement" ) $Name: Virgo $Waves: 3 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Malor" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Virgo 1" "Virgo 2" ) $AI Goals: ( goals ( ai-destroy-subsystem "Lucidity" "radara" 50 ) ( ai-chase "Lucidity" 44 ) ( ai-chase "Vauban" 33 ) ( ai-chase-wing "Alpha" 22 ) ) +Flags:( "no-arrival-message" "no-arrival-warp" ) +Wave Delay Min: 6 +Wave Delay Max: 21 $Name: Cancer $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 2 "Virgo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Cancer 1" "Cancer 2" "Cancer 3" ) $AI Goals: ( goals ( ai-guard-wing "Virgo" 50 ) ( ai-chase "Warspite" 12 ) ) +Flags:( "no-arrival-message" "no-arrival-warp" ) +Wave Delay Min: 3 +Wave Delay Max: 5 #Events ;! 38 total $Formula: ( when ( has-time-elapsed 1 ) ( send-message-list "Alpha 2" "High" "A2 Intro-1" 0 "#Command" "High" "COM Intro-2" 5000 ) ) +Name: Intro Chatter +Repeat Count: 1 +Interval: 1 $Formula: ( when ( > ( is-ship-visible "Libra 1" ) 0 ) ( send-message "" "High" "Heads" ) ) +Name: Libra target +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Libra" ) ( do-nothing ) ) +Name: Destroy Libra +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Libra", 18) $Formula: ( when ( > ( is-ship-visible "Cancer 1" ) 0 ) ( send-message "#Command" "High" "Cancer Inb" ) ) +Name: Cancer target +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Destroy Cancer +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( > ( is-ship-visible "Virgo 1" ) 0 ) ( send-message "" "High" "Bandits" ) ) +Name: Virgo Target +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Destroy Virgo +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( > ( is-ship-visible "Scorpio 1" ) 0 ) ( send-message "" "High" "company" ) ) +Name: Scorpio Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Scorpio" ) ( do-nothing ) ) +Name: Destroy Scorpio +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Scorpio", 61) $Formula: ( when ( or ( is-event-true-delay "Presto- LUCIDITY" 5 ) ( is-event-true-delay "Presto- VAU and ERIN" 5 ) ( is-event-true-delay "Presto- ERIN Only" 5 ) ) ( send-message "Warspite" "High" "WAR-Presto" ) ( ship-visible "Warspite" ) ( beam-free-all "Warspite" ) ( add-goal "Warspite" ( ai-waypoints-once "Warsprite Path" 89 ) ) ) +Name: Presto +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 6 "Vauban" "Lucidity" "Erinpura" ) ( send-message-list "Lucidity" "High" "AWACS Online" 3800 ) ( awacs-set-radius "Lucidity" "radara" 5500 ) ( cap-waypoint-speed "Lucidity" 20 ) ( cap-waypoint-speed "Erinpura" 20 ) ( cap-waypoint-speed "Vauban" 20 ) ) +Name: Targets Arrive +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Warspite" "Lucidity" ) 4200 ) ( send-message "Lucidity" "High" "LUCID-Presto" ) ) +Name: Presto- LUCIDITY +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( < ( distance "Warspite" "Vauban" ) 4200 ) ( is-destroyed-delay 0 "Lucidity" ) ( not ( is-destroyed-delay 0 "Erinpura" ) ) ) ( send-message "Vauban" "High" "VAU- Presto" ) ) +Name: Presto- VAU and ERIN +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( < ( distance "Warspite" "Erinpura" ) 4200 ) ( is-destroyed-delay 0 "Lucidity" "Vauban" ) ) ( send-message "Lucidity" "High" "LUCID-Presto" ) ) +Name: Presto- ERIN Only +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left-subsystem "Lucidity" "radara" ) 65 ) ( send-message-list "Lucidity" "High" "LUCID- Kali is mean" 0 "#Command" "High" "COM- Kali is mean" 4500 ) ) +Name: Kali is mean +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( not ( is-event-true-delay "Blind Again" 0 ) ) ( is-subsystem-destroyed-delay "Lucidity" "radara" 0 ) ) ( send-message "Lucidity" "High" "LUCID- Blind" ) ( awacs-set-radius "Lucidity" "radara" 0 ) ) +Name: Blinded +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Blinded" 0 ) ( repair-subsystem "Lucidity" "radara" 8 ) ( modify-variable @AWAC[100] ( hits-left-subsystem "Lucidity" "radara" ) ) ) +Name: Add 8 Percent every 29 seconds +Repeat Count: 99 +Interval: 29 +Chained: 60 $Formula: ( when ( and ( is-event-true-delay "Add 8 Percent every 29 seconds" 3 ) ( > ( hits-left-subsystem "Lucidity" "radara" ) 20 ) ( not ( is-event-true-delay "AWACS Again TAG" 0 ) ) ) ( awacs-set-radius "Lucidity" "radara" 3300 ) ( send-message "Lucidity" "High" "LUCID- AWACS Again" ) ) +Name: AWACS Again +Repeat Count: 99 +Interval: 30 $Formula: ( when ( true ) ( do-nothing ) ) +Name: AWACS Again TAG +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( and ( is-subsystem-destroyed-delay "Lucidity" "radara" 2 ) ( is-event-true-delay "Blinded" 45 ) ) ( send-message "Lucidity" "High" "LUCID- Blind Again" ) ( awacs-set-radius "Lucidity" "radara" 0 ) ) +Name: Blind Again +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-event-true-delay "AWACS Again" 3 ) ( > ( hits-left-subsystem "Lucidity" "radara" ) 80 ) ( not ( is-event-true-delay "Better TAG" 0 ) ) ) ( awacs-set-radius "Lucidity" "radara" 5500 ) ( send-message "Lucidity" "High" "LUCID- AWACS Fixed" ) ) +Name: Better AWACS +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( do-nothing ) ) +Name: Better TAG +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( has-arrived-delay 0 "Malor" ) ( do-nothing ) ) +Name: Malor +Repeat Count: 1 +Interval: 1 $Formula: ( when ( > ( is-ship-visible "Malor" ) 0 ) ( send-message "#Command" "High" "COM: Cain threat" ) ) +Name: Malor Appears +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( is-destroyed-delay 0 "Malor" ) ( do-nothing ) ) +Name: Destroy Malor +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Malor", 1055) $Formula: ( when ( < ( distance "Malor" "" ) 3100 ) ( beam-free-all "Malor" ) ) +Name: Malor ARMED +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( or ( < ( distance "Warspite" "Lucidity" ) 900 ) ( < ( distance "Warspite" "Erinpura" ) 900 ) ( < ( distance "Warspite" "Vauban" ) 900 ) ) ( send-message "Warspite" "High" "WAR- On the case" ) ) +Name: WAR- On the case +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 0 "Cancer" "Virgo" "Scorpio" "Libra" "Malor" ) ( is-event-true-delay "WAR- On the case" 5 ) ) ( send-message "#Command" "High" "COM- All Clear" ) ) +Name: COM All Clear +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Go Home +Repeat Count: 1 +Interval: 1 +Chained: 1 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Cancer" "Virgo" "Scorpio" "Libra" "Malor" ) ) ( is-event-true-delay "WAR- On the case" 5 ) ) ( send-message "#Command" "High" "COM- Not clear yet" ) ) +Name: COM Not clear yet +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Vauban" "Erinpura" "Lucidity" ) ( send-message "#Command" "High" "COM-Failure" ) ) +Name: Failure +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Go Home 2 +Repeat Count: 1 +Interval: 1 +Chained: 1 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( and ( is-destroyed-delay 0 "Vauban" "Erinpura" ) ( not ( is-destroyed-delay 0 "Lucidity" ) ) ) ( send-message "#Command" "High" "COM- Mixed Failure" ) ) +Name: Mixed Failure +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-event-true-delay "COM All Clear" 0 ) ( or ( not ( is-destroyed-delay 0 "Erinpura" ) ) ( not ( is-destroyed-delay 0 "Vauban" ) ) ) ) ( do-nothing ) ( allow-weapon "TAG-A" ) ( tech-add-weapons "TAG-A" ) ) +Name: May Continue +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( is-event-true-delay "Failure" 0 ) ( is-event-true-delay "COM All Clear" 0 ) ) ( do-nothing ) ) +Name: Approved exit +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Erinpura" ) ( ship-vulnerable "TC 28" ) ( set-subsystem-strength "TC 28" "Hull" 0 ) ) +Name: Cargo Blow 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Vauban" ) ( ship-vulnerable "TC 27" ) ( set-subsystem-strength "TC 27" "Hull" 0 ) ) +Name: Cargo Blow 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( allow-weapon "TAG-A" ) ( tech-add-weapons "TAG-A" ) ) +Name: New Stuff +Repeat Count: 1 +Interval: 1 #Goals ;! 3 total $Type: Secondary +Name: Protect Lucidity $MessageNew: XSTR("Protect the Lucidity", 1056) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Lucidity" ) ) ( is-event-true-delay "COM All Clear" 0 ) ) $Type: Primary +Name: Protect Vauban $MessageNew: XSTR("Escort the Vauban to the Warspite", 1057) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Vauban" ) ) ( is-event-true-delay "COM All Clear" 0 ) ) $Type: Primary +Name: Protect Erinpura $MessageNew: XSTR("Escort the Erinpura to the Warspite", 1058) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Erinpura" ) ) ( is-event-true-delay "COM All Clear" 0 ) ) #Waypoints ;! 4 lists total $Jump Node: 151.452057, -109.419754, -1662.140503 $Jump Node Name: Capella $Name: Lucidity Path $List: ( ;! 4 points in list ( -5.516802, -0.000662, 611.193726 ) ( -7.044581, 0.001145, 5013.555664 ) ( -1.901830, -0.000663, 11089.461914 ) ( 77.693359, -138.150055, 11964.117188 ) ) $Name: Vauban Path $List: ( ;! 4 points in list ( 200.737671, -0.000724, 608.337463 ) ( 221.334259, -0.000083, 4959.513672 ) ( 247.590454, -0.000315, 11082.101563 ) ( 360.238495, -138.150024, 11950.955078 ) ) $Name: Erinpura Path $List: ( ;! 4 points in list ( -247.415955, -0.000679, 605.482300 ) ( -280.016113, -0.000949, 5006.791992 ) ( -293.014130, 0.000781, 11089.460938 ) ( -348.343658, -138.149994, 12092.749023 ) ) $Name: Warsprite Path $List: ( ;! 2 points in list ( 102.568062, 0.001146, 13089.887695 ) ( -100.793427, 230.681946, 11649.946289 ) ) #Messages ;! 229 total $Name: A2 Intro-1 $Team: -1 $MessageNew: XSTR("Command, this is Alpha wing. We are on-station at the Gamma Draconis node.", 1059) $end_multi_text +AVI Name: Head-TP1 +Wave Name: sm201_a2_01.wav $Name: COM Intro-2 $Team: -1 $MessageNew: XSTR("We are sending in the transports now, Alpha.", 1060) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm201_ac_01.wav $Name: AWACS Online $Team: -1 $MessageNew: XSTR("Lucidity here. The AWACS is coming online. We're picking up hostiles at long range.", 1061) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm201_lu_01.wav $Name: WAR-Presto $Team: -1 $MessageNew: XSTR("Roger. Illuminating IFF now and heading your way.", 1062) $end_multi_text +AVI Name: Head-CM5 +Wave Name: sm201_wa_01.wav $Name: LUCID-Presto $Team: -1 $MessageNew: XSTR("Warspite, this is the Lucidity. We are nearing the rendezvous point. Please activate your IFF transponder.", 1063) ; please activate your IFF transponder.", -1) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm201_lu_02.wav $Name: VAU- Presto $Team: -1 $MessageNew: XSTR("Warspite, this is the Vauban. We've lost AWACS support. Request immediate assistance.", 1064) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm201_va_01.wav $Name: COM- Kali is mean $Team: -1 $MessageNew: XSTR("Beta wing is standing by. Reinforce at your discretion, Alpha.", 1065) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm201_ac_02.wav $Name: LUCID- Kali is mean $Team: -1 $MessageNew: XSTR("The Shivans are targeting our AWACS system. We need fighter cover pronto!", 1066) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm201_lu_03.wav $Name: LUCID- Blind $Team: -1 $MessageNew: XSTR("The AWACS is offline. We're now attempting to repair the sensor array.", 1067) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm201_lu_04.wav $Name: LUCID- AWACS Again $Team: -1 $MessageNew: XSTR("This is the Lucidity. We now have limited AWACS capability. Repairs are still in progress.", 1068) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm201_lu_05.wav $Name: LUCID- AWACS Fixed $Team: -1 $MessageNew: XSTR("AWACS is back at full strength.", 1069) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm201_lu_06.wav $Name: LUCID- Blind Again $Team: -1 $MessageNew: XSTR("We've lost sensors again! Probability of field repair is less than five percent.", 1070) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm201_lu_07.wav $Name: COM: Cain threat $Team: -1 $MessageNew: XSTR("Alpha, sensors have picked up a Cain-class cruiser. Call in Zeta wing if you require assistance.", 1071) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm201_ac_03.wav $Name: WAR- On the case $Team: -1 $MessageNew: XSTR("Thanks Alpha. We'll take it from here.", 1072) $end_multi_text +AVI Name: Head-CM5 +Wave Name: sm201_wa_02.wav $Name: COM- All Clear $Team: -1 $MessageNew: XSTR("All detected enemy craft have been neutralized. Alpha wing, return to base.", 1073) ; we'll take it from here.", -1) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm201_ac_04.wav $Name: COM- Not clear yet $Team: -1 $MessageNew: XSTR("Alpha, help the Warspite secure the area. Eliminate all enemy craft within range.", 1074) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm201_ac_05.wav $Name: COM-Failure $Team: -1 $MessageNew: XSTR("The convoy you were assigned to protect has been destroyed. Alpha, return to base immediately.", 1075) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm201_ac_06.wav $Name: COM- Mixed Failure $Team: -1 $MessageNew: XSTR("The Erinpura and Vauban have been destroyed. Escort the Lucidity to the Warspite and return to base.", 1076) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm201_ac_07.wav $Name: Cancer Inb $Team: -1 $MessageNew: XSTR("We're tracking a new inbound wing, designation Cancer. Take them out now, Alpha!", 1077) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm308_ac_07.wav $Name: Heads $Team: -1 $MessageNew: XSTR("Heads up! Enemy wing closing in!", 1078) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: 2_arrival.wav $Name: Bandits $Team: -1 $MessageNew: XSTR("Bandits incoming!", 1079) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP7 +Wave Name: 1_arrival.wav $Name: company $Team: -1 $MessageNew: XSTR("We've got company!", 1080) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP3 +Wave Name: 5_arrival.wav #Reinforcements ;! 2 total $Name: Beta $Type: Attack/Protect $Num times: 1 +Arrival Delay: 0 +No Messages: ( ) +Yes Messages: ( ) $Name: Zeta $Type: Attack/Protect $Num times: 1 +Arrival Delay: 0 +No Messages: ( ) +Yes Messages: ( ) #Background bitmaps ;! 0 total $Num stars: 489 $Ambient light level: 0 +Neb2: nbackblue2 +Neb2Flags: 63 #Asteroid Fields #Music $Event Music: 5: Deuteronomy $Briefing Music: Brief1 #End #Mission Info $Version: 0.10 $Name: XSTR("A Game of TAG", 1081) $Author: James Agay @ V $Created: 07/06/99 at 18:26:05 $Modified: 09/14/99 at 19:58:59 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("The 134th tests the new Target Acquisition and Guidance (TAG) missile. ", 1082) $end_multi_text +Game Type Flags: 1 +Flags: 4 +NebAwacs: 2500.000000 +Storm: s_active +Red Alert: 0 +Scramble: 1 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 2402.424072, 15128.822266, 7197.689453 +Viewer orient: 0.947924, 0.000003, 0.318496, -0.276675, 0.495361, 0.823449, -0.157768, -0.868687, 0.469566 +SquadReassignName: 134th Barracuda +SquadReassignLogo: barracudas.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Sexp_variables $Variables: ( 0 "AWAC" "100" "number" ) #Command Briefing #Briefing $start_briefing $num_stages: 6 $start_stage $multi_text XSTR("The 134th will now assist with the combat evaluation of the Target Acquisition and Guidance missile. Captain Forsythe of the Warspite has requested you specifically for this mission, so you must have made quite an impression on your last sortie. The Warspite will supervise this combined arms exercise.", 1083) $end_multi_text $voice: SM202_MB_01.wav $camera_pos: -5.285526, 4645.368652, 11978.132813 $camera_orient: 0.999999, 0.000003, -0.001171, 0.001016, 0.495362, 0.868686, 0.000583, -0.868687, 0.495361 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( is-previous-goal-true "SM2-01" "Protect Lucidity" ( true ) ) $start_icon $type: 28 $team: Friendly $class: GTCv Deimos $pos: 367.156799, 32.771877, 14600.122070 $label: Warspite +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 23 $team: Friendly $class: GTF Ulysses $pos: 1622.730225, 347.403381, 14697.670898 $label: Alpha +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The 134th will now assist with the combat evaluation of the Target Acquisition and Guidance missile. This will be the first deployment of this system in an actual combat exercise. Our laboratory simulations indicate it has significant potential as a tactical weapon. ", 1084) $end_multi_text $voice: SM202_MB_02.wav $camera_pos: -5.285526, 4645.368652, 11978.132813 $camera_orient: 0.999999, 0.000003, -0.001171, 0.001016, 0.495362, 0.868686, 0.000583, -0.868687, 0.495361 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( is-previous-goal-false "SM2-01" "Protect Lucidity" ( false ) ) $start_icon $type: 28 $team: Friendly $class: GTCv Deimos $pos: 367.156799, 32.771877, 14600.122070 $label: Warspite +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 23 $team: Friendly $class: GTF Ulysses $pos: 1622.730225, 347.403381, 14697.670898 $label: Alpha +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("When you hit a target with the TAG warhead, the missile's beacon will illuminate the target for allied capital ships within range. All available firepower will be brought to bear for a quick resolution. This technology could be a decisive advantage for the $f GTVA. In this exercise, we will test the prototype TAG-A.", 1085) $end_multi_text $voice: SM202_MB_03.wav $camera_pos: -5.285526, 4645.368652, 11978.132813 $camera_orient: 0.999999, 0.000003, -0.001171, 0.001016, 0.495362, 0.868686, 0.000583, -0.868687, 0.495361 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 28 $team: Friendly $class: GTCv Deimos $pos: 367.156799, 32.771877, 14600.122070 $label: Warspite +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 23 $team: Friendly $class: GTF Ulysses $pos: 1622.730225, 347.403381, 14697.670898 $label: Alpha +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Command has deployed scout wings to Shivan positions. They will lure targets within range of our guns. Once the enemy approaches, get in behind the target quickly and launch your TAGs. Stay within 3000 meters of the corvette for maximum effectiveness. The $f Lucidity will provide AWACS coverage. ", 1086) $end_multi_text $voice: SM202_MB_04.wav $camera_pos: 1788.531738, 4645.368652, 11976.029297 $camera_orient: 0.999999, 0.000003, -0.001171, 0.001016, 0.495362, 0.868686, 0.000583, -0.868687, 0.495361 $camera_time: 500 $num_lines: 0 $num_icons: 4 $Flags: 0 $Formula: ( is-previous-goal-true "SM2-01" "Protect Lucidity" ( true ) ) $start_icon $type: 28 $team: Friendly $class: GTCv Deimos $pos: 367.156799, 32.771877, 14600.122070 $label: Warspite +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 23 $team: Friendly $class: GTF Ulysses $pos: 1622.730225, 347.403381, 14697.670898 $label: Alpha +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTA Charybdis $pos: 1371.518677, 478.368774, 15361.457031 $label: Lucidity +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 21 $team: Hostile $class: GVF Thoth $pos: 3459.455811, 427.468414, 14808.277344 $label: Hostile Craft +id: 4 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Command has deployed scout wings to Shivan positions. They will lure targets within range of our guns. Once the enemy approaches, get in behind the target quickly and launch your TAGs. Stay within 3000 meters of the corvette for maximum effectiveness. ", 1087) $end_multi_text $voice: SM202_MB_05.wav $camera_pos: 1788.531738, 4645.368652, 11976.029297 $camera_orient: 0.999999, 0.000003, -0.001171, 0.001016, 0.495362, 0.868686, 0.000583, -0.868687, 0.495361 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( is-previous-goal-false "SM2-01" "Protect Lucidity" ( false ) ) $start_icon $type: 28 $team: Friendly $class: GTCv Deimos $pos: 367.156799, 32.771877, 14600.122070 $label: Warspite +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 23 $team: Friendly $class: GTF Ulysses $pos: 1622.730225, 347.403381, 14697.670898 $label: Alpha +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 21 $team: Hostile $class: GVF Thoth $pos: 3459.455811, 427.468414, 14808.277344 $label: Hostile Craft +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("For this mission, you'll be flying a refurbished Ulysses space superiority fighter, specially modified for this exercise. The Ulysses is a Great War antique, but the fighter still handles well, and the modifications will enable TAG engineers to monitor the progress of the exercise. ", 1088) $end_multi_text $voice: SM202_MB_06.wav $camera_pos: 1620.901978, 1148.671143, 14204.053711 $camera_orient: 0.999999, 0.000003, -0.001171, 0.000988, 0.534950, 0.844883, 0.000629, -0.844884, 0.534950 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 28 $team: Friendly $class: GTCv Deimos $pos: 367.156799, 32.771877, 14600.122070 $label: Warspite +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 23 $team: Friendly $class: GTF Ulysses $pos: 1622.730225, 347.403381, 14697.670898 $label: Alpha +id: 2 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 21 $team: Hostile $class: GVF Thoth $pos: 3459.455811, 427.468414, 14808.277344 $label: Hostile Craft +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 5 $Formula: ( or ( and ( is-previous-goal-true "SM2-01" "Protect Lucidity" ( true ) ) ( is-goal-true-delay "Defend Warspite" 0 ) ( is-goal-true-delay "Defend Lucidity" 0 ) ( is-goal-true-delay "Destroy all enemy fighters" 0 ) ) ( and ( is-previous-goal-false "sm2-01" "Protect Lucidity" ( false ) ) ( is-goal-true-delay "Defend Warspite" 0 ) ( is-goal-true-delay "Destroy all enemy fighters" 0 ) ) ) $Multi text XSTR("Though this exercise did not proceed as planned, the 134th met the challenge head-on and defended our warships admirably. Overall, this field deployment of the TAG missile exceeded our expectations. Research and Development is now working on improvements to the TAG-A prototype, including an aspect-seeking warhead and a more maneuverable projectile. These enhancements should make the TAG a versatile weapon for our tactical wings.", 1089) $end_multi_text $Voice: SM202_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( or ( and ( is-goal-true-delay "Destroy all enemy fighters" 0 ) ( is-destroyed-delay 0 "Warspite" ) ( is-goal-true-delay "Defend Lucidity" 0 ) ( is-previous-goal-true "SM2-01" "Protect Lucidity" ( true ) ) ) ( and ( is-previous-goal-false "sm2-01" "Protect Lucidity" ( false ) ) ( is-destroyed-delay 0 "Warspite" ) ( is-goal-true-delay "Destroy all enemy fighters" 0 ) ) ) $Multi text XSTR("The destruction of the Warspite was a senseless tragedy. The lives of Captain Forsythe and his crew should not have been sacrificed for the sake of a prototype exercise. The 134th was called upon to get our warships out of a difficult situation, and we failed. As leader of Alpha wing, re-evaluate this scenario carefully. What could you have done to save the Warspite?", 1090) $end_multi_text $Voice: SM202_DB_02.wav $Recommendation text: XSTR("You must make careful use of every TAG missile you are alotted. Since they are unguided missiles you are advised to get as close to your target as possible. Once an enemy is TAG'ed move clear quickly so you don't take friendly fire.", 1091) $end_multi_text $Formula: ( and ( is-previous-goal-true "SM2-01" "Protect Lucidity" ( true ) ) ( is-goal-true-delay "Defend Warspite" 0 ) ( is-destroyed-delay 0 "Lucidity" ) ( is-goal-true-delay "Destroy all enemy fighters" 0 ) ) $Multi text XSTR("The destruction of the Lucidity was a senseless tragedy. The lives of its crew should not have been sacrificed for the sake of a prototype exercise. The 134th was called upon to get our warships out of a difficult situation, and we failed. As leader of Alpha wing, re-evaluate this scenario carefully. What could you have done to save the Lucidity?", 1092) $end_multi_text $Voice: SM202_DB_03.wav $Recommendation text: XSTR("You must make careful use of every TAG missile you are alotted. Since they are unguided missiles you are advised to get as close to your target as possible. Once an enemy is TAG'ed move clear quickly so you don't take friendly fire.", 1091) $end_multi_text $Formula: ( and ( is-previous-goal-true "SM2-01" "Protect Lucidity" ( true ) ) ( is-destroyed-delay 0 "Lucidity" ) ( is-destroyed-delay 0 "Warspite" ) ) $Multi text XSTR("As a result of this debacle, we lost both the Warspite and the Lucidity. You alone had the opportunity to make a difference here. Instead, you disgraced our squadron. As a pilot serving in a Combat Evaluation Unit, you must be prepared to confront any challenge. Further development on the TAG missile will be suspended until further notice. ", 1093) $end_multi_text $Voice: SM202_DB_04.wav $Recommendation text: XSTR("You must make careful use of every TAG missile you are alotted. Since they are unguided missiles you are advised to get as close to your target as possible. Once an enemy is TAG'ed move clear quickly so you don't take friendly fire.", 1091) $end_multi_text $Formula: ( is-event-false-delay "All Clear" 0 ) $Multi text XSTR("You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.", 180) $end_multi_text $Voice: 6_joe.wav $Recommendation text: XSTR("Jump out only when ordered to do so. ", 1094) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 5 ) +Weaponry Pool: ( "Subach HL-7" 102 "Prometheus R" 2 "TAG-A" 500 ) #Objects ;! 31 total $Name: Alpha 1 ;! Object #0 $Class: GTF Ulysses $Team: Friendly $Location: 902.372864, 110.673653, 15198.226563 $Orientation: -0.814169, -0.192429, 0.547813, -0.212679, 0.976749, 0.027014, -0.540274, -0.094514, -0.836165 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 16 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "TAG-A" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Ulysses $Team: Friendly $Location: 964.113953, 105.396027, 15232.099609 $Orientation: -0.934812, 0.006332, 0.355088, 0.059875, 0.988339, 0.140004, -0.350060, 0.152138, -0.924290 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 16 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "TAG-A" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 1 $Name: Lucidity ;! Object #2 $Class: GTA Charybdis $Team: Friendly $Location: 1447.900024, 478.368622, 15052.299805 $Orientation: -0.829070, 0.000000, 0.559145, -0.171899, 0.951570, -0.254883, -0.532066, -0.307432, -0.788918 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 $Arrival Location: Hyperspace $Arrival Cue: ( is-previous-goal-true "SM2-01" "Protect Lucidity" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 3 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 50 $Name: Warspite ;! Object #3 $Class: GTCv Deimos $Team: Friendly $Location: 497.808594, 32.772018, 14952.087891 $Orientation: -0.849565, -0.047641, 0.525330, -0.031425, 0.998715, 0.039751, -0.526548, 0.017263, -0.849970 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 10 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +AI Class: General +Subsystem: turret02 +AI Class: General +Subsystem: turret03 +AI Class: General +Primary Banks: ( "Standard Flak" ) +Subsystem: turret04 +AI Class: General +Subsystem: turret05 +AI Class: General +Subsystem: turret06 +AI Class: General +Subsystem: turret07 +AI Class: General +Subsystem: turret08 +AI Class: General +Subsystem: turret09 +AI Class: General +Subsystem: turret10 +AI Class: General +Primary Banks: ( "ULTRA Anti-Fighter Beam" ) +Subsystem: turret11 +AI Class: General +Primary Banks: ( "ULTRA Anti-Fighter Beam" ) +Subsystem: turret12 +AI Class: General +Primary Banks: ( "AAAf" ) +Subsystem: turret13 +AI Class: General +Subsystem: turret14 +AI Class: General +Subsystem: turret15 +AI Class: General +Primary Banks: ( "Standard Flak" ) +Subsystem: turret16 +AI Class: General +Primary Banks: ( "Terran Turret" ) +Subsystem: turret17 +AI Class: General +Primary Banks: ( "ULTRA Anti-Fighter Beam" ) +Subsystem: turret18 +AI Class: General +Primary Banks: ( "ULTRA Anti-Fighter Beam" ) +Subsystem: turret19 +AI Class: General +Primary Banks: ( "Standard Flak" ) +Subsystem: turret20 +AI Class: General +Primary Banks: ( "Terran Turret" ) +Subsystem: turret21 +AI Class: General +Primary Banks: ( "Standard Flak" ) +Subsystem: turret22 +AI Class: General +Subsystem: turret23 +AI Class: General +Primary Banks: ( "Standard Flak" ) +Subsystem: turret24 +AI Class: General +Primary Banks: ( "ULTRA Anti-Fighter Beam" ) +Subsystem: turret25 +AI Class: General +Subsystem: turret26 +AI Class: General $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 4 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Scout 1 ;! Object #4 $Class: GTF Loki $Team: Friendly $Location: -508.740112, 0.013080, 11334.000977 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Run in one" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 56 +Subsystem: Pilot +Secondary Banks: ( "Tempest" ) +Subsystem: communications $Damage: 36 +Subsystem: weapons $Damage: 55 +Subsystem: navigation $Damage: 35 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-arrival-warp" "invulnerable" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 +Persona Index: 0 $Name: Cancer 1 ;! Object #5 $Class: SF Basilisk $Team: Hostile $Location: -1010.325562, 133.052750, 10260.842773 $Orientation: 0.884666, 0.000000, -0.466225, -0.000014, 1.000000, -0.000027, 0.466225, 0.000031, 0.884666 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot +Secondary Banks: ( "Trebuchet" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 2 ;! Object #6 $Class: SF Basilisk $Team: Hostile $Location: -1176.139526, 133.052109, 10142.152344 $Orientation: 0.827439, 0.000000, -0.561555, -0.000015, 1.000000, -0.000022, 0.561555, 0.000027, 0.827439 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot +Secondary Banks: ( "Trebuchet" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 3 ;! Object #7 $Class: SF Basilisk $Team: Hostile $Location: -899.840759, 133.052322, 10046.916992 $Orientation: 0.952078, 0.000000, -0.305855, -0.000009, 1.000000, -0.000027, 0.305855, 0.000028, 0.952078 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot +Secondary Banks: ( "Trebuchet" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 4 ;! Object #8 $Class: SF Basilisk $Team: Hostile $Location: -1088.036743, 133.053101, 9903.647461 $Orientation: 0.884666, 0.000000, -0.466225, -0.000014, 1.000000, -0.000027, 0.466225, 0.000031, 0.884666 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot +Secondary Banks: ( "Trebuchet" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scout 3 ;! Object #9 $Class: GTF Loki $Team: Friendly $Location: -25.450928, 0.013959, 11681.829102 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Close In" 50 ) ( ai-warp-out 12 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 12 +Initial Shields: 2 +Subsystem: Pilot +Secondary Banks: ( "Tempest" ) +Subsystem: communications $Damage: 36 +Subsystem: weapons $Damage: 55 +Subsystem: navigation $Damage: 35 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "The Storm Cometh" 4 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-arrival-warp" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 +Persona Index: 2 $Name: Scorpio 1 ;! Object #10 $Class: SF Mara $Team: Hostile $Location: -218.623932, -411.943939, 9824.191406 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $AI Goals: ( goals ( ai-chase "Scout 3" 34 ) ( ai-chase-any 23 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Scorpio 2 ;! Object #11 $Class: SF Mara $Team: Hostile $Location: -299.015015, -411.944427, 9778.579102 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $AI Goals: ( goals ( ai-chase "Scout 3" 34 ) ( ai-chase-any 23 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Scorpio 3 ;! Object #12 $Class: SF Mara $Team: Hostile $Location: -169.708862, -411.944550, 9742.736328 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $AI Goals: ( goals ( ai-chase "Scout 3" 34 ) ( ai-chase-any 23 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Scorpio 4 ;! Object #13 $Class: SF Mara $Team: Hostile $Location: -275.462341, -411.944000, 9702.973633 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $AI Goals: ( goals ( ai-chase "Scout 3" 50 ) ( ai-chase-wing "Alpha" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Scorpio 5 ;! Object #14 $Class: SF Mara $Team: Hostile $Location: -179.530045, -411.944061, 9654.449219 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $AI Goals: ( goals ( ai-chase "Scout 3" 50 ) ( ai-chase-wing "Alpha" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Leo 1 ;! Object #15 $Class: SF Manticore $Team: Hostile $Location: 118.637878, 625.972839, 9233.064453 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $AI Goals: ( goals ( ai-waypoints-once "Close In" 66 ) ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 2 ;! Object #16 $Class: SF Manticore $Team: Hostile $Location: 214.954285, 625.972839, 9216.274414 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $AI Goals: ( goals ( ai-waypoints-once "Close In" 66 ) ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 3 ;! Object #17 $Class: SF Manticore $Team: Hostile $Location: 9.071472, 625.972839, 9158.343750 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $AI Goals: ( goals ( ai-chase "Kappa 3" 66 ) ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 4 ;! Object #18 $Class: SF Manticore $Team: Hostile $Location: 131.958191, 625.972839, 9086.116211 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $AI Goals: ( goals ( ai-chase "Kappa 3" 66 ) ( ai-chase-any 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 1 ;! Object #19 $Class: SB Taurvi $Team: Hostile $Location: -4955.507813, -0.000008, 15707.532227 $Orientation: -0.068026, 0.000000, -0.997684, -0.007793, 0.999970, 0.000531, 0.997653, 0.007811, -0.068024 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $AI Goals: ( goals ( ai-chase "Lucidity" 50 ) ( ai-chase "Warspite" 23 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 2 ;! Object #20 $Class: SB Taurvi $Team: Hostile $Location: -4926.604492, 0.000158, 15782.743164 $Orientation: -0.048438, 0.000000, -0.998826, -0.007516, 0.999972, 0.000364, 0.998798, 0.007525, -0.048437 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $AI Goals: ( goals ( ai-chase "Lucidity" 50 ) ( ai-chase "Warspite" 23 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 3 ;! Object #21 $Class: SB Taurvi $Team: Hostile $Location: -4851.809082, 0.000068, 15679.767578 $Orientation: -0.062989, 0.000000, -0.998014, -0.007996, 0.999968, 0.000505, 0.997982, 0.008012, -0.062987 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $AI Goals: ( goals ( ai-chase "Lucidity" 50 ) ( ai-chase "Warspite" 23 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 4 ;! Object #22 $Class: SB Taurvi $Team: Hostile $Location: -4982.628906, 0.000169, 15651.753906 $Orientation: -0.031393, 0.000000, -0.999507, -0.007663, 0.999971, 0.000241, 0.999478, 0.007667, -0.031392 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $AI Goals: ( goals ( ai-chase "Lucidity" 50 ) ( ai-chase "Warspite" 23 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Iota 1 ;! Object #23 $Class: GTF Myrmidon $Team: Friendly $Location: -4851.964844, 0.000143, 11560.456055 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Tornado" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Iota 2 ;! Object #24 $Class: GTF Myrmidon $Team: Friendly $Location: -4786.561035, 0.000048, 11652.720703 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Tornado" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Iota 3 ;! Object #25 $Class: GTF Myrmidon $Team: Friendly $Location: -4918.961914, -0.000266, 11629.519531 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Tornado" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Iota 4 ;! Object #26 $Class: GTF Myrmidon $Team: Friendly $Location: -4840.652344, -0.000065, 11709.564453 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Tornado" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Libra 1 ;! Object #27 $Class: SF Aeshma $Team: Hostile $Location: -5182.511719, -0.001589, 15678.891602 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Libra 2 ;! Object #28 $Class: SF Aeshma $Team: Hostile $Location: -5200.085938, -0.001541, 15708.814453 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Kappa 3 ;! Object #29 $Class: GTF Hercules Mark II $Team: Friendly $Location: 96.208038, -0.000774, 9945.056641 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Run in one" 50 ) ( ai-waypoints-once "Close In" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 64 +Subsystem: Pilot +Subsystem: sensors $Damage: 77 +Subsystem: communications $Damage: 76 +Subsystem: weapons $Damage: 46 +Subsystem: navigation $Damage: 53 +Subsystem: engine $Damage: 24 $Arrival Location: Hyperspace $Arrival Cue: ( or ( is-event-true-delay "Trouble B" 75 ) ( is-event-true-delay "Trouble A" 75 ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-arrival-warp" )+Respawn priority: 0 +Group: 0 +Score: 10 +Persona Index: 3 $Name: Iota 5 ;! Object #30 $Class: GTF Myrmidon $Team: Friendly $Location: -4937.160645, 0.000141, 11712.633789 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Hornet" "Tornado" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 #Wings ;! 7 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Alpha 1" "Alpha 2" ) +Hotkey: 0 +Flags:( ) $Name: Cancer $Waves: 1 $Wave Threshold: 1 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Intro Event" 1 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Cancer 1" "Cancer 2" "Cancer 3" "Cancer 4" ) $AI Goals: ( goals ( ai-waypoints-once "Run in one" 50 ) ) +Flags:( "no-arrival-music" "no-arrival-message" "no-arrival-warp" ) $Name: Scorpio $Waves: 1 $Wave Threshold: 1 $Special Ship: 0 ;! Scorpio 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "The Storm Cometh" 5 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 5 total "Scorpio 1" "Scorpio 2" "Scorpio 3" "Scorpio 4" "Scorpio 5" ) +Flags:( "no-arrival-music" "no-arrival-message" "no-arrival-warp" ) $Name: Leo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Leo 1 $Arrival Location: Hyperspace $Arrival Cue: ( or ( is-destroyed-delay 3 "Scorpio 3" "Scorpio 4" ) ( has-time-elapsed 430 ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Leo 1" "Leo 2" "Leo 3" "Leo 4" ) +Flags:( "no-arrival-music" "no-arrival-message" "no-arrival-warp" ) +Wave Delay Min: 23 +Wave Delay Max: 43 $Name: Virgo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Hyperspace $Arrival Cue: ( or ( is-event-true-delay "Trouble A" ( rand 12 32 ) ) ( is-event-true-delay "Trouble B" ( rand 12 32 ) ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Virgo 1" "Virgo 2" "Virgo 3" "Virgo 4" ) +Flags:( "no-arrival-warp" ) +Wave Delay Min: 12 +Wave Delay Max: 13 $Name: Iota $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Iota 1 $Arrival Location: Near Ship +Arrival Distance: 1000 $Arrival Anchor: Warspite $Arrival Cue: ( or ( is-destroyed-delay 22 "Alpha 2" ) ( has-time-elapsed 295 ) ( has-arrived-delay 13 "Iota" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 5 total "Iota 1" "Iota 2" "Iota 3" "Iota 4" "Iota 5" ) $AI Goals: ( goals ( ai-guard "Lucidity" 50 ) ( ai-guard "Warspite" 44 ) ( ai-chase-any 33 ) ) +Flags:( ) $Name: Libra $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Libra 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 2 "Virgo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Libra 1" "Libra 2" ) $AI Goals: ( goals ( ai-chase-wing "Alpha" 43 ) ) +Flags:( "no-arrival-music" "no-arrival-message" "no-arrival-warp" ) +Wave Delay Min: 12 +Wave Delay Max: 13 #Events ;! 31 total $Formula: ( when ( is-previous-goal-true "sm2-01" "Protect Lucidity" ( true ) ) ( awacs-set-radius "Lucidity" "radara" 6000 ) ( turret-tagged-only "Lucidity" ) ) +Name: AWACS +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 2 ) ( send-message-list "Alpha 2" "High" "A2- Intro" 0 "#Command" "High" "COM- Intro 2" 4000 ) ( turret-tagged-only "Warspite" ) ( beam-free-all "Warspite" ) ( ship-guardian "Alpha 2" ) ) +Name: Intro Event +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Alpha 1" "Scout 1" ) 950 ) ( ship-guardian "Scout 1" ) ( unprotect-ship "Scout 1" ) ) +Name: Loki Burn +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( ship-no-guardian "Scout 1" ) ( send-message-list "Scout 1" "High" "SCT- Pass la buck" 100 ) ) +Name: Un Guardian Loki +Repeat Count: 1 +Interval: 1 +Chained: 15 $Formula: ( when ( true ) ( add-goal "Scout 1" ( ai-warp-out 89 ) ) ) +Name: Loki Flee +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( < ( distance "Cancer" "Warspite" ) 2000 ) ( clear-goals "Cancer" ) ( add-goal "Cancer" ( ai-chase "Warspite" 89 ) ) ) +Name: Concentrate on warsprite +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( is-destroyed-delay 0 "Cancer 1" "Cancer 4" ) ( has-time-elapsed 320 ) ) ( do-nothing ) ) +Name: The Storm Cometh +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 9 "Scout 3" ) ( send-message "Scout 3" "High" "S3- Storm" ) ) +Name: Scout 3 Panics +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Scout 3 Panics" ( rand 4 9 ) ) ( self-destruct "Scout 3" ) ) +Name: Scout 3 Blows +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-arrived-delay 1 "Leo" ) ( is-previous-goal-true "SM2-01" "Protect Lucidity" ) ) ( send-message-list "Warspite" "High" "WAR- Trouble" 0 "Lucidity" "High" "LUCID- Trouble" 10700 "#Command" "High" "COM- Trouble" 8200 "Alpha 2" "High" "A2- trouble" 12000 "#Command" "High" "COM- trouble 2A" 5000 "Alpha 2" "High" "A2- Yes sir" 8200 ) ( invalidate-goal "Test TAG Missiles" ) ) +Name: Trouble A +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( ship-no-guardian "Alpha 2" ) ) +Name: Un Protect A2 +Repeat Count: 1 +Interval: 1 +Chained: 40 $Formula: ( when ( and ( has-arrived-delay 1 "Leo" ) ( is-previous-goal-false "SM2-01" "Protect Lucidity" ( false ) ) ) ( send-message-list "Warspite" "High" "WAR- Trouble" 0 "Lucidity" "High" "LUCID- Trouble" 9000 "Alpha 2" "High" "A2- trouble" 7200 "#Command" "High" "COM- Trouble 2B" 10000 "Alpha 2" "High" "A2- Yes sir" 4700 ) ( ship-no-guardian "Alpha 2" ) ) +Name: Trouble B +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-goal-true-delay "Destroy all enemy fighters" 7 ) ( send-message "#Command" "High" "COM- all clear" ) ) +Name: All Clear +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Jump Out +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( has-arrived-delay 2 "Virgo" ) ( send-message "#Command" "High" "COM- ARJUNA" ) ) +Name: Virgo Threat +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Virgo Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Cancer Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("TAG Cancer", 1095) $Formula: ( when ( is-destroyed-delay 0 "Scorpio" ) ( do-nothing ) ) +Name: Kali Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("TAG Scorpio", 1096) $Formula: ( when ( is-destroyed-delay 0 "Leo" ) ( do-nothing ) ) +Name: Leo Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Leo", 15) $Formula: ( when ( has-arrived-delay 5 "Iota" ) ( send-message "Iota 1" "High" "IOTA- We arrive late" ) ) +Name: Iota Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Libra" ) ( do-nothing ) ) +Name: Libra Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Libra", 18) $Formula: ( when ( < ( hits-left "Warspite" ) 20 ) ( send-message "Warspite" "High" "WAR- Hurt" ) ) +Name: WAR- Hurt +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 5 "Warspite" ) ( send-message "#Command" "High" "COM- WAR Dead" ) ) +Name: COM- War Dead +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Lucidity" ) 25 ) ( send-message "#Command" "High" "LUCID- Hurt" ) ) +Name: COM Lucid- Hurt +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 5 "Lucidity" ) ( send-message "#Command" "High" "Lucid- Dead" ) ) +Name: COM Lucid-Dead +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 10 "Warspite" "Lucidity" ) ( is-previous-goal-true "SM2-01" "Protect Lucidity" ( true ) ) ) ( send-message "#Command" "High" "COM- RTU Bad" ) ) +Name: COM- RTU A +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 10 "Warspite" ) ( is-previous-goal-false "SM2-01" "Protect Lucidity" ( false ) ) ) ( send-message "#Command" "High" "COM- RTU Bad" ) ) +Name: COM- RTU B +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( and ( is-previous-goal-true "SM2-01" "Protect Lucidity" ( true ) ) ( not ( is-destroyed-delay 0 "Warspite" "Lucidity" ) ) ( is-event-true-delay "All Clear" 0 ) ) ( and ( is-previous-goal-false "SM2-01" "Protect Lucidity" ( false ) ) ( not ( is-destroyed-delay 0 "Warspite" ) ) ( is-event-true-delay "All Clear" 0 ) ) ) ( tech-add-ships "GTF Pegasus" ) ( allow-ship "GTF Pegasus" ) ) +Name: May Continue +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Kappa 3" ) ( ship-guardian "Kappa 3" ) ( send-message-list "Kappa 3" "High" "Kappa 3" 0 "#Command" "High" "COM- Affirm" 7800 "Kappa 3" "High" "KAP- Get out" 3000 "#Command" "High" "COM Transmit" 6200 "Kappa 3" "High" "KAP- Final Words" 6900 ) ) +Name: Kappa Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( unprotect-ship "Leo 4" ) ( ship-no-guardian "Kappa 3" ) ( unprotect-ship "Leo 3" ) ) +Name: Kappa dies +Repeat Count: 1 +Interval: 1 +Chained: 20 $Formula: ( when ( is-destroyed-delay 0 "Kappa 3" ) ( send-message-list "#Command" "High" "COM- Do you copy" 0 "#Command" "High" "Com- Classified" 7000 ) ) +Name: Kappa dead +Repeat Count: 1 +Interval: 1 #Goals ;! 4 total $Type: Primary +Name: Test TAG Missiles $MessageNew: XSTR("Test the TAG missile system", 1097) $end_multi_text $Formula: ( is-destroyed-delay 0 "Scorpio" "Cancer" "Leo" "Virgo" "Libra" ) $Type: Primary +Name: Destroy all enemy fighters $MessageNew: XSTR("Destroy all Shivan fighters", 1098) $end_multi_text $Formula: ( is-destroyed-delay 0 "Scorpio" "Cancer" "Leo" "Virgo" "Libra" ) $Type: Primary +Name: Defend Warspite $MessageNew: XSTR("Protect the Warspite", 1099) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Warspite" ) ) ( is-event-true-delay "All Clear" 0 ) ) $Type: Primary +Name: Defend Lucidity $MessageNew: XSTR("Protect the Lucidity", 1056) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 4 "Lucidity" ) ) ( is-event-true-delay "All Clear" 0 ) ) #Waypoints ;! 3 lists total $Jump Node: 23.923006, -109.418991, -1247.423462 $Jump Node Name: Capella $Name: Lucidity Patrol $List: ( ;! 6 points in list ( 1359.807861, 427.468201, 14921.681641 ) ( 243.949387, 427.468201, 13347.756836 ) ( -468.912598, 427.468201, 13306.756836 ) ( -520.549255, 427.468201, 13885.402344 ) ( 474.627899, 427.468201, 15428.997070 ) ( 1196.399048, 427.468201, 15614.452148 ) ) $Name: Run in one $List: ( ;! 2 points in list ( -476.283813, 0.008804, 11417.947266 ) ( 103.697968, 0.009651, 13243.305664 ) ) $Name: Close In $List: ( ;! 1 points in list ( 643.174072, -0.000545, 14117.325195 ) ) #Messages ;! 233 total $Name: A2- Intro $Team: -1 $MessageNew: XSTR("This is Alpha wing. We are in position and standing by.", 1100) $end_multi_text +AVI Name: Head-TP5 +Wave Name: sm202_a2_01.wav $Name: COM- Intro 2 $Team: -1 $MessageNew: XSTR("Acknowledged. Scouts are inbound with enemy fighters in pursuit. Number of bandits unknown.", 1101) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm202_ac_01.wav $Name: SCT- Pass la buck $Team: -1 $MessageNew: XSTR("Scout 1 here! I'm bugging out! They thrashed me good back there!", 1102) $end_multi_text +AVI Name: Head-TP1 +Wave Name: sm202_s1_01.wav $Name: S3- Storm $Team: -1 $MessageNew: XSTR("Mayday! Mayday! This is Scout 3! A large Shivan force is headed for your position! I'm under heavy fire here! ", 1103) $end_multi_text +AVI Name: Head-TP6 +Wave Name: sm202_s3_01.wav $Name: WAR- Trouble $Team: -1 $MessageNew: XSTR("Alpha wing, be advised our fire control is currently slaved into the TAG system. We're totally dependent on you for all our weapons targeting. If you don't TAG it, we can't hit it.", 1104) $end_multi_text +AVI Name: Head-CM5 +Wave Name: sm202_wa_01.wav $Name: LUCID- Trouble $Team: -1 $MessageNew: XSTR("Long-range sensors indicate eleven hostile craft are inbound. We're picking up additional jump signatures with hostile configurations.", 1105) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm202_lu_01.wav $Name: COM- Trouble $Team: -1 $MessageNew: XSTR("All units! This situation has been upgraded to a tactical engagement. Iota wing will reinforce your position as soon as possible. Hang in there, Alpha. Help is on the way.", 1106) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm202_ac_02.wav $Name: A2- trouble $Team: -1 $MessageNew: XSTR("That's not good enough, Command! We're not properly armed out here! What do you expect us to do?", 1107) $end_multi_text +AVI Name: Head-TP5 +Wave Name: sm202_a2_02.wav $Name: COM- trouble 2A $Team: -1 $MessageNew: XSTR("We are fully aware of your situation, Alpha. We are also aware that thousands of lives on board the Warspite and Lucidity are counting on you.", 1108) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm202_ac_03.wav $Name: A2- Yes sir $Team: -1 $MessageNew: XSTR("Roger that, Command. We'll get the job done.", 1109) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: sm202_a2_03.wav $Name: COM- all clear $Team: -1 $MessageNew: XSTR("All clear. Mission complete. Alpha, you may return to base. ", 1110) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm202_ac_04.wav $Name: COM- ARJUNA $Team: -1 $MessageNew: XSTR("A wing of five Taurvis now closing in! Intercept those bombers, Alpha!", 1111) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm202_ac_05.wav $Name: IOTA- We arrive late $Team: -1 $MessageNew: XSTR("Iota wing here. Ready to assist.", 1112) $end_multi_text +Persona: Wingman 5 +AVI Name: Head-TP8 +Wave Name: sm202_i1_01.wav $Name: COM- Trouble 2B $Team: -1 $MessageNew: XSTR("We are fully aware of your situation, Alpha. We are also aware of thousands of lives on board the Warspite that are counting on you.", 1113) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm202_ac_06.wav $Name: WAR- Hurt $Team: -1 $MessageNew: XSTR("This is the Warspite! We're under heavy fire! Alpha, unless you TAG those hostiles, we are completely defenseless!", 1114) $end_multi_text +AVI Name: Head-TP5 +Wave Name: sm202_wa_02.wav $Name: COM- WAR Dead $Team: -1 $MessageNew: XSTR("The Shivans have destroyed the Warspite!", 1115) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm202_ac_07.wav $Name: LUCID- Hurt $Team: -1 $MessageNew: XSTR("We need fighter cover on the Lucidity! We must not lose the AWACS!", 1116) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm202_AC_09.wav $Name: Lucid- Dead $Team: -1 $MessageNew: XSTR("The Lucidity has been destroyed!", 1117) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm202_AC_10.wav $Name: COM- RTU Bad $Team: -1 $MessageNew: XSTR("Alpha, return to base on the double. This mission is over.", 1118) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm202_aC_08.wav $Name: Kappa 3 $Team: -1 $MessageNew: XSTR("Mayday! Mayday! This is Kappa 3 of the 107th Ravens, GTD Aquitaine! Command, do you copy?", 1119) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP7 +Wave Name: sm201_k3_01.wav $Name: COM- Affirm $Team: -1 $MessageNew: XSTR("Affirmative, Kappa 3! What's your status?", 1120) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm201_AC_08.wav $Name: KAP- Get out $Team: -1 $MessageNew: XSTR("Command, get the fleet out of the nebula! Shut down the portal now! There's no time to lose!", 1121) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP7 +Wave Name: sm201_k3_02.wav $Name: COM Transmit $Team: -1 $MessageNew: XSTR("I am transmitting the coordinates of the Aquitaine's current position. Return to base immediately. You are badly damaged.", 1122) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm201_AC_09.wav $Name: KAP- Final Words $Team: -1 $MessageNew: XSTR("Listen to me! There's no way we can stop them this time! Shut down the portal before it's too late! There's something out there, Command! Please! ", 1123) $end_multi_text +AVI Name: Head-TP7 +Wave Name: sm201_K3_03.wav $Name: COM- Do you copy $Team: -1 $MessageNew: XSTR("Kappa 3, do you copy? Please respond. I repeat. Do you copy?", 1124) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm201_AC_10.wav $Name: Com- Classified $Team: -1 $MessageNew: XSTR("All units, you will disregard Kappa 3's transmission. The communication record of this sortie has been classified level Phi. ", 1125) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm201_AC_11.wav #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 489 $Ambient light level: 0 +Neb2: nbackblue2 +Neb2Flags: 63 #Asteroid Fields #Music $Event Music: 5: Deuteronomy $Briefing Music: Brief2 #End #Mission Info $Version: 0.10 $Name: XSTR("Proving Grounds", 1126) $Author: Brad Johnson $Created: 06/01/99 at 16:22:29 $Modified: 09/14/99 at 19:57:59 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("The 134th participates in a field exercise with the new Pegasus stealth fighter. ", 1127) $end_multi_text +Game Type Flags: 1 +Flags: 4 +NebAwacs: 3000.000000 +Storm: none +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 1990.279663, 563.291321, 1128.158813 +Viewer orient: 0.002511, -0.000001, 0.999997, -0.499998, 0.866026, 0.001256, -0.866023, -0.500000, 0.002174 +SquadReassignName: 134th Barracuda +SquadReassignLogo: barracudas.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("In this mission, the 134th will participate in a test of the new Pegasus-class stealth fighter, developed for allied operations in the nebula. The unusual design of the Pegasus minimizes the EM signature emitted by the fighter, making it all but impossible to detect with sensors. This exercise will be the first simulation of the Pegasus under combat conditions in the nebula environment.", 1128) $end_multi_text $voice: SM203_MB_01.wav $camera_pos: 1990.279663, 563.291321, 1128.158813 $camera_orient: 0.002511, -0.000001, 0.999997, -0.499998, 0.866026, 0.001256, -0.866023, -0.500000, 0.002174 $camera_time: 1050 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Hostile $class: GTF Pegasus $pos: 967.416992, -0.000108, 1129.212891 $label: Delta +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Alpha wing, your objective is to defend the $f GTC $f Oberon, a decommissioned Fenris cruiser. The $f Oberon has served the Alliance since the Great War, and most of its systems have been stripped down to repair other cruisers in circulation. Flying the Pegasus prototypes, $h Delta wing will attack the $f Oberon. Your job is to repel their offensive.", 1129) $end_multi_text $voice: SM203_MB_02.wav $camera_pos: -307.948425, 1038.083252, -2777.861572 $camera_orient: 0.999994, 0.000000, -0.003579, 0.001789, 0.866025, 0.499997, 0.003099, -0.500000, 0.866020 $camera_time: 800 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 18 $team: Friendly $class: GTC Fenris $pos: -514.892761, 0.000052, -1300.499878 $label: Oberon +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Perseus $pos: -164.088058, -0.000031, -659.748535 $label: Alpha +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Your weapons will be neutralized for the duration of the test. Though you may fire your lasers and missiles, they will inflict only superficial damage against $h Delta wing. Engineers on board the $f GTD $f Aquitaine will monitor the progress of the exercise and gather data to verify the stealth capability and combat potential of the Pegasus.", 1130) $end_multi_text $voice: SM203_MB_03.wav $camera_pos: 121.859673, 7432.537109, -1116.354614 $camera_orient: 0.999958, 0.000000, 0.009142, -0.009092, 0.104552, 0.994478, -0.000955, -0.994519, 0.104547 $camera_time: 500 $num_lines: 0 $num_icons: 4 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Hostile $class: GTF Pegasus $pos: 1088.555298, -0.000013, 133.068832 $label: Delta +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTC Fenris $pos: -514.892761, 0.000052, -1300.499878 $label: Oberon +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Perseus $pos: -67.370232, -0.000136, -443.600372 $label: Alpha +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: GTD Hecate $pos: -901.122314, 0.000135, 586.239014 $label: Aquitaine +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 7 $Formula: ( and ( not ( is-destroyed-delay 0 "Aquitaine" ) ) ( not ( has-departed-delay 0 "Aquitaine" ) ) ( has-arrived-delay 0 "Scorpio" ) ) $Multi text XSTR("You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.", 180) $end_multi_text $Voice: 6_JOE.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( is-destroyed-delay 0 "Aquitaine" ) $Multi text XSTR("The Shivans destroyed the Aquitaine. Without this ship, our operations in the nebula are in jeopardy. Though we were outnumbered and outgunned, the Aquitaine went down on our watch. The 10,000 officers and crew who perished were our friends and comrades. The 134th is the disgrace of the allied fleet. Because we serve on the front lines, the brass think it's our duty to take the fall for their mistakes. As your squadron leader, I will testify on your behalf. More wings should have been deployed to cover the Aquitaine's retreat. However, until Command completes its inquiry, you will be stripped of your wings and held in custody. You are dismissed, pilot.", 1131) $end_multi_text $Voice: SM203_DB_02.wav $Recommendation text: XSTR("Bombers should be your highest priority when protecting the Aquitaine.", 1132) $end_multi_text $Formula: ( and ( has-departed-delay 0 "Aquitaine" ) ( is-event-true-delay "Aqutaine 50 Percent" 0 ) ( is-destroyed-delay 0 "Tiamat" ) ) $Multi text XSTR("Well done, pilot. Outnumbered and outgunned, you covered the Aquitaine's retreat through the Gamma Draconis jump node. The Moloch and its fighters inflicted severe damage, and repair crews are now working to get the destroyer back on line. Nevertheless, your actions saved thousands of lives. The 64th Raptors are in need of bomber pilots. I've recommended that you be transferred. Flying bombers is hard work, but with a bank of Cyclops torpedoes, you'll have the firepower to neutralize enemy corvettes and destroyers. We have just received word that Bosch and his rebel fleet are en route to Gamma Draconis. We'll be redeployed ASAP to head them off. Admiral Petrarch will outline the details of our upcoming operation at 2150 hours.", 1133) $end_multi_text $Voice: SM203_DB_03.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( has-departed-delay 0 "Aquitaine" ) ( not ( is-event-true-delay "Aqutaine 50 Percent" 0 ) ) ( is-destroyed-delay 0 "Tiamat" ) ) $Multi text XSTR("Excellent work, pilot. Outnumbered and outgunned, you covered the Aquitaine's retreat through the Gamma Draconis jump node. For saving a capital ship of the Galactic Terran-Vasudan Alliance from imminent destruction, you are hereby awarded the Order of Galatea. Congratulations. The 64th Raptors need a wing leader, and I think you are just the pilot for the job. Flying bombers is hard work, but with a bank of Cyclops torpedoes, you'll have the firepower to neutralize enemy corvettes and destroyers. We have just received word that Bosch and his rebel fleet are en route to Gamma Draconis. We'll be redeployed ASAP to head them off. Admiral Petrarch will outline the details of our upcoming operation at 2150 hours.", 1134) $end_multi_text $Voice: SM203_DB_04.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( not ( has-arrived-delay 0 "Scorpio" ) ) $Multi text XSTR("You did not have authorization to return to base, pilot. Your actions compromized our combat evaluation of the Pegasus stealth fighter. You have been grounded until further notice.", 1135) $end_multi_text $Voice: SM203_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( has-departed-delay 0 "Aquitaine" ) ( is-event-true-delay "Aqutaine 50 Percent" 0 ) ( not ( is-destroyed-delay 0 "Tiamat" ) ) ) $Multi text XSTR("Well done, pilot. Outnumbered and outgunned, you covered the Aquitaine's retreat through the Gamma Draconis jump node. The Moloch and its fighters inflicted severe damage, and repair crews are now working to get the destroyer back on line. Nevertheless, your actions saved thousands of lives. The 64th Raptors are in need of bomber pilots. I've recommended that you be transferred. Flying bombers is hard work, but with a bank of Cyclops torpedoes, you'll have the firepower to neutralize enemy corvettes and destroyers. We have just received word that Bosch and his rebel fleet are en route to Gamma Draconis. We'll be redeployed ASAP to head them off. Admiral Petrarch will outline the details of our upcoming operation at 2150 hours.", 1133) $end_multi_text $Voice: SM203_DB_03.wav $Recommendation text: XSTR("In order to destroy the Moloch-class corvette, you must keep it within sensor range. You are providing sensor support for the Aquitaine.", 1136) $end_multi_text $Formula: ( and ( has-departed-delay 0 "Aquitaine" ) ( not ( is-event-true-delay "Aqutaine 50 Percent" 0 ) ) ( not ( is-destroyed-delay 0 "Tiamat" ) ) ) $Multi text XSTR("Excellent work, pilot. Outnumbered and outgunned, you covered the Aquitaine's retreat through the Gamma Draconis jump node. For saving a capital ship of the Galactic Terran-Vasudan Alliance from imminent destruction, you are hereby awarded the Order of Galatea. Congratulations. The 64th Raptors need a wing leader, and I think you are just the pilot for the job. Flying bombers is hard work, but with a bank of Cyclops torpedoes, you'll have the firepower to neutralize enemy corvettes and destroyers. We have just received word that Bosch and his rebel fleet are en route to Gamma Draconis. We'll be redeployed ASAP to head them off. Admiral Petrarch will outline the details of our upcoming operation at 2150 hours.", 1134) $end_multi_text $Voice: SM203_DB_04.wav $Recommendation text: XSTR("In order to destroy the Moloch-class corvette, you must keep it within sensor range. You are providing sensor support for the Aquitaine.", 1136) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Hercules Mark II" 3 "GTF Myrmidon" 3 ) +Weaponry Pool: ( "Subach HL-7" 19 "Akheton SDG" 16 "Morning Star" 19 "Prometheus R" 16 "Rockeye" 500 "Tempest" 2024 "Hornet" 500 "Harpoon" 500 "Stiletto II" 100 "EMP Adv." 100 ) #Objects ;! 33 total $Name: Alpha 1 ;! Object #0 $Class: GTF Perseus $Team: Friendly $Location: 0.000000, 0.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 55 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Morning Star" ) +Secondary Banks: ( "Tempest" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "player-start" "invulnerable" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Perseus $Team: Friendly $Location: -101.309456, 0.000001, -99.864899 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 55 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Morning Star" ) +Secondary Banks: ( "Tempest" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "invulnerable" )+Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 1 $Name: Alpha 3 ;! Object #2 $Class: GTF Perseus $Team: Friendly $Location: 100.262527, 0.000005, -97.589806 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 55 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Morning Star" ) +Secondary Banks: ( "Tempest" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "invulnerable" )+Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 3 $Name: Delta 1 ;! Object #3 $Class: GTF Pegasus $Team: Friendly $Location: 1242.882446, -0.000082, 1079.844360 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Tempest" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "invulnerable" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 +Persona Index: 1 $Name: Delta 2 ;! Object #4 $Class: GTF Pegasus $Team: Friendly $Location: 1138.038208, -0.000082, 963.059204 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Tempest" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "invulnerable" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 +Persona Index: 4 $Name: Delta 3 ;! Object #5 $Class: GTF Pegasus $Team: Friendly $Location: 1331.176636, -0.000021, 973.240601 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Tempest" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "invulnerable" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Aquitaine ;! Object #6 $Class: GTD Hecate $Team: Friendly $Location: -426.551392, 0.000237, 1140.432617 $Orientation: 0.653506, 0.078322, -0.752858, -0.200805, 0.976932, -0.072672, 0.729800, 0.198669, 0.654158 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 +Subsystem: turret27 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Aquitaine" "Waypoint path 2:1" ) 1500 ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 $Name: Oberon ;! Object #7 $Class: GTC Fenris $Team: Friendly $Location: 305.867462, -0.000137, -1802.455933 $Orientation: 0.976932, -0.079915, 0.198034, 0.003315, 0.932904, 0.360111, -0.213525, -0.351148, 0.911648 $IFF: IFF 1 $AI Behavior: None +AI Class: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09a-01-main $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "All Due Respect" 1 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 90 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 $Name: Virgo 1 ;! Object #8 $Class: SF Mara $Team: Hostile $Location: 762.854675, -0.000766, 2623.615967 $Orientation: -0.960614, 0.000000, 0.277886, 0.000000, 1.000000, 0.000000, -0.277886, 0.000000, -0.960614 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 2 ;! Object #9 $Class: SF Mara $Team: Hostile $Location: 895.441772, -0.000712, 2679.583984 $Orientation: -0.960614, 0.000000, 0.277886, 0.000000, 1.000000, 0.000000, -0.277886, 0.000000, -0.960614 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 3 ;! Object #10 $Class: SF Mara $Team: Hostile $Location: 709.981079, -0.000706, 2741.010986 $Orientation: -0.960614, 0.000000, 0.277886, 0.000000, 1.000000, 0.000000, -0.277886, 0.000000, -0.960614 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 4 ;! Object #11 $Class: SF Mara $Team: Hostile $Location: 822.140930, -0.000696, 2813.492432 $Orientation: -0.960614, 0.000000, 0.277886, 0.000000, 1.000000, 0.000000, -0.277886, 0.000000, -0.960614 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 1 ;! Object #12 $Class: SF Astaroth $Team: Hostile $Location: -1556.599976, 903.099976, 1853.800049 $Orientation: -0.533807, 0.000000, -0.845606, 0.473470, 0.828548, -0.298888, 0.700625, -0.559918, -0.442285 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 2 ;! Object #13 $Class: SF Astaroth $Team: Hostile $Location: -1608.458984, 903.099976, 1988.047363 $Orientation: -0.582783, 0.000000, -0.812628, 0.428670, 0.849548, -0.307425, 0.690366, -0.527511, -0.495102 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 3 ;! Object #14 $Class: SF Astaroth $Team: Hostile $Location: -1675.566895, 903.100037, 1804.566284 $Orientation: -0.469483, 0.000000, -0.882942, 0.475113, 0.842879, -0.252630, 0.744213, -0.538103, -0.395717 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 4 ;! Object #15 $Class: SF Astaroth $Team: Hostile $Location: -1744.561035, 903.100037, 1918.905151 $Orientation: -0.508559, 0.000000, -0.861027, 0.437516, 0.861278, -0.258416, 0.741584, -0.508133, -0.438011 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 1 ;! Object #16 $Class: SB Nahema $Team: Hostile $Location: -827.979919, -0.000729, -1899.655518 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Taurus 2 ;! Object #17 $Class: SB Nahema $Team: Hostile $Location: -642.130188, -0.000562, -2004.131348 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Libra 1 ;! Object #18 $Class: SF Basilisk $Team: Hostile $Location: -1977.277710, 0.000133, -226.281509 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 2 ;! Object #19 $Class: SF Basilisk $Team: Hostile $Location: -1788.491577, -0.000115, -300.017883 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 3 ;! Object #20 $Class: SF Basilisk $Team: Hostile $Location: -1830.706909, -0.000238, -439.084412 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Tiamat ;! Object #21 $Class: SCv Moloch $Team: Hostile $Location: 3474.198730, 0.004668, -1629.771240 $Orientation: 0.935897, 0.000000, 0.352274, 0.000000, 1.000000, 0.000000, -0.352274, 0.000000, 0.935897 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Aquitaine" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Sbank Ammo: ( 0 ) +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Primary Banks: ( "Shivan Turret Laser" ) +Subsystem: turret08 +Primary Banks: ( "Shivan Turret Laser" ) +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Primary Banks: ( "Shivan Turret Laser" ) +Subsystem: turret12 +Subsystem: turret13 +Sbank Ammo: ( 0 ) +Subsystem: turret14 +Subsystem: turret15 +Primary Banks: ( "Terran Turret Weak" ) +Subsystem: turret16 +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Engaging" 17 ) $Departure Location: Hyperspace $Departure Cue: ( or ( is-destroyed-delay 10 "Aquitaine" ) ( has-departed-delay 10 "Aquitaine" ) ) $Determination: 10 +Flags: ( "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 60 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Pisces 1 ;! Object #22 $Class: SF Basilisk $Team: Hostile $Location: 3990.498291, -0.000087, -2020.879639 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 2 ;! Object #23 $Class: SF Basilisk $Team: Hostile $Location: 3947.625488, 0.000090, -2095.406738 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 3 ;! Object #24 $Class: SB Nahema $Team: Hostile $Location: -948.793762, -0.000723, -2086.520264 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Taurus 4 ;! Object #25 $Class: SB Nahema $Team: Hostile $Location: -734.788208, -0.000612, -2213.661377 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Scorpio 1 ;! Object #26 $Class: SB Nephilim $Team: Hostile $Location: 1000.700012, 0.000000, 2000.500000 $Orientation: -0.516135, 0.000000, 0.856507, 0.000000, 1.000000, 0.000000, -0.856507, 0.000000, -0.516135 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Scorpio 2 ;! Object #27 $Class: SB Nephilim $Team: Hostile $Location: 1189.949341, -0.000012, 1999.191895 $Orientation: -0.469152, 0.000000, 0.883117, 0.000000, 1.000000, 0.000000, -0.883117, 0.000000, -0.469152 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Scorpio 3 ;! Object #28 $Class: SB Nephilim $Team: Hostile $Location: 1001.833557, -0.000012, 2197.259277 $Orientation: -0.594778, 0.000000, 0.803890, 0.000000, 1.000000, 0.000000, -0.803890, 0.000000, -0.594778 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Scorpio 4 ;! Object #29 $Class: SB Nephilim $Team: Hostile $Location: 1193.022827, -0.000130, 2203.212646 $Orientation: -0.548633, 0.000000, 0.836064, 0.000000, 1.000000, 0.000000, -0.836063, 0.000000, -0.548633 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Epsilon 1 ;! Object #30 $Class: GTF Perseus $Team: Friendly $Location: 799.174561, 0.000095, 111.591431 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Epsilon 2 ;! Object #31 $Class: GTF Perseus $Team: Friendly $Location: 697.441589, -0.000020, -94.732719 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Epsilon 3 ;! Object #32 $Class: GTF Perseus $Team: Friendly $Location: 900.816528, 0.000027, -98.340935 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 #Wings ;! 9 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Alpha 1" "Alpha 2" "Alpha 3" ) +Hotkey: 0 +Flags:( ) $Name: Delta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Delta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Docking Bay $Departure Anchor: Aquitaine $Departure Cue: ( is-event-true-delay "Abort" 5 ) $Ships: ( ;! 3 total "Delta 1" "Delta 2" "Delta 3" ) +Hotkey: 1 +Flags:( ) $Name: Virgo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Next Phase" 6 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Virgo 1" "Virgo 2" "Virgo 3" "Virgo 4" ) $AI Goals: ( goals ( ai-chase "Aquitaine" 89 ) ( ai-chase "Oberon" 50 ) ) +Flags:( "no-arrival-message" ) $Name: Cancer $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 8 "Virgo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Cancer 1" "Cancer 2" "Cancer 3" "Cancer 4" ) $AI Goals: ( goals ( ai-chase "Aquitaine" 89 ) ( ai-chase "Oberon" 50 ) ) +Flags:( ) $Name: Taurus $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: Near Ship +Arrival Distance: 500 $Arrival Anchor: Oberon $Arrival Cue: ( has-arrived-delay 12 "Virgo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Taurus 1" "Taurus 2" "Taurus 3" "Taurus 4" ) $AI Goals: ( goals ( ai-chase "Oberon" 89 ) ( ai-chase "Aquitaine" 50 ) ) +Flags:( ) $Name: Libra $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Libra 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 8 "Cancer" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Libra 1" "Libra 2" "Libra 3" ) $AI Goals: ( goals ( ai-chase "Aquitaine" 89 ) ) +Flags:( ) $Name: Pisces $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Pisces 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Tiamat $Arrival Cue: ( has-arrived-delay 5 "Tiamat" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Pisces 1" "Pisces 2" ) $AI Goals: ( goals ( ai-guard "Tiamat" 89 ) ( ai-chase "Aquitaine" 50 ) ( ai-chase-wing "Alpha" 50 ) ) +Flags:( ) $Name: Scorpio $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Scorpio 1 $Arrival Location: Near Ship +Arrival Distance: 2450 $Arrival Anchor: Aquitaine $Arrival Cue: ( is-destroyed-delay 8 "Taurus" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Scorpio 1" "Scorpio 2" "Scorpio 3" "Scorpio 4" ) $AI Goals: ( goals ( ai-chase "Aquitaine" 89 ) ) +Flags:( ) $Name: Epsilon $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Epsilon 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Aquitaine $Arrival Cue: ( or ( is-destroyed-delay 7 "Alpha 2" "Alpha 3" ) ( < ( hits-left "Aquitaine" ) 55 ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Epsilon 1" "Epsilon 2" "Epsilon 3" ) $AI Goals: ( goals ( ai-guard "Aquitaine" 50 ) ) +Flags:( ) #Events ;! 60 total $Formula: ( when ( > ( is-ship-visible "Virgo 1" ) 0 ) ( do-nothing ) ) +Name: 1st Shivans +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Destroy Virgo +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( > ( is-ship-visible "Cancer 1" ) 0 ) ( do-nothing ) ) +Name: Cancer Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Destroy Cancer +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( > ( is-ship-visible "Taurus 1" ) 0 ) ( do-nothing ) ) +Name: Taurus Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Taurus" ) ( do-nothing ) ) +Name: Destroy Taurus +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Taurus", 19) $Formula: ( when ( > ( is-ship-visible "Libra 1" ) 0 ) ( do-nothing ) ) +Name: Libra Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Libra" ) ( do-nothing ) ) +Name: Destroy Libra +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Libra", 18) $Formula: ( when ( > ( is-ship-visible "Pisces 1" ) 0 ) ( do-nothing ) ) +Name: Pisces Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Pisces" ) ( do-nothing ) ) +Name: Destroy Pisces +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Pisces", 22) $Formula: ( when ( is-destroyed-delay 0 "Tiamat" ) ( do-nothing ) ) +Name: Destroy Tiamat +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Tiamat", 1137) $Formula: ( when ( > ( is-ship-visible "Scorpio 1" ) 0 ) ( do-nothing ) ) +Name: Scorpio Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Scorpio" ) ( do-nothing ) ) +Name: Destroy Scorpio +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Scorpio", 61) $Formula: ( when ( true ) ( do-nothing ) ) +Name: -----Destroy----- +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 6 ) ( send-message "#Command" "High" "Alpha Deployed" ) ( turret-lock-all "Aquitaine" ) ( turret-lock-all "Oberon" ) ) +Name: Stealth Fighters +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Delta 1" "High" "Affirmative" ) ) +Name: Affirmative +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "#Command" "High" "Training" ) ) +Name: Training +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "Alpha 2" "High" "All Due Respect" ) ) +Name: All Due Respect +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( has-arrived-delay 0 "Oberon" ) ( send-message "#Command" "High" "Oberon" ) ) +Name: Oberon +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "Delta 1" "High" "Flyboys Out" ) ) +Name: Flyboys Out +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "#Command" "High" "Begin" ) ( add-goal "Alpha" ( ai-guard "Oberon" 89 ) ) ( validate-goal "Protect Oberon" ) ) +Name: Begin +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( change-iff "Hostile" "Delta 1" "Delta 2" "Delta 3" ) ( clear-goals "Delta" ) ( add-goal "Delta" ( ai-chase "Oberon" 89 ) ) ) +Name: Chnage Iff +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( send-message "#Command" "High" "Gathering Data" ) ) +Name: Gathering Data +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( true ) ( send-message "Alpha 3" "High" "Here They Come" ) ) +Name: Here They Come +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "Alpha 2" "High" "Stay On Them" ) ) +Name: Stay On Them +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "Alpha 3" "High" "Hard To Hit" ) ) +Name: Hard To Hit +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "#Command" "High" "Target Beta" ) ) +Name: Target Beta +Repeat Count: 1 +Interval: 1 +Chained: 9 $Formula: ( when ( true ) ( send-message "Alpha 2" "High" "Negative Command" ) ) +Name: Negative Command +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "#Command" "High" "Holding Up Beta" ) ) +Name: Holding Up Beta +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "Delta 1" "High" "Cant Take Too Much" ) ) +Name: Cant Take Too Much +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( not ( is-destroyed-delay 0 "Oberon" ) ) ( send-message "Delta 2" "High" "Speed and Maneuverability" ) ) +Name: Speed and Maneuverability +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( not ( is-destroyed-delay 0 "Oberon" ) ) ( send-message "Delta 1" "High" "Limited Offensive" ) ) +Name: Limited Offensive +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Oberon" ) ) ( is-event-true-delay "Chnage Iff" 120 ) ( > ( hits-left "Oberon" ) 49 ) ) ( send-message "#Command" "High" "Test Done Good" ) ( change-iff "Friendly" "Delta 1" "Delta 2" "Delta 3" ) ) +Name: Fenris Protected Well +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Oberon" ) ) ( is-event-true-delay "Chnage Iff" 120 ) ( < ( hits-left "Oberon" ) 50 ) ( not ( is-event-true-delay "Fenris Critical" 0 ) ) ( not ( has-arrived-delay 0 "Virgo" ) ) ) ( send-message "#Command" "High" "Test Done Bad" ) ( change-iff "Friendly" "Delta 1" "Delta 2" "Delta 3" ) ) +Name: Fenris Protected Badly +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Oberon" ) ) ( is-event-true-delay "Chnage Iff" 120 ) ( < ( hits-left "Oberon" ) 25 ) ( not ( is-event-true-delay "Fenris Protected Badly" 0 ) ) ( not ( is-event-true-delay "Fenris Protected Well" 0 ) ) ( not ( has-arrived-delay 0 "Virgo" ) ) ) ( send-message "#Command" "High" "Oberon Critical" ) ( change-iff "Friendly" "Delta 1" "Delta 2" "Delta 3" ) ) +Name: Fenris Critical +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( is-event-true-delay "Fenris Protected Badly" 9 ) ( is-event-true-delay "Fenris Protected Well" 9 ) ( is-event-true-delay "Fenris Critical" 9 ) ( and ( is-destroyed-delay 9 "Oberon" ) ( not ( has-arrived-delay 0 "Virgo" ) ) ) ) ( send-message "#Command" "High" "Second Test" ) ) +Name: Next Phase +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Abort" ) ( ship-vulnerable "Delta 1" "Delta 2" "Delta 3" "Alpha 1" "Alpha 2" "Alpha 3" ) ( turret-free-all "Aquitaine" ) ( add-remove-escort "Aquitaine" 99 ) ( unprotect-ship "Alpha 1" "Alpha 2" "Alpha 3" "Aquitaine" ) ( validate-goal "Escort Orion" ) ( invalidate-goal "Test Stealth" ) ( beam-free-all "Aquitaine" ) ( validate-goal "Destroy Fighters" ) ) +Name: Abort +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( true ) ( send-message "#Command" "High" "Hold Off Shivans" ) ) +Name: Hold Off Shivans +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( has-departed-delay 3 "Delta" ) ( add-goal "Aquitaine" ( ai-waypoints-once "Waypoint path 2" 89 ) ) ( send-message "#Command" "High" "Returning To Nade" ) ) +Name: Beta Departs +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( true ) ( send-message "Aquitaine" "High" "Engaging" ) ) +Name: Engaging +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( is-destroyed-delay 0 "Oberon" ) ( good-secondary-time "Hostile" 100 "Cyclops" "Aquitaine" ) ) +Name: Good Secondary Time +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 2 "Tiamat" ) ( beam-free-all "Tiamat" ) ) +Name: Beam Free Moloch +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 2 "Tiamat" ) ( send-message "#Command" "High" "Tiamat Arrives" ) ( validate-goal "Destroy Tiamat" ) ) +Name: Large Shivan +Repeat Count: 1 +Interval: 1 $Formula: ( when ( destroyed-or-departed-delay 3 "Aquitaine" ) ( do-nothing ) ) +Name: Aquitaine Destroyed or Departed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Retun To Base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( has-arrived-delay 8 "Virgo" ) ( do-nothing ) ) +Name: Shivans Arrive +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Aquitaine" ) ( do-nothing ) ) +Name: Escort Aquitaine +Repeat Count: 1 +Interval: 1 +Chained: 8 +Objective: XSTR("Protect Aquitaine", 1138) $Formula: ( when ( and ( < ( hits-left "Oberon" ) 75 ) ( not ( is-event-true-delay "Fenris Protected Well" 0 ) ) ( not ( is-event-true-delay "Fenris Protected Badly" 0 ) ) ( not ( is-event-true-delay "Fenris Critical" 0 ) ) ( not ( has-arrived-delay 0 "Virgo" ) ) ) ( send-message "#Command" "High" "Oberon Hurt Little" ) ) +Name: Oberon Hurt Little +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( < ( hits-left "Oberon" ) 50 ) ( not ( is-event-true-delay "Fenris Protected Well" 0 ) ) ( not ( is-event-true-delay "Fenris Protected Badly" 0 ) ) ( not ( is-event-true-delay "Fenris Critical" 0 ) ) ( not ( has-arrived-delay 0 "Virgo" ) ) ) ( send-message "#Command" "High" "Oberon Heavy Damage" ) ) +Name: Oberon Heavy Damage +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Aquitaine" ) 75 ) ( send-message "Aquitaine" "High" "Aquitaine Damaged" ) ) +Name: Aquitaine Damaged +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Aquitaine" ) 25 ) ( send-message "Aquitaine" "High" "Aquitaine Severely Damaged" ) ) +Name: Aquitaine Severely Damaged +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 5 "Aquitaine" ) ( send-message "#Command" "High" "Aquitaine Destroyed" ) ) +Name: Aquitaine Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 3 "Aquitaine" ) ( send-message "#Command" "High" "Aquitaine Departs" ) ( allow-weapon "Prometheus S" ) ( tech-add-weapons "Prometheus S" ) ( allow-ship "GTB Artemis" ) ( tech-add-ships "GTB Artemis" ) ) +Name: Aquitaine Departs +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 4 "Tiamat" ) ( send-message "#Command" "High" "Tiamat Destroyed" ) ) +Name: Tiamat Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Begin" 0 ) ( do-nothing ) ) +Name: Begin is True +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Oberon" ) ) ( not ( < ( hits-left "Oberon" ) 25 ) ) ( has-time-elapsed 185 ) ) ( do-nothing ) ) +Name: Protect Oberon +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Protect Oberon", 1139) $Formula: ( when ( < ( hits-left "Aquitaine" ) 50 ) ( do-nothing ) ) +Name: Aqutaine 50 Percent +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( good-secondary-time "Hostile" 100 "Cyclops" "Aquitaine" ) ) +Name: Good Secondary Time +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-departed-delay 0 "Aquitaine" ) ( not ( is-event-true-delay "Aqutaine 50 Percent" 0 ) ) ) ( grant-medal "Order of Galatea" ) ) +Name: Order of Galatea +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( allow-weapon "Prometheus S" ) ( tech-add-weapons "Prometheus S" ) ( allow-ship "GTB Artemis" ) ( tech-add-ships "GTB Artemis" "GTF Pegasus" ) ) +Name: New Stuff +Repeat Count: 1 +Interval: 1 #Goals ;! 5 total $Type: Primary +Name: Escort Orion $MessageNew: XSTR("Escort the Aquitaine to the jump node", 1140) $end_multi_text $Formula: ( has-departed-delay 0 "Aquitaine" ) +Invalid $Type: Secondary +Name: Destroy Tiamat $MessageNew: XSTR("Destroy the Tiamat", 1141) $end_multi_text $Formula: ( is-destroyed-delay 0 "Tiamat" ) +Invalid $Type: Secondary +Name: Destroy Fighters $MessageNew: XSTR("Destroy Shivan fighters and bombers", 1142) $end_multi_text $Formula: ( destroyed-or-departed-delay 0 "Virgo" "Cancer" "Taurus" "Libra" "Pisces" "Scorpio" ) +Invalid $Type: Secondary +Name: Protect Oberon $MessageNew: XSTR("Protect the Oberon for 2 minutes", 1143) $end_multi_text $Formula: ( and ( or ( is-event-true-delay "Fenris Protected Well" 0 ) ( is-event-true-delay "Fenris Protected Badly" 0 ) ) ( not ( is-event-true-delay "Fenris Critical" 0 ) ) ) +Invalid $Type: Primary +Name: Test Stealth $MessageNew: XSTR("Test the Pegasus stealth fighter", 1144) $end_multi_text $Formula: ( has-departed-delay 0 "Alpha 1" ) #Waypoints ;! 2 lists total $Jump Node: 2335.236572, 0.000837, -2677.512695 $Jump Node Name: Gamma Draconis $Name: Waypoint path 1 $List: ( ;! 1 points in list ( 1325.686035, 323.177307, 961.315552 ) ) $Name: Waypoint path 2 $List: ( ;! 1 points in list ( 2346.287598, 0.000138, -2695.302979 ) ) #Messages ;! 240 total $Name: Begin $Team: -1 $MessageNew: XSTR("This exercise will begin in 5...4...3...2...1. Delta wing, engage stealth mode.", 1145) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM203_AC_00.wav $Name: Returning To Nade $Team: -1 $MessageNew: XSTR("Aquitaine, set course for the Gamma Draconis jump node. We're pulling you out of there.", 1146) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM203_AC_01.wav $Name: Alpha Deployed $Team: -1 $MessageNew: XSTR("Alpha has been deployed. Delta wing, are you ready?", 1147) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM203_AC_02.wav $Name: Affirmative $Team: -1 $MessageNew: XSTR("Affirmative, Command. Those Alpha scrubs won't even know what hit 'em.", 1148) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM203_B1_02.wav $Name: Training $Team: -1 $MessageNew: XSTR("Alpha, we are switching your weapons to training mode. Your guns and missiles will inflict superficial damage.", 1149) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM203_AC_03.wav $Name: All Due Respect $Team: -1 $MessageNew: XSTR("With all due respect, I recommend we use live ammo for this exercise, sir.", 1150) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: SM203_A2_01.wav $Name: Oberon $Team: -1 $MessageNew: XSTR("The Oberon has jumped in and is standing by. Your objective, Alpha, is to defend this cruiser against Delta wing's attack.", 1151) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM203_AC_04.wav $Name: Flyboys Out $Team: -1 $MessageNew: XSTR("Let's take these flyboys out of circulation, Delta.", 1152) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM203_B1_05.wav $Name: Gathering Data $Team: -1 $MessageNew: XSTR("Gathering test data now. All systems are functioning normally.", 1153) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM203_AC_05.wav $Name: Here They Come $Team: -1 $MessageNew: XSTR("Here they come!", 1154) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP7 +Wave Name: SM203_A3_01.wav $Name: Stay On Them $Team: -1 $MessageNew: XSTR("Stay on them Alpha. Don't lose visual contact!", 1155) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: SM203_A2_02.wav $Name: Hard To Hit $Team: -1 $MessageNew: XSTR("Target profile is razor thin. Hard to hit at medium range.", 1156) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP7 +Wave Name: SM203_A3_02.wav $Name: Target Beta $Team: -1 $MessageNew: XSTR("Alpha, can you target Delta wing?", 1157) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM203_AC_06.wav $Name: Negative Command $Team: -1 $MessageNew: XSTR("Negative, Command. Even at point blank range my sensors pick up nothing.", 1158) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: SM203_A2_03.wav $Name: Holding Up Beta $Team: -1 $MessageNew: XSTR("Good. How are you holding up, Delta?", 1159) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM203_AC_07.wav $Name: Cant Take Too Much $Team: -1 $MessageNew: XSTR("Shielding and armor have a low damage threshold.", 1160) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM203_B1_03.wav $Name: Speed and Maneuverability $Team: -1 $MessageNew: XSTR("Speed and maneuverability are well above average.", 1161) $end_multi_text +Persona: Wingman 5 +AVI Name: Head-TP8 +Wave Name: SM203_B2_01.wav $Name: Limited Offensive $Team: -1 $MessageNew: XSTR("Limited offensive capability. An excellent reconnaissance fighter in my estimation.", 1162) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM203_B1_04.wav $Name: Oberon Hurt Little $Team: -1 $MessageNew: XSTR("Delta wing has inflicted moderate damage against the Oberon. Stay on them, Alpha. Don't lose them in the fog.", 1163) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM203_AC_08.wav $Name: Oberon Heavy Damage $Team: -1 $MessageNew: XSTR("The Oberon has sustained heavy damage. The stealth fighters are getting the best of you, Alpha.", 1164) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM203_AC_09.wav $Name: Oberon Critical $Team: -1 $MessageNew: XSTR("The Oberon's hull integrity has fallen below critical. Looks like a victory for Delta wing.", 1165) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM203_AC_10.wav $Name: Test Done Bad $Team: -1 $MessageNew: XSTR("That's enough for the first test, pilots. Our engineers have gathered important data. Good work attacking the Fenris, Delta. You caught Alpha wing off guard.", 1166) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM203_AC_11.wav $Name: Test Done Good $Team: -1 $MessageNew: XSTR("Excellent work, pilots. Our engineers have gathered valuable data. Good work defending the Fenris, Alpha wing.", 1167) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM203_AC_12.wav $Name: Second Test $Team: -1 $MessageNew: XSTR("We will now begin the second test.", 1168) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM203_AC_13.wav $Name: Abort $Team: -1 $MessageNew: XSTR("Abort the exercise! Repeat! Abort the exercise! Sensors are reading incoming hostiles! Delta wing, return to the Aquitaine on the double.", 1169) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM203_AC_14.wav $Name: Hold Off Shivans $Team: -1 $MessageNew: XSTR("Alpha wing, your primary and secondary weapons have been rearmed. Hold off the Shivans as the Aquitaine withdraws.", 1170) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM203_AC_15.wav $Name: Engaging $Team: -1 $MessageNew: XSTR("Roger that, Command. Engaging fusion drives. Distance from the node is 4500 meters. We will reach our jump point in 6 minutes.", 1171) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM203_AQ_01.wav $Name: Aquitaine Damaged $Team: -1 $MessageNew: XSTR("This is the Aquitaine. Shivan warheads have impacted our hull. We are sustaining heavy damage from the Moloch's main gun.", 1172) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM203_AQ_02.wav $Name: Aquitaine Severely Damaged $Team: -1 $MessageNew: XSTR("This is the Aquitaine. All hands prepare to abandon ship! Probability of hull failure is high!", 1173) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM203_AQ_03.wav $Name: Aquitaine Destroyed $Team: -1 $MessageNew: XSTR("The Aquitaine has been destroyed! Abort mission, pilots! Get out of there now!", 1174) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM203_AC_16.wav $Name: Aquitaine Departs $Team: -1 $MessageNew: XSTR("The Aquitaine has reached the Gamma Draconis jump node! Secure the area and return to base, pilots. Well done.", 1175) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM203_AC_17.wav $Name: Tiamat Arrives $Team: -1 $MessageNew: XSTR("The Shivans have sortied a Moloch-class corvette, designation Tiamat.", 1176) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM203_AC_19.wav $Name: Tiamat Destroyed $Team: -1 $MessageNew: XSTR("We have destroyed the Tiamat!", 1177) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM203_AC_20.wav #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 1260 $Ambient light level: 0 +Neb2: nbackblue1 +Neb2Flags: 63 #Asteroid Fields #Music $Event Music: 3: Leviticus $Briefing Music: Brief3 #End #Mission Info $Version: 0.10 $Name: XSTR("The King's Gambit", 1178) $Author: Brad Johnson $Created: 06/04/99 at 17:14:43 $Modified: 09/14/99 at 20:02:14 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("The 64th Raptors lead a bombing action against NTF ships running the blockade of the Capella jump node. ", 1179) $end_multi_text +Game Type Flags: 1 +Flags: 0 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -439.693512, 10068.536133, -8707.972656 +Viewer orient: 0.999994, -0.000000, -0.003519, 0.002468, 0.712959, 0.701202, 0.002509, -0.701206, 0.712954 +SquadReassignName: 64th Raptors +SquadReassignLogo: raptors.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing $Stage Text: XSTR("Bosch's Gambit We have received news of an alarming development on the civil war front. Massing his forces in the Regulus system, Admiral Bosch outmaneuvered the Colossus and its battle group. The rebel armada is now en route for the Gamma Draconis system, via Polaris, Epsilon Pegasi, and Capella. Their final destination: the Knossos subspace portal.", 1180) $end_multi_text $Ani Filename: cb_sm2-04_a.ani +Wave Filename: SM204_CB_01.wav $Stage Text: XSTR("Running the Gauntlet Allied forces destroyed a number of NTF warships as they ran our gauntlet of jump node blockades. However, the rebels have sufficient firepower to threaten our positions in Gamma Draconis. The Colossus and its battle group are in close pursuit, neutralizing enemy stragglers. We must hold Gamma Draconis until these reinforcements arrive.", 1181) $end_multi_text $Ani Filename: cb_sm2-04_b.ani +Wave Filename: SM204_CB_02.wav $Stage Text: XSTR("On the Barricades Our squadrons will assist with the blockade of the Capella node. As the rebels begin their incursion, our objective will be to inflict as much damage as possible. The second phase will involve a counterstrike against enemy rallying positions, where the rebels will gather to coordinate their final attack. We must diminish the NTF's offensive capability before our confrontation at the node.", 1182) $end_multi_text $Ani Filename: cb_sm2-04_c.ani +Wave Filename: SM204_CB_03.wav $Stage Text: XSTR("Rebellion's End This campaign may prove to be the admiral's final gambit. Whether or not Bosch reaches the portal, the NTF regime and its domination of Polaris, Regulus, and Sirius are effectively over. Command has disclosed neither the motives behind Bosch's actions nor the consequences should the admiral succeed. We do know that 18 months of carnage and terror will soon come to an end.", 1183) $end_multi_text $Ani Filename: cb_sm2-04_d.ani +Wave Filename: SM204_CB_04.wav $Stage Text: XSTR("Artemis Bomber The Aquitaine has just received four wings of the new GTB Artemis, the Alliance's next-generation light bomber. The most agile ship of its class, the Artemis will carry the Cyclops torpedo, our modified anti-cruiser warhead. I have reassigned pilots to the 64th Raptors. This squadron will play a bomber and heavy assault role in the upcoming operation.", 1184) $end_multi_text $Ani Filename: cb_sm2-04_e.ani +Wave Filename: SM204_CB_05.wav $Stage Text: XSTR("Prometheus S The Artemis will be armed with the new Prometheus cannon. Our nebula gas miners have gathered sufficient resources to resume production of the GTW-5 Prometheus S. The S-type is based on the original design of the Prometheus cannon. With high marks for shield and hull damage, the Prometheus was our weapon of choice in the Great War.", 1185) $end_multi_text $Ani Filename: Tech_GTW-5_Prometheus_S.ani +Wave Filename: SM204_CB_06.wav #Briefing $start_briefing $num_stages: 4 $start_stage $multi_text XSTR("This is Commander Beckett, leader of the 64th Raptors Bomber Squadron. At 0457, NTF warships entered the Gamma Draconis system and engaged our blockade. So far we've taken down the NTC Absalon, the NTC Cunaxa, and several troop transports. Admiral Petrarch has called in the 64th to assist.", 1186) $end_multi_text $voice: SM204_MB_01.wav $camera_pos: -439.693512, 10068.536133, -8707.972656 $camera_orient: 0.999994, 0.000000, -0.003519, 0.002468, 0.712959, 0.701202, 0.002509, -0.701206, 0.712954 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 33 $team: Friendly $class: Knossos $pos: -48.172245, -0.000042, 3821.387451 $label: Capella +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: GVD Typhon $pos: -2001.684204, 0.001807, -915.145142 $label: Hedetet +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The Vasudans are leading the blockade with the $f GVD $f Hedetet, a Typhon-class destroyer. The Alliance has also set up a network of five $f Mjolnir RBCs, or Remote Beam Cannons. These unmanned experimental weapon platforms discharge anti-warship beams to complement the defense of a strategic target.", 1187) $end_multi_text $voice: SM204_MB_02.wav $camera_pos: -211.921112, 9088.913086, -7438.845703 $camera_orient: 0.999975, 0.000000, 0.007023, -0.004924, 0.712959, 0.701189, -0.005007, -0.701206, 0.712941 $camera_time: 900 $num_lines: 0 $num_icons: 4 $Flags: 0 $Formula: ( true ) $start_icon $type: 33 $team: Friendly $class: Knossos $pos: -48.172245, -0.000042, 3821.387451 $label: Capella +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: GVD Typhon $pos: -2001.684204, 0.001807, -915.145264 $label: Hedetet +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 9 $team: Friendly $class: GTSG Mjolnir $pos: 2314.960205, -670.495789, 3459.024414 $label: Mjolnir 02 +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 9 $team: Friendly $class: GTSG Mjolnir $pos: -2335.454346, -503.300018, 3323.538330 $label: Mjolnir 01 +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The $h NTF fleet will enter through the Capella jump node. Each warship will then jump to a rallying point within the Gamma Draconis system. In the interval between jumps, they will re-energize their subspace drives. Your role will be to neutralize the warships with your Cyclops torpedoes.", 1188) $end_multi_text $voice: SM204_MB_03.wav $camera_pos: 134.960281, 3214.010254, -557.613831 $camera_orient: 0.999996, 0.000000, 0.002822, -0.001894, 0.741224, 0.671255, -0.002092, -0.671258, 0.741221 $camera_time: 900 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 33 $team: Friendly $class: Knossos $pos: -48.172245, -0.000042, 3821.387451 $label: Capella +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: GVD Typhon $pos: -2001.684204, 0.001807, -915.145264 +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 9 $team: Friendly $class: GTSG Mjolnir $pos: 1397.649292, -670.496704, 3546.388916 $label: Mjolnir 02 +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 9 $team: Friendly $class: GTSG Mjolnir $pos: -1401.967529, -503.299530, 3326.930420 $label: Mjolnir 01 +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Hostile $class: GTD Orion $pos: 42.132168, 0.003420, 2051.252197 +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The $h Iceni has already slipped through our defenses, but we will make every effort to track Bosch down before the rebels rally their forces and attack. According to Intelligence, the $h NTD $h Uhuru, the $h NTC $h Pax, the $h NTC $h Liberty, and the $h NTC $h Undaunted have entered the subspace node and are heading for the blockade.", 1189) $end_multi_text $voice: SM204_MB_04.wav $camera_pos: -223.712051, 8657.564453, -7072.940430 $camera_orient: 0.999972, 0.000000, 0.007452, -0.005225, 0.712959, 0.701187, -0.005313, -0.701206, 0.712939 $camera_time: 500 $num_lines: 0 $num_icons: 4 $Flags: 0 $Formula: ( true ) $start_icon $type: 33 $team: Friendly $class: Knossos $pos: -48.172245, -0.000042, 3821.387451 $label: Capella +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: GVD Typhon $pos: -2001.684204, 0.001807, -915.145264 $label: Hedetet +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 9 $team: Friendly $class: GTSG Mjolnir $pos: 2160.367920, -670.496338, 3467.286377 $label: Mjolnir 02 +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 9 $team: Friendly $class: GTSG Mjolnir $pos: -2335.454346, -503.300018, 3323.538330 $label: Mjolnir 01 +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 5 $Formula: ( and ( not ( is-event-true-delay "Return" 0 ) ) ( not ( is-event-true-delay "Doing No Good" 0 ) ) ) $Multi text XSTR("You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.", 180) $end_multi_text $Voice: 7_JOE.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( is-event-true-delay "50 Percent Depart" 0 ) $Multi text XSTR("The 64th Raptors are the disgrace of the Aquitaine and the GTVA. Every warship that ran our blockade threatens our positions in the Gamma Draconis system. Though we have the strength to crush the rebellion, our failure here will cost lives and resources we should not have to sacrifice. Admiral Petrarch has grounded the 64th until further notice. Our bombers will be reassigned to the 107th Ravens. Dismissed, pilot.", 1190) $end_multi_text $Voice: SM204_DB_03.wav $Recommendation text: XSTR("Coordinate your squadmates to attack the critical targets.", 1191) $end_multi_text $Formula: ( is-destroyed-delay 0 "Uhuru" "Pax" "Liberty" "Undaunted" "Inspiration" "Perseverance" ) $Multi text XSTR("Excellent work, pilot. With our blockade of the Capella jump node, the Alliance has achieved a major victory. The Mjolnir RBCs and the bombing action of the 64th negated a significant component of the rebel fleet. The Raptors neutralized all hostile warships that crossed our lines. No other squadron can make that claim. Our unit will be redeployed ASAP. Report to the ready room on the double.", 1192) $end_multi_text $Voice: SM204_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( not ( is-event-true-delay "Possible Infyrno" 0 ) ) ( is-event-true-delay "Return" 0 ) ( not ( is-event-true-delay "50 Percent Depart" 0 ) ) ) $Multi text XSTR("Good work, pilot. The Mjolnir RBCs and the bombing action of the 64th reduced the offensive capability of the NTF fleet. Our chances of minimizing allied casualties in Gamma Draconis have improved significantly. The Raptors will be redeployed ASAP. Report to the ready room on the double.", 1193) $end_multi_text $Voice: SM204_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( is-event-true-delay "Possible Infyrno" 0 ) $Multi text XSTR("For demonstrating exceptional skill in combat, you are hereby awarded the Distinguished Flying Cross.", 905) $end_multi_text $Voice: 7_DFC.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTB Artemis D.H." 4 "GTB Medusa" 4 "GTB Ursa" 4 "GTB Zeus" 4 "GTB Boanerges" 4 ) +Weaponry Pool: ( "Subach HL-7" 20 "Akheton SDG" 16 "Morning Star" 16 "Prometheus S" 26 "Rockeye" 520 "Tempest" 1140 "Hornet" 880 "Tornado" 144 "Harpoon" 436 "TAG-A" 100 "Stiletto II" 100 "Cyclops#short" 94 "EMP Adv." 500 ) #Objects ;! 44 total $Name: Alpha 1 ;! Object #0 $Class: GTB Artemis $Team: Friendly $Location: 1450.500000, 0.000000, -1732.300049 $Orientation: 0.975610, 0.000000, 0.219510, 0.000000, 1.000000, -0.000001, -0.219510, 0.000001, 0.975610 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Hedetet ;! Object #1 $Class: GVD Typhon $Team: Friendly $Location: -2001.684204, 0.001807, -915.145142 $Orientation: 0.412261, -0.908634, -0.066530, 0.897028, 0.417595, -0.144762, 0.159318, 0.000000, 0.987227 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret02 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Sbank Ammo: ( 0 ) +Subsystem: turret08 +Sbank Ammo: ( 0 ) +Subsystem: turret09 +Sbank Ammo: ( 0 ) +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +AI Class: General +Subsystem: turret13 +Sbank Ammo: ( 0 ) +Subsystem: turret14 +Subsystem: turret15 +AI Class: General +Primary Banks: ( "SVas" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( destroyed-or-departed-delay 18 "Perseverance" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 98 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 $Name: Unut ;! Object #2 $Class: GVC Mentu $Team: Friendly $Location: 872.752563, -587.369202, -1395.380615 $Orientation: 0.999200, -0.039989, 0.000000, 0.039989, 0.999200, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 $Arrival Location: Hyperspace +Arrival Delay: 200 $Arrival Cue: ( is-destroyed-delay 10 "Hedetet" ) $Departure Location: Hyperspace $Departure Cue: ( destroyed-or-departed-delay 15 "Perseverance" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 97 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 90 $Name: York ;! Object #3 $Class: GTCv Deimos $Team: Friendly $Location: 1564.674194, 722.857117, -2998.185791 $Orientation: 0.870370, 0.431224, 0.237703, -0.443948, 0.896053, 0.000000, -0.212994, -0.105528, 0.971338 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 10 "Unut" ) $Departure Location: Hyperspace $Departure Cue: ( destroyed-or-departed-delay 15 "Perseverance" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 99 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Warwick ;! Object #4 $Class: GTC Aeolus $Team: Friendly $Location: -1875.197998, -319.256805, -2677.230713 $Orientation: 0.777573, 0.000000, -0.628793, 0.000000, 1.000000, 0.000000, 0.628793, 0.000000, 0.777573 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 $Arrival Location: Hyperspace +Arrival Delay: 88 $Arrival Cue: ( is-destroyed-delay 0 "Unut" ) $Departure Location: Hyperspace $Departure Cue: ( destroyed-or-departed-delay 15 "Perseverance" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 96 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Alpha 2 ;! Object #5 $Class: GTB Artemis $Team: Friendly $Location: 1346.839600, 0.000177, -1832.409668 $Orientation: 0.979587, 0.000000, 0.201018, 0.000000, 1.000000, 0.000000, -0.201018, 0.000001, 0.979587 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 0 $Name: Alpha 3 ;! Object #6 $Class: GTB Artemis $Team: Friendly $Location: 1549.412964, 0.000182, -1829.819824 $Orientation: 0.973030, 0.000000, 0.230680, 0.000000, 1.000000, 0.000000, -0.230680, 0.000001, 0.973030 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 0 $Name: Alpha 4 ;! Object #7 $Class: GTB Artemis $Team: Friendly $Location: 1449.603271, 0.000158, -1930.211060 $Orientation: 0.977057, 0.000000, 0.212979, 0.000000, 1.000000, 0.000000, -0.212979, 0.000000, 0.977057 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Uhuru ;! Object #8 $Class: GTD Orion $Team: Neutral $Location: 38.420719, 0.003461, 4543.680664 $Orientation: -0.999880, 0.000000, 0.015518, 0.000000, 1.000000, 0.000000, -0.015518, 0.000000, -0.999880 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 84 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a $Damage: 14 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret02a $Damage: 54 +Primary Banks: ( "Standard Flak" "Standard Flak" "Standard Flak" ) +Subsystem: turret03a $Damage: 54 +Primary Banks: ( "Standard Flak" "Standard Flak" "Standard Flak" ) +Subsystem: turret04a $Damage: 15 +Primary Banks: ( "Standard Flak" "Standard Flak" "Standard Flak" ) +Subsystem: turret05a $Damage: 17 +Primary Banks: ( "Standard Flak" "Standard Flak" "Standard Flak" ) +Subsystem: turret06 $Damage: 35 +Subsystem: turret07 $Damage: 24 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret08 +Primary Banks: ( "AAAh" ) +Subsystem: turret09 $Damage: 52 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret10 $Damage: 15 +Primary Banks: ( "AAAh" ) +Subsystem: turret11 $Damage: 5 +Subsystem: turret12 $Damage: 1 +Subsystem: turret13 $Damage: 77 +Subsystem: turret14 $Damage: 16 +Subsystem: turret15 $Damage: 54 +Subsystem: turret16 +Primary Banks: ( "AAAh" ) +Subsystem: radardish01 $Damage: 11 +Subsystem: radardish02 $Damage: 1 +Subsystem: radardish03 $Damage: 7 +Subsystem: navigation $Damage: 11 +Subsystem: communication $Damage: 12 +Subsystem: weapons $Damage: 26 +Subsystem: sensors $Damage: 12 +Subsystem: engines $Damage: 8 +Subsystem: fighterbay $Damage: 12 $Arrival Location: Hyperspace +Arrival Delay: 8 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( has-arrived-delay 65 "Uhuru" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 90 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 $Name: Iota 1 ;! Object #9 $Class: GVF Thoth $Team: Friendly $Location: -1380.885376, 0.002099, 2109.176758 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Iota 2 ;! Object #10 $Class: GVF Thoth $Team: Friendly $Location: -1485.685425, 0.002099, 2010.758301 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Virgo 1 ;! Object #11 $Class: GTF Hercules $Team: Neutral $Location: -558.021423, 0.002846, 3418.008789 $Orientation: -0.994547, 0.000000, -0.104287, 0.000000, 1.000000, 0.000000, 0.104287, 0.000000, -0.994547 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Virgo 2 ;! Object #12 $Class: GTF Hercules $Team: Neutral $Location: -505.499329, 0.000466, 3498.099121 $Orientation: -0.995333, 0.000000, -0.096495, 0.000000, 1.000000, 0.000000, 0.096495, 0.000000, -0.995333 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Mjolnir 01 ;! Object #13 $Class: GTSG Mjolnir#home $Team: Friendly $Location: -934.796570, -503.299133, 3329.105957 $Orientation: 0.585673, -0.769750, 0.253921, 0.572094, 0.170644, -0.802244, 0.574196, 0.615118, 0.540310 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Subsystem: turret01 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "beam-protect-ship" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 17 $Name: Pax ;! Object #14 $Class: GTCv Deimos $Team: Neutral $Location: -33.310665, -0.001581, 3677.949951 $Orientation: -0.999998, 0.000000, 0.001820, 0.000000, 1.000000, 0.000000, -0.001820, 0.000000, -0.999998 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 81 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 $Damage: 11 +Subsystem: turret02 +Subsystem: turret03 $Damage: 13 +Subsystem: turret04 $Damage: 13 +Subsystem: turret05 $Damage: 12 +Subsystem: turret06 $Damage: 1 +Subsystem: turret07 +Primary Banks: ( "AAAh" ) +Subsystem: turret08 $Damage: 13 +Primary Banks: ( "AAAh" ) +Subsystem: turret09 $Damage: 44 +Subsystem: turret10 $Damage: 13 +Subsystem: turret11 $Damage: 87 +Subsystem: turret12 $Damage: 35 +Subsystem: turret13 $Damage: 100 +Subsystem: turret14 $Damage: 4 +Subsystem: turret15 $Damage: 12 +Subsystem: turret16 $Damage: 56 +Primary Banks: ( "AAAh" ) +Subsystem: turret17 $Damage: 56 +Subsystem: turret18 $Damage: 52 +Subsystem: turret19 $Damage: 6 +Subsystem: turret20 $Damage: 62 +Primary Banks: ( "AAAh" ) +Subsystem: turret21 $Damage: 34 +Subsystem: turret22 $Damage: 33 +Subsystem: turret23 $Damage: 77 +Subsystem: turret24 $Damage: 25 +Subsystem: turret25 $Damage: 54 +Sbank Ammo: ( 0 ) +Subsystem: turret26 +Sbank Ammo: ( 0 ) +Subsystem: communications $Damage: 21 +Subsystem: sensors $Damage: 31 +Subsystem: navigation $Damage: 1 +Subsystem: weapons $Damage: 30 $Arrival Location: Hyperspace $Arrival Cue: ( destroyed-or-departed-delay 22 "Uhuru" ) $Departure Location: Hyperspace $Departure Cue: ( has-arrived-delay 90 "Pax" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 90 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Taurus 1 ;! Object #15 $Class: GTF Ulysses $Team: Neutral $Location: 433.136963, -0.000132, 3669.911865 $Orientation: -0.992068, 0.000000, 0.125706, 0.000000, 1.000000, 0.000000, -0.125706, 0.000000, -0.992068 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Taurus 2 ;! Object #16 $Class: GTF Ulysses $Team: Neutral $Location: 331.866455, -0.000102, 3769.158203 $Orientation: -0.993717, 0.000000, 0.111921, 0.000000, 1.000000, 0.000000, -0.111921, 0.000000, -0.993717 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Liberty ;! Object #17 $Class: GTC Aeolus $Team: Neutral $Location: -211.509262, -0.000320, 3259.461426 $Orientation: -0.999565, 0.000000, -0.029481, 0.000000, 1.000000, 0.000000, 0.029481, 0.000000, -0.999565 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 78 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 $Damage: 13 +Subsystem: turret02 $Damage: 44 +Subsystem: turret03 $Damage: 13 +Subsystem: turret04 $Damage: 32 +Subsystem: turret05 $Damage: 14 +Subsystem: turret06 $Damage: 14 +Subsystem: turret07 $Damage: 15 +Primary Banks: ( "AAAh" ) +Subsystem: turret08 $Damage: 61 +Subsystem: turret09 $Damage: 13 +Primary Banks: ( "AAAh" ) +Subsystem: turret10 $Damage: 62 +Subsystem: turret11 $Damage: 52 +Subsystem: turret12 $Damage: 2 +Subsystem: communications $Damage: 23 +Subsystem: sensors $Damage: 77 +Subsystem: navigation $Damage: 31 +Subsystem: weapons $Damage: 11 $Arrival Location: Hyperspace $Arrival Cue: ( destroyed-or-departed-delay 39 "Pax" ) $Departure Location: Hyperspace $Departure Cue: ( has-arrived-delay 60 "Liberty" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 90 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Pisces 1 ;! Object #18 $Class: GTF Loki $Team: Neutral $Location: -463.510040, 0.000275, 3722.426270 $Orientation: -0.998869, 0.000000, -0.047543, 0.000000, 1.000000, 0.000000, 0.047543, 0.000000, -0.998869 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Pisces 2 ;! Object #19 $Class: GTF Loki $Team: Neutral $Location: -366.735809, 0.000225, 3805.487549 $Orientation: -0.999373, 0.000000, -0.035411, 0.000000, 1.000000, 0.000000, 0.035411, 0.000000, -0.999373 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Beta 1 ;! Object #20 $Class: GTF Myrmidon $Team: Friendly $Location: 1671.772583, 183.229263, 2115.926514 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" "Prometheus S" ) +Secondary Banks: ( "Hornet" "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Beta 2 ;! Object #21 $Class: GTF Myrmidon $Team: Friendly $Location: 1570.642212, 183.229279, 2010.532471 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" "Prometheus S" ) +Secondary Banks: ( "Hornet" "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Beta 3 ;! Object #22 $Class: GTF Myrmidon $Team: Friendly $Location: 1777.630493, 183.229248, 2013.897217 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" "Prometheus S" ) +Secondary Banks: ( "Hornet" "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Mjolnir 02 ;! Object #23 $Class: GTSG Mjolnir#home $Team: Friendly $Location: 978.760559, -670.495361, 3101.166992 $Orientation: 0.354563, 0.923966, 0.143460, -0.486223, 0.313243, -0.815766, -0.798674, 0.219484, 0.560316 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Subsystem: turret01 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "beam-protect-ship" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 17 $Name: Mjolnir 03 ;! Object #24 $Class: GTSG Mjolnir $Team: Friendly $Location: 1019.118408, 705.068726, 1676.595215 $Orientation: -0.322623, 0.946267, -0.022242, -0.944632, -0.323375, -0.055686, -0.059886, 0.003045, 0.998201 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Subsystem: turret01 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "beam-protect-ship" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 17 $Name: Undaunted ;! Object #25 $Class: GTC Leviathan $Team: Neutral $Location: -408.620056, 0.000261, 3554.167969 $Orientation: -0.999967, 0.000000, -0.008171, 0.000000, 1.000000, 0.000000, 0.008171, 0.000000, -0.999967 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 92 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Primary Banks: ( "AAAh" ) +Subsystem: turret04 +Primary Banks: ( "AAAh" ) +Subsystem: turret05 +Primary Banks: ( "AAAh" ) +Subsystem: turret06 +Primary Banks: ( "AAAh" ) +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09a-01-main +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( destroyed-or-departed-delay 10 "Liberty" ) $Departure Location: Hyperspace $Departure Cue: ( has-arrived-delay 70 "Undaunted" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 90 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Inspiration ;! Object #26 $Class: GTT Argo $Team: Neutral $Location: 294.998474, 0.000311, 3286.482422 $Orientation: -0.999961, 0.000000, 0.008851, 0.000000, 1.000000, 0.000000, -0.008851, 0.000000, -0.999961 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( destroyed-or-departed-delay 6 "Liberty" ) $Departure Location: Hyperspace $Departure Cue: ( has-arrived-delay 60 "Inspiration" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 90 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Alastor 08 ;! Object #27 $Class: GTSG Alastor $Team: Friendly $Location: 909.807251, -693.660645, 3230.113037 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: Alastor 01 ;! Object #28 $Class: GTSG Alastor $Team: Friendly $Location: -894.951355, -562.195618, 3412.350098 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: Perseverance ;! Object #29 $Class: GTCv Deimos $Team: Neutral $Location: -19.339373, 3.750357, 3238.667725 $Orientation: -1.000000, 0.000000, 0.001048, 0.000000, 1.000000, 0.000000, -0.001048, 0.000000, -0.999999 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 73 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Primary Banks: ( "AAAh" ) +Subsystem: turret08 +Primary Banks: ( "AAAh" ) +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Primary Banks: ( "AAAh" ) +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Primary Banks: ( "AAAh" ) +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Sbank Ammo: ( 0 ) +Subsystem: turret26 +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( destroyed-or-departed-delay 35 "Undaunted" ) $Departure Location: Hyperspace $Departure Cue: ( has-arrived-delay 100 "Perseverance" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 90 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Mjolnir 04 ;! Object #30 $Class: GTSG Mjolnir $Team: Friendly $Location: -12.714852, 1110.299561, 3502.312500 $Orientation: -0.998298, -0.051834, 0.026754, -0.004865, -0.383064, -0.923709, 0.058128, -0.922267, 0.382160 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Subsystem: turret01 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "beam-protect-ship" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 17 $Name: Alastor 02 ;! Object #31 $Class: GTSG Alastor $Team: Friendly $Location: 95.089127, 1110.299316, 3453.491699 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 4 $Name: Delta 1 ;! Object #32 $Class: GTB Artemis $Team: Friendly $Location: 668.670044, -0.000062, -1000.842346 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Delta 2 ;! Object #33 $Class: GTB Artemis $Team: Friendly $Location: 600.291199, -0.000146, -1155.658813 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Delta 3 ;! Object #34 $Class: GTB Artemis $Team: Friendly $Location: 780.218384, -0.000156, -1208.960205 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Delta 4 ;! Object #35 $Class: GTB Artemis $Team: Friendly $Location: 711.570496, -0.000158, -1356.554443 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Epsilon 1 ;! Object #36 $Class: GTF Myrmidon $Team: Friendly $Location: 1703.102905, -0.000237, -2199.005127 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Epsilon 2 ;! Object #37 $Class: GTF Myrmidon $Team: Friendly $Location: 1599.633545, -0.000263, -2302.534424 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Epsilon 3 ;! Object #38 $Class: GTF Myrmidon $Team: Friendly $Location: 1804.020142, -0.000210, -2297.534668 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Gamma 1 ;! Object #39 $Class: GTB Artemis $Team: Friendly $Location: 2210.109131, 0.000030, -1594.345703 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Gamma 2 ;! Object #40 $Class: GTB Artemis $Team: Friendly $Location: 2000.917969, 0.000059, -1750.188965 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Gamma 3 ;! Object #41 $Class: GTB Artemis $Team: Friendly $Location: 2397.427002, -0.000175, -1739.125732 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Gamma 4 ;! Object #42 $Class: GTB Artemis $Team: Friendly $Location: 2206.105713, 0.000154, -1890.701416 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Mjolnir 05 ;! Object #43 $Class: GTSG Mjolnir $Team: Friendly $Location: -1725.806519, 611.474121, 680.930664 $Orientation: -0.635923, -0.771753, 0.000000, 0.771753, -0.635923, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: turret01 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "beam-protect-ship" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 17 #Wings ;! 9 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Iota $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Iota 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( destroyed-or-departed-delay 15 "Perseverance" ) $Ships: ( ;! 2 total "Iota 1" "Iota 2" ) $AI Goals: ( goals ( ai-guard "Mjolnir 02" 89 ) ( ai-guard "Mjolnir 03" 50 ) ( ai-guard "Mjolnir 04" 50 ) ( ai-guard "Mjolnir 01" 50 ) ) +Flags:( ) $Name: Virgo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 2 "Uhuru" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Virgo 1" "Virgo 2" ) $AI Goals: ( goals ( ai-guard "Uhuru" 89 ) ( ai-chase-any 50 ) ) +Flags:( ) $Name: Taurus $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: Hyperspace $Arrival Cue: ( and ( has-arrived-delay 2 "Pax" ) ( is-destroyed-delay 8 "Virgo" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Taurus 1" "Taurus 2" ) $AI Goals: ( goals ( ai-guard "Pax" 89 ) ( ai-guard "Liberty" 89 ) ( ai-chase-any 50 ) ) +Flags:( ) $Name: Pisces $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Pisces 1 $Arrival Location: Hyperspace $Arrival Cue: ( and ( has-arrived-delay 1 "Liberty" ) ( is-destroyed-delay 8 "Taurus" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Pisces 1" "Pisces 2" ) $AI Goals: ( goals ( ai-guard "Liberty" 89 ) ( ai-chase-any 50 ) ) +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Beta 1" "Beta 2" "Beta 3" ) $AI Goals: ( goals ( ai-guard "Mjolnir 04" 89 ) ( ai-guard "Mjolnir 01" 50 ) ( ai-guard "Mjolnir 02" 50 ) ( ai-guard "Mjolnir 03" 50 ) ( ai-guard "Mjolnir 05" 50 ) ) +Hotkey: 1 +Flags:( ) $Name: Delta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Delta 1 $Arrival Location: Hyperspace $Arrival Cue: ( and ( is-event-true-delay "50 Percent Depart" 8 ) ( not ( has-departed-delay 0 "Perseverance" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( destroyed-or-departed-delay 15 "Perseverance" ) $Ships: ( ;! 4 total "Delta 1" "Delta 2" "Delta 3" "Delta 4" ) +Flags:( "no-arrival-message" ) $Name: Epsilon $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Epsilon 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 21 "Beta" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Epsilon 1" "Epsilon 2" "Epsilon 3" ) $AI Goals: ( goals ( ai-guard "Mjolnir 01" 50 ) ( ai-guard "Mjolnir 02" 50 ) ( ai-guard "Mjolnir 04" 50 ) ( ai-guard "Mjolnir 05" 50 ) ( ai-guard "Mjolnir 03" 50 ) ) +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Near Ship +Arrival Distance: 800 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-destroyed-delay 13 "Alpha 2" "Alpha 3" "Alpha 4" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Hotkey: 2 +Flags:( ) #Events ;! 47 total $Formula: ( when ( true ) ( beam-free-all "Hedetet" ) ( beam-free-all "York" ) ( subsys-set-random "Uhuru" 0 100 "engines" ) ( subsys-set-random "Pax" 0 100 "engine01" ) ( subsys-set-random "Liberty" 0 100 "engine" ) ( subsys-set-random "Undaunted" 0 100 "engine" ) ( subsys-set-random "Inspiration" 0 100 "engine" ) ( subsys-set-random "Perseverance" 0 100 "engine01" ) ) +Name: Start Beam Free +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 1 "Uhuru" ) ( beam-free-all "Uhuru" ) ) +Name: Orion Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Warwick" ) ( beam-free-all "Warwick" ) ) +Name: Aeolus Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Pax" ) ( beam-free-all "Pax" ) ) +Name: Beam Free Bad Deimos +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Liberty" ) ( beam-free-all "Liberty" ) ) +Name: Beam Free Bad Aeolus +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Destroy Bandit +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( is-destroyed-delay 0 "Taurus" ) ( do-nothing ) ) +Name: Destroy Taurus +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Taurus", 19) $Formula: ( when ( is-destroyed-delay 0 "Pisces" ) ( do-nothing ) ) +Name: Destroyed Pisces +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Pisces", 22) $Formula: ( when ( destroyed-or-departed-delay 0 "Uhuru" ) ( beam-lock-all "Mjolnir 01" ) ( beam-lock-all "Mjolnir 02" ) ( beam-lock-all "Mjolnir 03" ) ( beam-lock-all "Mjolnir 04" ) ( beam-lock-all "Mjolnir 05" ) ) +Name: Beam Lock 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Pax" ) ( beam-free-all "Mjolnir 01" ) ( beam-free-all "Mjolnir 02" ) ( beam-free-all "Mjolnir 03" ) ( beam-free-all "Mjolnir 04" ) ( beam-free-all "Mjolnir 05" ) ) +Name: Beam Unlock 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( destroyed-or-departed-delay 0 "Pax" ) ( beam-lock-all "Mjolnir 01" ) ( beam-lock-all "Mjolnir 02" ) ( beam-lock-all "Mjolnir 03" ) ( beam-lock-all "Mjolnir 04" ) ( beam-lock-all "Mjolnir 05" ) ) +Name: Beam Lock 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Liberty" ) ( beam-free-all "Mjolnir 01" ) ( beam-free-all "Mjolnir 02" ) ( beam-free-all "Mjolnir 03" ) ( beam-free-all "Mjolnir 04" ) ( beam-free-all "Mjolnir 01" ) ) +Name: Beam Unlock 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( destroyed-or-departed-delay 0 "Perseverance" ) ( beam-lock-all "Mjolnir 01" ) ( beam-lock-all "Mjolnir 02" ) ( beam-lock-all "Mjolnir 03" ) ( beam-lock-all "Mjolnir 04" ) ( beam-lock-all "Mjolnir 05" ) ) +Name: Beam Lock 3 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Uhuru" ) ( do-nothing ) ) +Name: Destroy Orion +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Uhuru", 1194) $Formula: ( when ( is-destroyed-delay 0 "Pax" ) ( do-nothing ) ) +Name: Destroy Deimos +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Pax", 1195) $Formula: ( when ( is-destroyed-delay 0 "Liberty" ) ( do-nothing ) ) +Name: Destroy Aeolus +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Liberty", 1196) $Formula: ( when ( is-destroyed-delay 0 "Undaunted" ) ( do-nothing ) ) +Name: Destroy Leviathan +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Undaunted", 1197) $Formula: ( when ( is-destroyed-delay 0 "Inspiration" ) ( do-nothing ) ) +Name: Destroy Argo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Inspiration", 1198) $Formula: ( when ( is-destroyed-delay 0 "Perseverance" ) ( do-nothing ) ) +Name: Destroy Deimos 2 +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Perseverance", 1199) $Formula: ( when ( has-time-elapsed 6 ) ( beam-free-all "Mjolnir 01" ) ( beam-free-all "Mjolnir 02" ) ( beam-free-all "Mjolnir 03" ) ( beam-free-all "Mjolnir 04" ) ( beam-free-all "Mjolnir 05" ) ) +Name: Beam Turret Free +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( destroyed-or-departed-delay 12 "Perseverance" ) ( not ( is-event-true-delay "50 Percent Depart" 0 ) ) ) ( send-message "#Command" "High" "RTB" ) ( allow-weapon "Piranha" ) ( tech-add-weapons "Piranha" ) ) +Name: Return +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base +Repeat Count: 1 +Interval: 1 +Chained: 1 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( has-time-elapsed 3 ) ( send-message "#Command" "High" "Hello" ) ) +Name: Hello +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-arrived-delay 2 "Uhuru" ) ( not ( is-event-true-delay "50 Percent Depart" 0 ) ) ) ( send-message "#Command" "High" "Orion Enters" ) ) +Name: Orion Enters +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 4 "Uhuru" ) ( send-message "#Command" "High" "Orion Destroyed" ) ) +Name: Orion Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-departed-delay 2 "Uhuru" ) ( not ( is-event-true-delay "50 Percent Depart" 0 ) ) ) ( send-message "" "High" "Orion Jumps Out" ) ) +Name: Orion Jumps Out +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-arrived-delay 2 "Pax" ) ( not ( is-event-true-delay "50 Percent Depart" 0 ) ) ) ( send-message "#Command" "High" "Pax Arrives" ) ) +Name: Pax Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Pax" ) ( send-message "#Command" "High" "Pax Destroyed" ) ) +Name: Pax Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-departed-delay 2 "Pax" ) ( not ( is-event-true-delay "50 Percent Depart" 0 ) ) ) ( send-message "" "High" "Pax Jumped" ) ) +Name: Pax Jumped +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-arrived-delay 2 "Liberty" ) ( not ( is-event-true-delay "50 Percent Depart" 0 ) ) ) ( send-message "#Command" "High" "Aeolus Arrives" ) ) +Name: Aeolus Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Liberty" ) ( send-message "#Command" "High" "Aeolus Destroyed" ) ) +Name: Aeolus Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-departed-delay 2 "Liberty" ) ( not ( is-event-true-delay "50 Percent Depart" 0 ) ) ) ( send-message "" "High" "Aeolus Jumped" ) ) +Name: Aeolus Jumped +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-arrived-delay 7 "Undaunted" ) ( not ( is-event-true-delay "50 Percent Depart" 0 ) ) ) ( send-message "#Command" "High" "Undaunted Arrives" ) ) +Name: Undaunted Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Undaunted" ) ( send-message "#Command" "High" "Undaunted Destroyed" ) ) +Name: Undaunted Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-departed-delay 2 "Undaunted" ) ( not ( is-event-true-delay "50 Percent Depart" 0 ) ) ) ( send-message "#Command" "High" "Undaunted Jumped" ) ) +Name: Undaunted Jumped +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-arrived-delay 2 "Inspiration" ) ( not ( is-event-true-delay "50 Percent Depart" 0 ) ) ) ( send-message "#Command" "High" "Inspiration Arrives" ) ) +Name: Inspiration Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Inspiration" ) ( send-message "" "High" "Inspiration Dies" ) ) +Name: Inspiration Dies +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-departed-delay 2 "Inspiration" ) ( not ( is-event-true-delay "50 Percent Depart" 0 ) ) ) ( send-message "" "High" "Inspiration Leaves" ) ) +Name: Inspiration Leaves +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-arrived-delay 2 "Perseverance" ) ( not ( is-event-true-delay "50 Percent Depart" 0 ) ) ) ( send-message "#Command" "High" "Perseverance Arrives" ) ) +Name: Perseverance Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Perseverance" ) ( send-message "#Command" "High" "Perseverance Destroyed" ) ) +Name: Perseverance Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-departed-delay 2 "Perseverance" ) ( not ( is-event-true-delay "50 Percent Depart" 0 ) ) ) ( send-message "" "High" "Perseverance Jumps" ) ) +Name: Perseverance Jumps +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( percent-ships-departed 50 "Uhuru" "Pax" "Liberty" "Undaunted" "Inspiration" "Perseverance" ) ( destroyed-or-departed-delay 10 "Perseverance" ) ) ( do-nothing ) ) +Name: 50 Percent Depart +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "RTB" ) ) +Name: Doing No Good +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( is-destroyed-delay 0 "Uhuru" "Pax" "Liberty" "Undaunted" "Inspiration" "Perseverance" ) ( allow-weapon "Infyrno" ) ( tech-add-weapons "Infyrno" ) ( grant-medal "Distinguished Flying Cross" ) ) +Name: Possible Infyrno +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Unut" ) ( beam-free-all "Uhuru" ) ) +Name: Beam Free Uhuru +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( allow-weapon "Piranha" ) ( tech-add-weapons "Piranha" ) ( tech-add-ships "GTSG Mjolnir" ) ) +Name: New Stuff +Repeat Count: 1 +Interval: 1 #Goals ;! 1 total $Type: Primary +Name: Destroy Rebels $MessageNew: XSTR("Intercept and destroy all NTF warships", 1200) $end_multi_text $Formula: ( and ( destroyed-or-departed-delay 10 "Perseverance" ) ( percent-ships-destroyed 60 "Uhuru" "Pax" "Liberty" "Undaunted" "Inspiration" "Perseverance" ) ) #Waypoints ;! 1 lists total $Jump Node: -48.172241, -1.244292, 3821.387451 $Jump Node Name: Capella $Name: Waypoint path 1 $List: ( ;! 1 points in list ( -10.607563, 0.000846, -3988.846191 ) ) #Messages ;! 227 total $Name: Hello $Team: -1 $MessageNew: XSTR("Look sharp, Alpha! NTF ships are headed your way.", 1201) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM204_AC_02.wav $Name: Orion Enters $Team: -1 $MessageNew: XSTR("The NTD Uhuru is now in-system. Take down that destroyer and neutralize the escort.", 1202) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM204_AC_03.wav $Name: Orion Destroyed $Team: -1 $MessageNew: XSTR("Good work, pilots! Don't smoke 'em yet. We've got more trouble on the way.", 1203) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM204_AC_04.wav $Name: Orion Jumps Out $Team: -1 $MessageNew: XSTR("The NTD Uhuru has jumped! Now en route to rallying position.", 1204) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: SM204_W1_01.wav $Name: Pax Arrives $Team: -1 $MessageNew: XSTR("Alpha 1, a Deimos-class corvette, the NTCv Pax, has entered the system.", 1205) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM204_AC_05.wav $Name: Pax Destroyed $Team: -1 $MessageNew: XSTR("The Pax is going down!", 1206) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM204_AC_06.wav $Name: Pax Jumped $Team: -1 $MessageNew: XSTR("The Pax has escaped! This is a blockade, pilots! We've got to shut the rebels down!", 1207) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: SM204_W1_02.wav $Name: Aeolus Arrives $Team: -1 $MessageNew: XSTR("The NTC Liberty now entering the system. Aeolus-class cruiser. Evade the Loki escort, Alpha!", 1208) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM204_AC_07.wav $Name: Aeolus Destroyed $Team: -1 $MessageNew: XSTR("That's a confirmed kill! We've got more hostiles jumping in!", 1209) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM204_AC_08.wav $Name: Undaunted Arrives $Team: -1 $MessageNew: XSTR("Heads up, Alpha! The NTC Undaunted, a Leviathan-class cruiser, has entered the fray.", 1210) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM204_AC_09.wav $Name: Undaunted Destroyed $Team: -1 $MessageNew: XSTR("Stay focused, Alpha. The battle's not over yet.", 1211) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM204_AC_10.wav $Name: Undaunted Jumped $Team: -1 $MessageNew: XSTR("The Undaunted has jumped out. Every ship that gets away means trouble later, pilots!", 1212) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM204_AC_11.wav $Name: Aeolus Jumped $Team: -1 $MessageNew: XSTR("The Liberty has jumped to subspace. Bet we'll see that scrap heap again!", 1213) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: SM204_W1_03.wav $Name: Inspiration Arrives $Team: -1 $MessageNew: XSTR("Here comes the NTF Inspiration, Alpha. Hit them hard, and make it count!", 1214) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM204_AC_12.wav $Name: Inspiration Dies $Team: -1 $MessageNew: XSTR("Inspiration objective neutralized! Stand clear of the blast!", 1215) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: SM204_W1_04.wav $Name: Inspiration Leaves $Team: -1 $MessageNew: XSTR("The Inspiration has run the blockade!", 1216) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: SM204_W1_05.wav $Name: Perseverance Arrives $Team: -1 $MessageNew: XSTR("The NTCv Perseverance has cleared the node!", 1217) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM204_AC_13.wav $Name: Perseverance Destroyed $Team: -1 $MessageNew: XSTR("The Perseverance is no more! That's what you flyboys get paid for!", 1218) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM204_AC_14.wav $Name: Perseverance Jumps $Team: -1 $MessageNew: XSTR("The Perseverance has made the jump. That's gonna cost us big, pilots.", 1219) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM204_W1_06.wav $Name: RTB $Team: -1 $MessageNew: XSTR("Alpha wing, return to base. Recon has located a rebel rallying point, and we will reprioritize your unit.", 1220) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM204_AC_15.wav #Reinforcements ;! 0 total #Background bitmaps ;! 34 total $Num stars: 998 $Ambient light level: 0 $Sun: SunWhite +Angles: 0.488692 0.000000 1.378809 +Scale: 1.000000 $Starbitmap: dneb04 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb05 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 0.000000 1.308996 0.558505 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb04 +Angles: 6.021381 0.890117 5.794488 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 5.951568 2.740165 5.602502 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 0.000000 0.000000 5.951568 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 5.881755 5.009091 5.532689 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.585049 0.383972 5.393063 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 0.558505 0.628318 6.126101 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb15 +Angles: 5.218530 0.000000 5.218530 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 5.009091 5.585049 5.218530 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.585049 5.585049 0.925024 +ScaleX: 2.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 5.777035 2.321286 0.802851 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 6.021381 4.468040 0.628318 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 5.585049 0.575958 0.925024 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb04 +Angles: 5.358157 2.740165 0.628318 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 5.131264 5.951568 0.506145 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 4.991638 0.855211 0.418879 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb05 +Angles: 4.764745 1.692968 0.191986 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb04 +Angles: 5.253437 3.455749 1.117010 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 5.078904 1.256636 1.308996 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 3.508109 0.383972 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb06 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 4.886918 4.276053 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 4.345866 0.366519 2.216566 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 3.874628 1.570795 2.408552 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb06 +Angles: 4.031707 0.558505 0.959930 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb15 +Angles: 4.345866 1.797688 0.715584 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 4.520399 2.146753 0.541052 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 3.961894 1.570795 0.506145 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 #Asteroid Fields #Music $Event Music: 4: Numbers $Briefing Music: Brief5 #End #Mission Info $Version: 0.10 $Name: XSTR("The Sicilian Defense", 1221) $Author: Brad Johnson $Created: 06/15/99 at 14:40:22 $Modified: 09/14/99 at 20:10:30 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("The 64th executes a pre-emptive strike against a rebel rallying point in Gamma Draconis. ", 1222) $end_multi_text +Game Type Flags: 1 +Flags: 0 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 1233.178345, 5796.628418, -6345.724609 +Viewer orient: 0.999995, -0.000001, 0.003211, -0.001605, 0.866026, 0.499997, -0.002781, -0.500000, 0.866021 +SquadReassignName: 64th Raptors +SquadReassignLogo: raptors.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("Reconnaissance has located one of the $h NTF's rallying points within the Gamma Draconis system. The rebels are preparing to execute a coordinated strike to acquire control of the Knossos subspace portal. Intelligence believes the $h NTF has sufficient firepower to mount a credible offensive.", 1223) $end_multi_text $voice: SM205_MB_01.wav $camera_pos: 1233.178345, 5796.628418, -6345.724609 $camera_orient: 0.999995, 0.000000, 0.003211, -0.001605, 0.866025, 0.499998, -0.002781, -0.500000, 0.866021 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 33 $team: Neutral $class: GTD Orion $pos: -2343.542480, -0.000242, 2504.354736 $label: Gamma Draconis +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 9 $team: Neutral $class: GTNB Pharos $pos: 788.886230, -154.007339, 7410.931641 $label: Rally Point +id: 2 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 26 $team: Friendly $class: Knossos $pos: 4729.928711, -0.000298, 3555.450928 $label: Knossos Device +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Your primary target is the $h Iceni, Bosch's command ship. The 64th Raptors will lead the strike. The Vasudans will sortie the $f GVC $f Hyksos and a wing of Serapis fighters to assist. We will deploy additional forces as they become available.", 1224) $end_multi_text $voice: SM205_MB_02.wav $camera_pos: 1678.721313, 2662.997070, -1665.950806 $camera_orient: 0.999995, 0.000000, 0.003211, -0.001605, 0.866025, 0.499998, -0.002781, -0.500000, 0.866021 $camera_time: 500 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 28 $team: Neutral $class: NTF Iceni $pos: 1663.055298, -154.007401, 3213.216064 $label: Iceni +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("You are now authorized to carry the GTM-10 Piranhas. A third-generation version of the Synaptic bomb, the Piranha provides a high-explosive anti-fighter screen. Trigger the Piranha's detonation by pressing your launch button a second time.", 1225) $end_multi_text $voice: SM205_MB_03.wav $camera_pos: 0.985757, 651.364929, -1226.640747 $camera_orient: 0.999995, -0.000001, 0.003211, -0.001605, 0.866025, 0.499997, -0.002781, -0.500000, 0.866021 $camera_time: 800 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 17 $team: Friendly $class: GTB Artemis $pos: -2.637135, -0.000004, -98.449478 $label: Alpha +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 5 $Formula: ( and ( percent-ships-destroyed 50 "Vindicator" "Yoshitomo" "Alba" "Epigoni" "Venture" ) ( not ( is-event-true-delay "Vindicator Jumps" 0 ) ) ) $Multi text XSTR("You faced down fierce resistance and damaged the rebel fleet. The NTF has commenced its attack on the Knossos subspace portal, but the efforts of our squadron have significantly reduced their offensive capability. Our strikes against the other rebel rallying points also achieved major victories, though Admiral Bosch remains at large. This is the beginning of the end for the NTF.", 1226) $end_multi_text $Voice: SM205_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( or ( percent-ships-departed 50 "Vindicator" "Yoshitomo" "Alba" "Epigoni" "Venture" ) ( is-event-true-delay "Vindicator Jumps" 0 ) ) $Multi text XSTR("Our inability to inflict significant damage against the rebel warships may compromise our defense of the Knossos subspace portal. Our strikes against the other rebel rallying points also failed to achieve decisive results. Though the Neo-Terran Front remains on the brink of collapse, we cannot afford to underestimate Bosch and his followers.", 1227) $end_multi_text $Voice: SM205_DB_02.wav $Recommendation text: XSTR("Coordinate your efforts with your squadmates. Keep them focused on critical targets.", 1228) $end_multi_text $Formula: ( is-destroyed-delay 0 "Hyksos" "Diomedes" ) $Multi text XSTR("We mourn the loss of our ships and crew. Many lives were lost in this battle that perhaps could have been saved had we been more vigilant. We will defeat Bosch and the Neo-Terran Front, but this victory should not come at such a high price. The end of the civil war does not mean peace for the Alliance. We have the Shivans to contend with, and for that battle, we will need every warship in the armada.", 1229) $end_multi_text $Voice: SM205_DB_03.wav $Recommendation text: XSTR("Use your squadmates to protect friendly craft.", 1230) $end_multi_text $Formula: ( and ( or ( and ( is-destroyed-delay 0 "Hyksos" ) ( not ( is-destroyed-delay 0 "Diomedes" ) ) ) ( and ( is-destroyed-delay 0 "Diomedes" ) ( not ( is-destroyed-delay 0 "Hyksos" ) ) ) ) ( and ( percent-ships-destroyed 50 "Vindicator" "Yoshitomo" "Alba" "Epigoni" "Venture" ) ( is-destroyed-delay 0 "Vindicator" ) ) ) $Multi text XSTR("Command is pleased we have succeeded in minimizing allied casualties throughout this operation. We will defeat Bosch and the Neo-Terran Front, though a victory in the civil war does not mean peace for the Alliance. We still have the Shivans to contend with, and for that battle, we will need every warship in the armada.", 1231) $end_multi_text $Voice: SM205_DB_04.wav $Recommendation text: XSTR("Use your squadmates to protect friendly craft.", 1230) $end_multi_text $Formula: ( and ( not ( is-event-true-delay "Destroyed or Departed" 0 ) ) ( not ( is-event-true-delay "Vindicator Jumps" 0 ) ) ) $Multi text XSTR("You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.", 180) $end_multi_text $Voice: 7_JOE.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 4 "GTF Hercules Mark II" 4 "GTF Perseus" 4 "GTF Myrmidon" 4 "GTB Artemis D.H." 4 "GTB Medusa" 4 "GTB Ursa" 4 "GTB Boanerges" 4 ) +Weaponry Pool: ( "Subach HL-7" 16 "Akheton SDG" 16 "Morning Star" 16 "Prometheus R" 4 "Prometheus S" 24 "Rockeye" 500 "Tempest" 500 "Hornet" 1160 "Harpoon" 600 "Piranha" 412 "Stiletto II" 600 "Cyclops#short" 62 "EMP Adv." 400 ) #Objects ;! 54 total $Name: Alpha 1 ;! Object #0 $Class: GTB Artemis $Team: Friendly $Location: 303.011475, 0.000501, 1020.249023 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" ) +Secondary Banks: ( "Piranha" "Cyclops#short" "Cyclops#short" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTB Artemis $Team: Friendly $Location: 199.020355, 0.000477, 924.069946 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" ) +Secondary Banks: ( "Piranha" "Cyclops#short" "Cyclops#short" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTB Artemis $Team: Friendly $Location: 401.728333, 0.000518, 918.447510 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" ) +Secondary Banks: ( "Piranha" "Cyclops#short" "Cyclops#short" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Vindicator ;! Object #3 $Class: GTD Orion $Team: Neutral $Location: 2995.467285, -0.000574, 5396.470215 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 78 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03a +Subsystem: turret04a +Subsystem: turret05a +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Primary Banks: ( "AAAh" ) +Subsystem: turret09 +Subsystem: turret10 +Primary Banks: ( "AAAh" ) +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Primary Banks: ( "AAAh" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( has-time-elapsed 423 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 90 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 $Name: Yoshitomo ;! Object #4 $Class: GTCv Deimos $Team: Neutral $Location: 1630.964600, 859.639099, 3804.607666 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 83 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret06 +AI Class: Coward +Subsystem: turret07 +Primary Banks: ( "AAAh" ) +Subsystem: turret08 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret09 +AI Class: Coward +Subsystem: turret10 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Primary Banks: ( "AAAh" ) +Subsystem: turret17 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 $Damage: 100 +Primary Banks: ( "AAAh" ) +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Sbank Ammo: ( 0 ) +Subsystem: turret26 $Damage: 100 +Secondary Banks: ( "MX-52" ) +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 8 "Vindicator" ) $Departure Location: Hyperspace $Departure Cue: ( has-time-elapsed 423 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 89 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Alba ;! Object #5 $Class: GTC Leviathan $Team: Neutral $Location: 1953.248535, 843.560364, 4054.923340 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 56 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Primary Banks: ( "AAAh" ) +Subsystem: turret04 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret05 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret06 +Primary Banks: ( "AAAh" ) +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09a-01-main +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Alba Incoming" 10 ) $Departure Location: Hyperspace $Departure Cue: ( has-time-elapsed 423 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 87 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Epigoni ;! Object #6 $Class: GTC Aeolus $Team: Neutral $Location: 2401.135986, -309.324615, 3704.264404 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 88 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret04 +Subsystem: turret05 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret06 +Subsystem: turret07 +Primary Banks: ( "AAAh" ) +Subsystem: turret08 +Subsystem: turret09 +Primary Banks: ( "AAAh" ) +Subsystem: turret10 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret11 +Subsystem: turret12 $Arrival Location: Hyperspace +Arrival Delay: 80 $Arrival Cue: ( and ( and ( is-destroyed-delay 10 "Vindicator" ) ( is-destroyed-delay 10 "Yoshitomo" ) ) ( and ( not ( is-event-true-delay "Destroyed or Departed" 0 ) ) ( not ( is-event-true-delay "Vindicator Jumps" 0 ) ) ) ) $Departure Location: Hyperspace $Departure Cue: ( has-time-elapsed 423 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 88 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Venture ;! Object #7 $Class: GTT Argo $Team: Neutral $Location: 2564.171875, -0.000115, 5514.646484 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 79 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( has-time-elapsed 423 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 50 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Aries 1 ;! Object #8 $Class: GTF Hercules $Team: Neutral $Location: 3514.055176, 0.000130, 4883.609863 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Aries 2 ;! Object #9 $Class: GTF Hercules $Team: Neutral $Location: 3461.515625, -0.000100, 4706.595215 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Aries 3 ;! Object #10 $Class: GTF Hercules $Team: Neutral $Location: 3642.238281, 0.000302, 4677.711426 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Aries 4 ;! Object #11 $Class: GTF Hercules $Team: Neutral $Location: 3550.043457, -0.000078, 4507.997559 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Hyksos ;! Object #12 $Class: GVCv Sobek $Team: Friendly $Location: -308.399994, -967.299988, 6123.000000 $Orientation: -0.674263, 0.000000, -0.738491, -0.203830, 0.961155, 0.186103, 0.709804, 0.276009, -0.648072 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Takem Down" 12 ) $Departure Location: Hyperspace $Departure Cue: ( destroyed-or-departed-delay 12 "Vindicator" "Yoshitomo" "Alba" "Epigoni" "Venture" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 99 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Taurus 1 ;! Object #13 $Class: GTF Loki $Team: Neutral $Location: 3102.995361, 0.000011, 3714.547852 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Taurus 2 ;! Object #14 $Class: GTF Loki $Team: Neutral $Location: 2999.069580, -0.000133, 3599.727295 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Taurus 3 ;! Object #15 $Class: GTF Loki $Team: Neutral $Location: 3200.702881, -0.000110, 3605.890869 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Taurus 4 ;! Object #16 $Class: GTF Loki $Team: Neutral $Location: 3099.911865, -0.000119, 3501.009277 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Epsilon 1 ;! Object #17 $Class: GVF Serapis $Team: Friendly $Location: 128.702927, -100.202988, 3168.038330 $Orientation: 0.706418, 0.000000, -0.707795, 0.000000, 1.000000, 0.000000, 0.707795, 0.000000, 0.706418 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 14 +Persona Index: 6 $Name: Epsilon 2 ;! Object #18 $Class: GVF Serapis $Team: Friendly $Location: 18.479801, -100.203033, 3063.556396 $Orientation: 0.705841, 0.000000, -0.708370, 0.000000, 1.000000, 0.000000, 0.708370, 0.000000, 0.705841 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 14 $Name: Epsilon 3 ;! Object #19 $Class: GVF Serapis $Team: Friendly $Location: 171.480591, -100.203140, 2946.845947 $Orientation: 0.727605, 0.000000, -0.685996, 0.000000, 1.000000, 0.000000, 0.685996, 0.000000, 0.727605 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 14 $Name: Beta 1 ;! Object #20 $Class: GTF Myrmidon $Team: Friendly $Location: 629.788330, 163.965973, 514.783630 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus S" ) +Secondary Banks: ( "Hornet" "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 1 $Name: Beta 2 ;! Object #21 $Class: GTF Myrmidon $Team: Friendly $Location: 525.797241, 163.965942, 418.604645 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus S" ) +Secondary Banks: ( "Hornet" "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #22 $Class: GTF Myrmidon $Team: Friendly $Location: 728.505127, 163.966003, 412.982208 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus S" ) +Secondary Banks: ( "Hornet" "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 +Persona Index: 1 $Name: Beta 4 ;! Object #23 $Class: GTF Myrmidon $Team: Friendly $Location: 625.693604, 163.965912, 310.289337 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus S" ) +Secondary Banks: ( "Hornet" "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Diomedes ;! Object #24 $Class: GTCv Deimos $Team: Friendly $Location: -10.900000, 1079.553345, 7632.100098 $Orientation: -0.596724, 0.000000, -0.802446, 0.172569, 0.976602, -0.128328, 0.783671, -0.215053, -0.582762 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Stand By" 8 ) $Departure Location: Hyperspace $Departure Cue: ( destroyed-or-departed-delay 15 "Vindicator" "Yoshitomo" "Alba" "Epigoni" "Venture" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 99 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Delta 1 ;! Object #25 $Class: GTB Artemis $Team: Friendly $Location: 462.134644, 608.802490, 6660.093262 $Orientation: -0.511394, 0.000000, -0.859346, 0.000000, 1.000000, 0.000000, 0.859346, 0.000000, -0.511394 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Delta 2 ;! Object #26 $Class: GTB Artemis $Team: Friendly $Location: 384.296478, 608.802551, 6791.808105 $Orientation: -0.527624, 0.000000, -0.849478, 0.000000, 1.000000, 0.000000, 0.849478, 0.000000, -0.527624 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Delta 3 ;! Object #27 $Class: GTB Artemis $Team: Friendly $Location: 317.503937, 608.802551, 6644.025879 $Orientation: -0.491647, 0.000000, -0.870794, 0.000000, 1.000000, 0.000000, 0.870794, 0.000000, -0.491647 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Pisces 1 ;! Object #28 $Class: GTF Ulysses $Team: Neutral $Location: 2443.758789, -201.124481, 2948.988281 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Pisces 2 ;! Object #29 $Class: GTF Ulysses $Team: Neutral $Location: 2342.008789, -201.124451, 2842.036865 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Pisces 3 ;! Object #30 $Class: GTF Ulysses $Team: Neutral $Location: 2537.175293, -201.124481, 2841.207275 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Pisces 4 ;! Object #31 $Class: GTF Ulysses $Team: Neutral $Location: 2445.672852, -201.124481, 2741.978271 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Cancer 1 ;! Object #32 $Class: GTF Ulysses $Team: Neutral $Location: 2141.102539, 183.657700, 4445.349121 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Cancer 2 ;! Object #33 $Class: GTF Ulysses $Team: Neutral $Location: 2045.253296, 183.657715, 4347.624023 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Cancer 3 ;! Object #34 $Class: GTF Ulysses $Team: Neutral $Location: 2229.269775, 183.657745, 4342.345703 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sigma 1 ;! Object #35 $Class: GTF Ulysses $Team: Friendly $Location: 1.383075, 707.877625, 5006.683105 $Orientation: 0.030792, 0.000000, -0.999526, 0.000000, 1.000000, 0.000000, 0.999526, 0.000000, 0.030792 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Sigma 2 ;! Object #36 $Class: GTF Ulysses $Team: Friendly $Location: -97.303322, 707.877197, 5108.373047 $Orientation: 0.030792, 0.000000, -0.999526, 0.000000, 1.000000, 0.000000, 0.999526, 0.000000, 0.030792 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Sigma 3 ;! Object #37 $Class: GTF Ulysses $Team: Friendly $Location: -100.726471, 707.877197, 4902.678223 $Orientation: 0.030792, 0.000000, -0.999526, 0.000000, 1.000000, 0.000000, 0.999526, 0.000000, 0.030792 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Kappa 1 ;! Object #38 $Class: GTF Ulysses $Team: Friendly $Location: -275.300049, 616.194214, 4434.301758 $Orientation: 0.030792, 0.000000, -0.999526, 0.000000, 1.000000, 0.000000, 0.999526, 0.000000, 0.030792 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Kappa 2 ;! Object #39 $Class: GTF Ulysses $Team: Friendly $Location: -373.986389, 616.193848, 4535.991699 $Orientation: 0.030792, 0.000000, -0.999526, 0.000000, 1.000000, 0.000000, 0.999526, 0.000000, 0.030792 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Kappa 3 ;! Object #40 $Class: GTF Ulysses $Team: Friendly $Location: -377.409546, 616.193848, 4330.296875 $Orientation: 0.030792, 0.000000, -0.999526, 0.000000, 1.000000, 0.000000, 0.999526, 0.000000, 0.030792 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 1 ;! Object #41 $Class: GTF Loki $Team: Neutral $Location: 3410.408447, -0.000021, 3721.838867 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Virgo 2 ;! Object #42 $Class: GTF Loki $Team: Neutral $Location: 3306.482666, -0.000165, 3607.018311 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Virgo 3 ;! Object #43 $Class: GTF Loki $Team: Neutral $Location: 3502.012939, -0.000125, 3620.031494 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Virgo 4 ;! Object #44 $Class: GTF Loki $Team: Neutral $Location: 3401.221924, -0.000134, 3515.149902 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Virgo 5 ;! Object #45 $Class: GTF Loki $Team: Neutral $Location: 3454.171387, -0.000135, 3480.609863 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Virgo 6 ;! Object #46 $Class: GTF Loki $Team: Neutral $Location: 3353.380371, -0.000144, 3375.728271 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Gemini 1 ;! Object #47 $Class: GTF Loki $Team: Neutral $Location: 3808.819824, 0.000106, 3719.238770 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Gemini 2 ;! Object #48 $Class: GTF Loki $Team: Neutral $Location: 3704.894043, -0.000038, 3604.418213 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Gemini 3 ;! Object #49 $Class: GTF Loki $Team: Neutral $Location: 3900.424316, 0.000002, 3617.431396 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Gemini 4 ;! Object #50 $Class: GTF Loki $Team: Neutral $Location: 3799.633301, -0.000007, 3512.549805 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Gemini 5 ;! Object #51 $Class: GTF Loki $Team: Neutral $Location: 3852.582764, -0.000008, 3478.009766 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Gemini 6 ;! Object #52 $Class: GTF Loki $Team: Neutral $Location: 3751.791748, -0.000017, 3373.128174 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Alpha 4 ;! Object #53 $Class: GTB Artemis $Team: Friendly $Location: 301.677002, 0.000471, 822.270081 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 33023 ;! note that this is a bitfield!!! +Group: 0 +Score: 17 #Wings ;! 12 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Aries $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aries 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Vindicator +Arrival delay: 20 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Aries 1" "Aries 2" "Aries 3" "Aries 4" ) $AI Goals: ( goals ( ai-guard "Vindicator" 89 ) ( ai-guard "Yoshitomo" 50 ) ) +Flags:( ) $Name: Taurus $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Vindicator $Arrival Cue: ( and ( has-time-elapsed 90 ) ( is-destroyed-delay 8 "Aries" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Taurus 1" "Taurus 2" "Taurus 3" "Taurus 4" ) $AI Goals: ( goals ( ai-guard "Vindicator" 50 ) ) +Flags:( ) $Name: Epsilon $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Epsilon 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 2 "Hyksos" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Epsilon 1" "Epsilon 2" "Epsilon 3" ) $AI Goals: ( goals ( ai-guard "Hyksos" 89 ) ( ai-chase "Vindicator" 50 ) ( ai-chase "Yoshitomo" 50 ) ( ai-chase-any 50 ) ) +Flags:( "no-arrival-message" ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) $AI Goals: ( goals ( ai-guard-wing "Alpha" 50 ) ) +Hotkey: 1 +Flags:( ) $Name: Delta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Delta 1 $Arrival Location: Hyperspace $Arrival Cue: ( or ( has-arrived-delay 3 "Diomedes" ) ( is-destroyed-delay 37 "Alpha 2" "Alpha 3" "Alpha 4" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Delta 1" "Delta 2" "Delta 3" ) $AI Goals: ( goals ( ai-chase "Yoshitomo" 89 ) ( ai-chase "Vindicator" 50 ) ( ai-chase "Alba" 50 ) ( ai-chase "Epigoni" 50 ) ( ai-chase "Venture" 50 ) ) +Flags:( "no-arrival-message" ) $Name: Pisces $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Pisces 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 4 "Epigoni" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Pisces 1" "Pisces 2" "Pisces 3" "Pisces 4" ) $AI Goals: ( goals ( ai-guard "Epigoni" 89 ) ( ai-guard "Vindicator" 50 ) ( ai-chase "Diomedes" 50 ) ( ai-chase "Hyksos" 50 ) ( ai-chase-any 50 ) ) +Flags:( ) $Name: Cancer $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 3 "Alba" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Cancer 1" "Cancer 2" "Cancer 3" ) $AI Goals: ( goals ( ai-guard "Alba" 89 ) ( ai-guard "Vindicator" 50 ) ( ai-chase "Hyksos" 50 ) ( ai-chase "Diomedes" 50 ) ( ai-chase-any 50 ) ) +Flags:( ) $Name: Sigma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Sigma 1 $Arrival Location: Hyperspace $Arrival Cue: ( percent-ships-destroyed 75 "Alpha 2" "Alpha 3" "Beta 1" "Beta 2" "Beta 3" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Sigma 1" "Sigma 2" "Sigma 3" ) $AI Goals: ( goals ( ai-chase "Vindicator" 89 ) ( ai-chase "Yoshitomo" 50 ) ( ai-chase "Alba" 50 ) ( ai-chase "Epigoni" 50 ) ( ai-chase-any 50 ) ) +Flags:( ) $Name: Kappa $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Kappa 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 1 "Sigma" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Kappa 1" "Kappa 2" "Kappa 3" ) $AI Goals: ( goals ( ai-chase "Yoshitomo" 89 ) ( ai-chase "Vindicator" 50 ) ( ai-chase "Epigoni" 50 ) ( ai-chase "Alba" 50 ) ( ai-chase-any 50 ) ) +Flags:( ) $Name: Virgo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Vindicator $Arrival Cue: ( is-destroyed-delay 10 "Taurus" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Virgo 1" "Virgo 2" "Virgo 3" "Virgo 4" "Virgo 5" "Virgo 6" ) $AI Goals: ( goals ( ai-guard "Vindicator" 89 ) ( ai-guard "Yoshitomo" 50 ) ( ai-chase-any 50 ) ) +Flags:( ) $Name: Gemini $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gemini 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Vindicator $Arrival Cue: ( is-destroyed-delay 10 "Virgo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Gemini 1" "Gemini 2" "Gemini 3" "Gemini 4" "Gemini 5" "Gemini 6" ) $AI Goals: ( goals ( ai-guard "Vindicator" 50 ) ( ai-guard "Yoshitomo" 50 ) ( ai-chase "Diomedes" 50 ) ( ai-chase-any 50 ) ) +Flags:( ) #Events ;! 47 total $Formula: ( when ( is-destroyed-delay 0 "Yoshitomo" ) ( do-nothing ) ) +Name: Destroy Deimos +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Yoshitomo", 1232) $Formula: ( when ( is-destroyed-delay 0 "Alba" ) ( do-nothing ) ) +Name: Destroy Leviathan +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Alba", 1233) $Formula: ( when ( is-destroyed-delay 0 "Vindicator" ) ( do-nothing ) ) +Name: Destroy Orion +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Vindicator", 1234) $Formula: ( when ( is-destroyed-delay 0 "Epigoni" ) ( do-nothing ) ) +Name: Destroy Aeolus +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Epigoni", 1235) $Formula: ( when ( is-destroyed-delay 0 "Venture" ) ( do-nothing ) ) +Name: Destroy Argo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Venture", 1236) $Formula: ( when ( is-destroyed-delay 0 "Aries" ) ( do-nothing ) ) +Name: Destroy Bandit +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aries", 14) $Formula: ( when ( is-destroyed-delay 0 "Taurus" ) ( do-nothing ) ) +Name: Destroy Taurus +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Taurus", 19) $Formula: ( when ( is-destroyed-delay 0 "Pisces" ) ( do-nothing ) ) +Name: Destroy Pisces +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Pisces", 22) $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Destroy Cancer +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Destroy Virgo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( is-destroyed-delay 0 "Gemini" ) ( do-nothing ) ) +Name: Destroy Gemini +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Gemini", 16) $Formula: ( when ( true ) ( beam-free-all "Vindicator" ) ( subsys-set-random "Vindicator" 0 100 "engines" ) ( subsys-set-random "Yoshitomo" 0 100 "engine01" "turret26" "turret20" ) ( subsys-set-random "Alba" 0 100 "engine" ) ( subsys-set-random "Venture" 0 100 "engine" ) ( subsys-set-random "Epigoni" 0 100 "engine" ) ) +Name: Start Beam Free +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Hyksos" ) ( beam-free-all "Hyksos" ) ) +Name: Beam Free Sobek +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Epigoni" ) ( beam-free-all "Epigoni" ) ) +Name: Beam Free Aeolus +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Alba" ) ( beam-free-all "Alba" ) ) +Name: Beam Free Leviathan +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( good-secondary-time "Friendly" 100 "Cyclops" "Yoshitomo" ) ( good-secondary-time "Friendly" 100 "Cyclops" "Vindicator" ) ) +Name: Good Secondary +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Diomedes" ) ( beam-free-all "Diomedes" ) ) +Name: Beam Free Good Deimos +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 6 ) ( send-message "" "High" "Problem Here" ) ) +Name: Problem Here +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Situation" ) ) +Name: Situation +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( send-message "" "High" "Iceni Not Here" ) ) +Name: Iceni Not Here +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( send-message "" "High" "Bosch Jumped" ) ) +Name: Bosch Jumped +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "" "High" "Abort or Attack" ) ) +Name: Abort or Attack +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( send-message "#Command" "High" "Destroy Ships" ) ( invalidate-goal "Destroy the Iceni" ) ( validate-goal "Destroy Rebel Fleet" ) ) +Name: Destroy Ships +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( send-message "#Command" "High" "Track Iceni" ) ) +Name: Track Iceni +Repeat Count: 1 +Interval: 1 +Chained: 9 $Formula: ( when ( true ) ( send-message "" "High" "Takem Down" ) ) +Name: Takem Down +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( and ( or ( has-departed-delay 0 "Yoshitomo" ) ( has-departed-delay 0 "Alba" ) ( has-departed-delay 0 "Epigoni" ) ( has-departed-delay 0 "Venture" ) ( is-destroyed-delay 0 "Yoshitomo" "Alba" "Epigoni" "Venture" "Vindicator" ) ) ( not ( is-event-true-delay "Vindicator Jumps" 0 ) ) ) ( send-message "#Command" "High" "Subspace Portal" ) ( allow-weapon "Tornado" ) ( tech-add-weapons "Tornado" ) ) +Name: Destroyed or Departed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( and ( or ( has-departed-delay 5 "Vindicator" ) ( has-departed-delay 5 "Yoshitomo" ) ( has-departed-delay 5 "Alba" ) ( has-departed-delay 5 "Epigoni" ) ( has-departed-delay 5 "Venture" ) ) ( not ( is-event-true-delay "Destroyed or Departed" 0 ) ) ) ( send-message "#Command" "High" "Subspace Portal" ) ) +Name: Rebels Leave +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 1 "Epsilon" ) ( send-message "Epsilon 1" "High" "Escorting Hyksos" ) ) +Name: Escorting Hyksos +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 15 "Yoshitomo" ) ( is-destroyed-delay 15 "Vindicator" ) ) ( send-message "#Command" "High" "Alba Incoming" ) ) +Name: Alba Incoming +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 10 "Hyksos" ) ( send-message "" "Normal" "Need Firepower" ) ) +Name: Need Firepower +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 17 "Hyksos" ) ( send-message "#Command" "High" "Stand By" ) ) +Name: Stand By +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( has-arrived-delay 4 "Diomedes" ) ( send-message "Diomedes" "High" "Diomedes Engaging" ) ) +Name: Diomedes Engaging +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 2 "Epigoni" ) ( send-message "#Command" "High" "Aeolus Arrives" ) ) +Name: Aeolus Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 3 "Yoshitomo" ) ( send-message "#Command" "High" "Yoshitomo Neutralized" ) ) +Name: Yoshitomo Neutralized +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 3 "Alba" ) ( send-message "#Command" "High" "Destroyed Alba" ) ) +Name: Destroyed Alba +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 3 "Vindicator" ) ( send-message "#Command" "High" "Taken Down Vindicator" ) ) +Name: Taken Down Vindicator +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 3 "Hyksos" ) ( send-message "#Command" "High" "Hyksos Lost" ) ) +Name: Hyksos Lost +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 3 "Diomedes" ) ( send-message "#Command" "High" "Diomedes Vaporized" ) ) +Name: Diomedes Vaporized +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-departed-delay 1 "Vindicator" ) ( > ( hits-left "Vindicator" ) 49 ) ) ( send-message "#Command" "High" "Vindicator Jumps" ) ) +Name: Vindicator Jumps +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( and ( has-departed-delay 1 "Vindicator" ) ( < ( hits-left "Vindicator" ) 50 ) ) ( send-message "#Command" "High" "Vindicator Jumps Hurt" ) ) +Name: Vindicator Jumps Hurt +Repeat Count: 1 +Interval: 1 $Formula: ( when ( percent-ships-destroyed 50 "Vindicator" "Yoshitomo" "Alba" "Epigoni" "Venture" ) ( do-nothing ) ) +Name: Campaign Driven +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Vindicator" "Yoshitomo" "Alba" "Epigoni" "Venture" ) ( tech-add-weapons "Infyrno" ) ( allow-weapon "Infyrno" ) ) +Name: All Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 6 "Yoshitomo" ) ( beam-free-all "Yoshitomo" ) ( turret-lock "Yoshitomo" "turret24" ) ) +Name: Beam Free Yoshitomo +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( turret-free "Yoshitomo" "turret24" ) ) +Name: Turret 24 +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( allow-weapon "Tornado" ) ( tech-add-weapons "Tornado" ) ) +Name: New Stuff +Repeat Count: 1 +Interval: 1 #Goals ;! 2 total $Type: Primary +Name: Destroy Rebel Fleet $MessageNew: XSTR("Destroy rebel warships", 1237) $end_multi_text $Formula: ( is-destroyed-delay 0 "Vindicator" "Yoshitomo" "Epigoni" "Alba" ) +Invalid $Type: Primary +Name: Destroy the Iceni $MessageNew: XSTR("Destroy the NTF Iceni", 629) $end_multi_text $Formula: ( has-departed-delay 0 "Alpha 1" ) #Waypoints ;! 1 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( 1680.791626, -285.230865, 4990.133789 ) ) #Messages ;! 229 total $Name: Iceni Not Here $Team: -1 $MessageNew: XSTR("I've got a visual on the Vindicator, but the Iceni's nowhere to be found.", 1238) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM205_B1_01.wav $Name: Problem Here $Team: -1 $MessageNew: XSTR("Command, we've got a problem here.", 1239) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM205_B1_02.wav $Name: Situation $Team: -1 $MessageNew: XSTR("What's the situation, Beta?", 1240) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM205_AC_02.wav $Name: Bosch Jumped $Team: -1 $MessageNew: XSTR("Either recon screwed up or Bosch jumped already.", 1241) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM205_G1_01.wav $Name: Abort or Attack $Team: -1 $MessageNew: XSTR("Should we abort our attack, Command?", 1242) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM205_B1_03.wav $Name: Track Iceni $Team: -1 $MessageNew: XSTR("Recon will track down the Iceni. Keep an eye out in case Bosch jumps in from another rallying point.", 1243) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM205_AC_03.wav $Name: Takem Down $Team: -1 $MessageNew: XSTR("Roger, Command. We'll take em down!", 1244) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP5 +Wave Name: SM205_B1_04.wav $Name: Escorting Hyksos $Team: -1 $MessageNew: XSTR("This is Epsilon wing of the 33rd fighter squadron, GVD Memphis. Escorting the Hyksos into position.", 1245) $end_multi_text +Persona: Wingman 7 +AVI Name: Head-VP2 +Wave Name: SM205_E1_01.wav $Name: Alba Incoming $Team: -1 $MessageNew: XSTR("Pilots, the NTC Alba has run our blockade of the Capella jump node. We are tracking the vessel to your rallying point. The Alba will emerge from subspace momentarily.", 1246) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM205_AC_04.wav $Name: Destroy Ships $Team: -1 $MessageNew: XSTR("Negative, pilots. Destroy the Vindicator. Neutralize any rebel ship that reaches the rallying point. We'll intercept Bosch at the portal.", 1247) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM205_AC_05.wav $Name: Need Firepower $Team: -1 $MessageNew: XSTR("Command, we need more firepower here!", 1248) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: SM205_W0_01.wav $Name: Stand By $Team: -1 $MessageNew: XSTR("We are deploying Delta wing and the GTC Diomedes to assist. Please stand by.", 1249) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM205_AC_06.wav $Name: Diomedes Engaging $Team: -1 $MessageNew: XSTR("This is the Diomedes. Engaging the rebels now.", 1250) $end_multi_text +AVI Name: Head-CM3 +Wave Name: SM205_DI_01.wav $Name: Aeolus Arrives $Team: -1 $MessageNew: XSTR("An Aeolus-class cruiser has jumped in! Watch the flak guns on that ship, pilots!", 1251) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM205_AC_07.wav $Name: Yoshitomo Neutralized $Team: -1 $MessageNew: XSTR("The Yoshitomo has been neutralized!", 1252) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM205_AC_08.wav $Name: Destroyed Alba $Team: -1 $MessageNew: XSTR("We have destroyed the Alba!", 1253) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM205_AC_09.wav $Name: Taken Down Vindicator $Team: -1 $MessageNew: XSTR("We've taken down the Vindicator!", 1254) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM205_AC_10.wav $Name: Hyksos Lost $Team: -1 $MessageNew: XSTR("We've lost the Hyksos!", 1255) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM205_AC_11.wav $Name: Diomedes Vaporized $Team: -1 $MessageNew: XSTR("The rebels have vaporized the Diomedes!", 1256) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM205_AC_12.wav $Name: Vindicator Jumps $Team: -1 $MessageNew: XSTR("The Vindicator is jumping out! The rebels are commencing their attack! Abort mission and return to base, pilots!", 1257) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM205_AC_13.wav $Name: Vindicator Jumps Hurt $Team: -1 $MessageNew: XSTR("The Vindicator is making the jump to subspace! No cause for alarm, pilots. I think we hit 'em hard enough.", 1258) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM205_AC_14.wav $Name: Subspace Portal $Team: -1 $MessageNew: XSTR("The NTF have commenced their attack on the subspace portal! All ships return to base!", 1259) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM205_AC_15.wav #Reinforcements ;! 0 total #Background bitmaps ;! 34 total $Num stars: 1260 $Ambient light level: 0 $Sun: SunWhite +Angles: 0.000000 0.000000 2.076940 +Scale: 2.000000 $Starbitmap: dneb16 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb17 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 0.000000 1.308996 0.558505 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb16 +Angles: 6.021381 0.890117 5.794488 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.951568 2.740165 5.602502 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb17 +Angles: 0.000000 0.000000 5.951568 +ScaleX: 2.000000 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+DivY: 1 #Asteroid Fields #Music $Event Music: 5: Deuteronomy $Briefing Music: Brief5 #End #Mission Info $Version: 0.10 $Name: XSTR("Endgame", 1260) $Author: Brad Johnson $Created: 06/21/99 at 14:38:19 $Modified: 09/14/99 at 20:12:27 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("The 64th must intercept a rebel attack at the Knossos subspace portal.", 1261) $end_multi_text +Game Type Flags: 1 +Flags: 0 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 128.038696, 5814.479004, -3748.433838 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.739127, 0.673567, 0.000000, -0.673567, 0.739127 +SquadReassignName: 64th Raptors +SquadReassignLogo: raptors.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 6 $start_stage $multi_text XSTR("The $h NTF has attacked our warships defending the Knossos. We repelled their first offensive, but the $h NTC $h Alexandria reached the portal and made the jump into the nebula. We believe the rebels are regrouping to launch a second assault. Command has positioned the $f GTA $f Monitor to hold off the attack, and reinforcements are on their way.", 1262) $end_multi_text $voice: SM206_MB_01.wav $camera_pos: 128.038696, 5814.479004, -3748.433838 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.739127, 0.673567, 0.000000, -0.673567, 0.739127 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 26 $team: Friendly $class: Knossos $pos: 1152.463623, 0.000764, 3519.172363 $label: Knossos +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTCv Deimos $pos: -722.374512, 1030.687134, 833.627686 $label: Monitor +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The 64th will play a fighter role in this mission. The $h NTF have a few Zeus and Medusa wings remaining, so your objective will be to engage all rebel bombers and neutralize their fighter escort. The $f Colossus has engaged the $h NTC $h Vanguard and the $h NTCv $h Congreve. We will move the $f Colossus into position as soon as this battle has been resolved.", 1263) ; only the die-hard fanatics remain. They'll fight to the death and take as many of us with them as they can. We have every confidence in your ability to get the job done. Good luck.", -1) ; only the die-hard fanatics remain. They'll fight to the death and take as many of us with them as they can. We have every confidence in your ability to get the job done. Good luck.", -1) ; only the die-hard fanatics remain. They'll fight to the death and take as many of us with them as they can. We have every confidence in your ability to get the job done. Good luck.", -1) ; only the die-hard fanatics remain. They'll fight to the death and take as many of us with them as they can. We have every confidence in your ability to get the job done. Good luck.", -1) $end_multi_text $voice: SM206_MB_02.wav $camera_pos: -735.939514, 6257.894531, -3322.756104 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.721386, 0.692533, 0.000000, -0.692533, 0.721386 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 26 $team: Friendly $class: Knossos $pos: 1277.181519, 0.001173, 3986.331299 $label: Knossos +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTCv Deimos $pos: -722.374512, 1030.687134, 833.627686 $label: Monitor +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Myrmidon $pos: -2413.041992, -0.000302, 4015.890625 $label: Alpha +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Keep an eye out for the $h NTF $h Iceni. If this vessel emerges within range, you are authorized to engage and destroy it. Bosch has eluded our forces since he entered the Gamma Draconis system. Though we anticipate Bosch will either attempt to gain control of the Knossos or enter the portal itself, be prepared for any development.", 1264) $end_multi_text $voice: SM206_MB_03.wav $camera_pos: 2652.629395, 6272.645020, -3308.595215 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.721386, 0.692533, 0.000000, -0.692533, 0.721386 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 26 $team: Friendly $class: Knossos $pos: 1277.181519, 0.001173, 3986.331299 $label: Knossos +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 4 $team: Hostile $class: NTF Iceni $pos: 3962.967041, -537.264465, 4470.374512 $label: Iceni +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("This is the endgame, pilot. Bosch's $h Neo-Terran $h Front has been crushed. Only the die-hard fanatics remain. They'll fight to the death and take as many of us with them as they can. We have every confidence in your ability to get the job done. Good luck.", 1265) $end_multi_text $voice: SM206_MB_06.wav $camera_pos: -786.260986, 6198.179199, -3380.080566 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.721386, 0.692533, 0.000000, -0.692533, 0.721386 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 26 $team: Friendly $class: Knossos $pos: 1277.181519, 0.001173, 3986.331299 $label: Knossos +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTCv Deimos $pos: -722.374512, 1030.687134, 833.627686 $label: Monitor +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Myrmidon $pos: -2413.041992, -0.000302, 4015.890625 $label: Alpha +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The Aquitaine now has available the GTM-4a Tornado, a modified version of the Hornet missile. With improved fire control systems and guidance computers, the Tornado can fire more often and with greater accuracy than the Hornet. Be advised the Tornado will fail to arm its ordnance properly if aspect lock has not been achieved.", 1266) $end_multi_text $voice: SM206_MB_04.wav $camera_pos: -2413.041992, 2824.943359, 1073.250977 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.721386, 0.692533, 0.000000, -0.692533, 0.721386 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 26 $team: Friendly $class: Knossos $pos: 1277.181519, 0.001173, 3986.331299 $label: Knossos +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTCv Deimos $pos: -722.374512, 1030.687134, 833.627686 $label: Monitor +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Myrmidon $pos: -2413.041992, -0.000302, 4015.890625 $label: Alpha +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("You are also authorized to carry the new GTM-11 Infyrno, a wide-area fighter suppression warhead. The Infyrno is a remote detonation missile. Hit your secondary trigger a second time to detonate. A HUD indicator will display the warhead's distance. The Infyrno will release multiple submunitions with ultra-high explosive charges.", 1267) $end_multi_text $voice: SM206_MB_05.wav $camera_pos: -2413.041992, 2824.943359, 1073.250977 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.721386, 0.692533, 0.000000, -0.692533, 0.721386 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( is-previous-event-true "SM2-05" "All Destroyed" ) $start_icon $type: 26 $team: Friendly $class: Knossos $pos: 1277.181519, 0.001173, 3986.331299 $label: Knossos +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTCv Deimos $pos: -722.374512, 1030.687134, 833.627686 $label: Monitor +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Myrmidon $pos: -2413.041992, -0.000302, 4015.890625 $label: Alpha +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 5 $Formula: ( and ( is-destroyed-delay 0 "Monitor" "Fortune" ) ( has-departed-delay 0 "Iceni" ) ( is-event-true-delay "NTF Crushed" 0 ) ) $Multi text XSTR("The Alliance charged the 64th Raptors with the duty of defending the Monitor, the Fortune, and the thousands of lives on board these warships. We failed our mission. Though these officers and crew sacrificed their lives for the GTVA, there is no hero's welcome for our squadron. Our job was to get these men and women home alive. I am recommending your immediate transfer out of this unit. The Admiral and I believe you might be better suited to pilot a support ship, a freighter, or maybe a transport. A tactical squadron is no place for officers who cannot get the job done. There's too much at stake here.", 1268) $end_multi_text $Voice: SM206_DB_01.wav $Recommendation text: XSTR("Bombers should be your highest priority.", 1269) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Monitor" ) ( not ( is-destroyed-delay 0 "Fortune" ) ) ( has-departed-delay 0 "Iceni" ) ( is-event-true-delay "NTF Crushed" 0 ) ) $Multi text XSTR("The Alliance mourns the loss of the GTC Monitor. Thousands of courageous officers and crew sacrificed their lives for the GTVA. We as a squadron must ask ourselves what could have been done to avert this tragedy. Aken Bosch has eluded capture once again. Jumping in near the Knossos was a risky maneuver, but it enabled him to reach the nebula. Rebel saboteurs on board the Colossus temporarily shut down fire control to give the Iceni a window of opportunity. These operatives are now in custody. You have been reassigned. Admiral Petrarch has requested recommendations for pilots to participate in an officer exchange program with the Vasudans. The Admiral and I believe a tour of duty with Vasudan Tactical Command may do you some good.", 1270) $end_multi_text $Voice: SM206_DB_02.wav $Recommendation text: XSTR("Bombers should be your highest priority.", 1269) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Fortune" ) ( not ( is-destroyed-delay 0 "Monitor" ) ) ( has-departed-delay 0 "Iceni" ) ( is-event-true-delay "NTF Crushed" 0 ) ) $Multi text XSTR("The Alliance mourns the loss of the GTC Fortune. Thousands of courageous officers and crew sacrificed their lives for the GTVA. We as a squadron must ask ourselves what could have been done to avert this tragedy. Aken Bosch has eluded capture once again. Jumping in near the Knossos was a risky maneuver, but it enabled him to reach the nebula. Rebel saboteurs on board the Colossus temporarily shut down fire control to give the Iceni a window of opportunity. These operatives are now in custody. You have been reassigned. Admiral Petrarch has requested recommendations for pilots to participate in an officer exchange program with the Vasudans. The Admiral and I believe a tour of duty with Vasudan Tactical Command may do you some good.", 1271) $end_multi_text $Voice: SM206_DB_03.wav $Recommendation text: XSTR("Bombers should be your highest priority.", 1269) $end_multi_text $Formula: ( not ( is-event-true-delay "NTF Crushed" 0 ) ) $Multi text XSTR("You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.", 180) $end_multi_text $Voice: 7_JOE.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Fortune" ) ) ( not ( is-destroyed-delay 0 "Monitor" ) ) ( has-departed-delay 0 "Iceni" ) ( is-event-true-delay "NTF Crushed" 0 ) ) $Multi text XSTR("In recognition of your contributions to the GTVA's victory over the NTF insurgency, you are hereby awarded the NTF Campaign Victory Star. For your service in Deneb, Epsilon Pegasi, and Gamma Draconis, the GTVA Security Council and General Assembly extend their gratitude for your service. Aken Bosch has eluded capture once again. Jumping in near the Knossos was a risky maneuver, but it enabled him to reach the nebula. Rebel saboteurs on board the Colossus temporarily shut down fire control to give the Iceni a window of opportunity. These operatives are now in custody. Admiral Petrarch has requested recommendations for pilots to participate in an officer exchange program with the Vasudans, and your name is at the top of the list. You'll be an outstanding representative of our squadron, our ship, and our species.", 1272) $end_multi_text $Voice: SM206_DB_04.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 4 "GTF Hercules Mark II" 4 "GTF Loki" 4 "GTF Pegasus" 4 "GTF Perseus" 4 ) +Weaponry Pool: ( "Subach HL-7" 24 "Akheton SDG" 16 "Morning Star" 16 "Prometheus S" 16 "Maxim" 16 "UD-8 Kayser" 100 "Circe" 16 "Lamprey" 16 "Rockeye" 500 "Tempest" 500 "Hornet" 580 "Tornado" 820 "Harpoon" 500 "Trebuchet" 500 "TAG-A" 500 "Infyrno" 100 "EMP Adv." 500 ) #Objects ;! 48 total $Name: Alpha 1 ;! Object #0 $Class: GTF Myrmidon $Team: Friendly $Location: -2313.778809, -0.000307, 4029.637207 $Orientation: 0.130424, 0.000000, -0.991459, 0.000000, 1.000000, 0.000000, 0.991459, 0.000000, 0.130424 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Hornet" "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Knossos ;! Object #1 $Class: Knossos $Team: Friendly $Location: -54.787598, 0.000100, 5218.976074 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" )+Respawn priority: 0 +Group: 0 +Score: 1000 $Name: Colossus ;! Object #2 $Class: GTVA Colossus $Team: Friendly $Location: -10067.161133, 0.006453, 1754.106689 $Orientation: 0.070737, 0.000000, -0.997495, 0.000000, 1.000000, 0.000000, 0.997495, 0.000000, 0.070737 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03a +Subsystem: turret04a +Subsystem: turret05a +Subsystem: turret06a +Subsystem: turret07a +Subsystem: turret08a +Subsystem: turret09a +Subsystem: turret10a +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 +Subsystem: turret27 +Subsystem: turret28 +Subsystem: turret29 +Subsystem: turret30 +Subsystem: turret31 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret32 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret33 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret34 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret35 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret36 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret37 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret38 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret39 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret40 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret41 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret42 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret43 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret44 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret45 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret46 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret47 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret48 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret49 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret50 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret51 +Subsystem: turret52 +Subsystem: turret53 +Subsystem: turret54 +Subsystem: turret55 +Subsystem: turret56 +Subsystem: turret57 +Subsystem: turret58 +Subsystem: turret59 +Subsystem: turret60 +Subsystem: turret61 +Subsystem: turret62 +Subsystem: turret63 +Primary Banks: ( "BFGreen" ) $Arrival Location: Hyperspace +Arrival Delay: 151 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 99 +Group: 0 +Score: 10000 $Name: Alpha 2 ;! Object #3 $Class: GTF Myrmidon $Team: Friendly $Location: -2424.395020, -0.000313, 4115.457520 $Orientation: 0.130424, 0.000000, -0.991458, 0.000000, 1.000000, 0.000000, 0.991458, 0.000000, 0.130424 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Hornet" "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Alpha 3 ;! Object #4 $Class: GTF Myrmidon $Team: Friendly $Location: -2394.260986, -0.000282, 3916.323975 $Orientation: 0.130424, 0.000000, -0.991458, 0.000000, 1.000000, 0.000000, 0.991458, 0.000000, 0.130424 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Hornet" "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Alpha 4 ;! Object #5 $Class: GTF Myrmidon $Team: Friendly $Location: -2512.305176, -0.000323, 4003.521729 $Orientation: 0.130424, 0.000000, -0.991458, 0.000000, 1.000000, 0.000000, 0.991458, 0.000000, 0.130424 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Hornet" "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Iceni ;! Object #6 $Class: NTF Iceni $Team: Neutral $Location: 1351.747559, -537.263794, 477.128021 $Orientation: 0.966350, -0.218230, 0.136180, 0.184064, 0.956445, 0.226571, -0.179693, -0.193881, 0.964428 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02 +Primary Banks: ( "SGreen" ) +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Primary Banks: ( "SGreen" ) +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11a +Subsystem: turret12 +Primary Banks: ( "SGreen" ) +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Sbank Ammo: ( 0 ) +Subsystem: turret17 +Subsystem: turret18 +Sbank Ammo: ( 0 ) +Subsystem: turret19 +Subsystem: turret20 +Sbank Ammo: ( 0 ) +Subsystem: turret21a +Subsystem: turret22a +Subsystem: turret23a +Subsystem: turret24a +Subsystem: turret25a +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( and ( has-arrived-delay 120 "Cancer" ) ( is-destroyed-delay 8 "Danton" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 99 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Monitor ;! Object #7 $Class: GTCv Deimos $Team: Friendly $Location: -16.400635, 1030.687622, 4116.322266 $Orientation: -0.538962, 0.000000, 0.842331, -0.150802, 0.983844, -0.096490, -0.828722, -0.179030, -0.530254 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 97 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Primary Banks: ( "Terran Huge Turret" ) +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Primary Banks: ( "Terran Huge Turret" ) +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Sbank Ammo: ( 0 ) +Subsystem: turret26 +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Monitor Clearing Out" 3 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 98 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Fortune ;! Object #8 $Class: GTC Fenris $Team: Friendly $Location: -1045.009277, -892.885559, 4080.309082 $Orientation: -0.763815, 0.000000, 0.645435, 0.000000, 1.000000, 0.000000, -0.645435, 0.000000, -0.763815 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 99 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09a-01-main $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 97 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 100 $Name: Taurus 1 ;! Object #9 $Class: GTF Ulysses $Team: Neutral $Location: 2141.021729, -281.150543, 749.751892 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Taurus 2 ;! Object #10 $Class: GTF Ulysses $Team: Neutral $Location: 2014.466431, -281.150421, 449.614136 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Taurus 3 ;! Object #11 $Class: GTF Ulysses $Team: Neutral $Location: 2293.110596, -281.150543, 425.197021 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Taurus 4 ;! Object #12 $Class: GTF Ulysses $Team: Neutral $Location: 2143.882813, -281.150299, 69.372437 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Virgo 1 ;! Object #13 $Class: GTF Ulysses $Team: Neutral $Location: 949.463928, 652.050903, 2350.152100 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Virgo 2 ;! Object #14 $Class: GTF Ulysses $Team: Neutral $Location: 837.915466, 652.050903, 2133.156982 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Virgo 3 ;! Object #15 $Class: GTF Ulysses $Team: Neutral $Location: 1080.482422, 652.050781, 2088.124756 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Virgo 4 ;! Object #16 $Class: GTF Ulysses $Team: Neutral $Location: 948.082336, 652.050781, 1870.281738 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Virgo 5 ;! Object #17 $Class: GTF Ulysses $Team: Neutral $Location: 854.386902, 652.050720, 1786.413208 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Virgo 6 ;! Object #18 $Class: GTF Ulysses $Team: Neutral $Location: 1151.604736, 652.050781, 1637.232056 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Aquarius 1 ;! Object #19 $Class: GTB Zeus $Team: Neutral $Location: 556.246521, -163.110413, 2366.098633 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Aquarius 2 ;! Object #20 $Class: GTB Zeus $Team: Neutral $Location: 475.057190, -163.110504, 2178.696289 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Aquarius 3 ;! Object #21 $Class: GTB Zeus $Team: Neutral $Location: 656.910706, -163.110565, 2163.459473 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Leo 1 ;! Object #22 $Class: GTF Ulysses $Team: Neutral $Location: 1700.156494, 422.072327, 3296.867676 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Leo 2 ;! Object #23 $Class: GTF Ulysses $Team: Neutral $Location: 1588.608154, 422.072327, 3079.872070 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Leo 3 ;! Object #24 $Class: GTF Ulysses $Team: Neutral $Location: 1831.174561, 422.072205, 3034.840332 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Leo 4 ;! Object #25 $Class: GTF Ulysses $Team: Neutral $Location: 1698.774658, 422.072205, 2816.996582 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Leo 5 ;! Object #26 $Class: GTF Ulysses $Team: Neutral $Location: 1605.079834, 422.072144, 2733.127930 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Leo 6 ;! Object #27 $Class: GTF Ulysses $Team: Neutral $Location: 1902.295898, 422.072205, 2583.946777 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Aquarius 4 ;! Object #28 $Class: GTB Zeus $Team: Neutral $Location: 557.151855, -367.420990, 2202.896973 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Loyola ;! Object #29 $Class: GTC Aeolus $Team: Neutral $Location: -1046.599976, 1178.699951, 1302.199951 $Orientation: 0.939054, 0.000000, -0.343771, 0.016958, 0.998782, 0.046324, 0.343352, -0.049331, 0.937910 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 $Arrival Location: Hyperspace +Arrival Delay: 44 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 90 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Sagittarius 1 ;! Object #30 $Class: GTF Loki $Team: Neutral $Location: -1121.636719, 691.193665, 1698.480469 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Sagittarius 2 ;! Object #31 $Class: GTF Loki $Team: Neutral $Location: -1260.144409, 691.193054, 1588.406616 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Sagittarius 3 ;! Object #32 $Class: GTF Loki $Team: Neutral $Location: -1036.640503, 691.193787, 1515.742554 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Sagittarius 4 ;! Object #33 $Class: GTF Loki $Team: Neutral $Location: -1036.640503, 454.612091, 1515.742554 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Gemini 1 ;! Object #34 $Class: GTF Hercules $Team: Neutral $Location: -378.063232, 0.000400, 220.602158 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Akheton SDG" "Prometheus R" ) +Secondary Banks: ( "Stiletto II" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Gemini 2 ;! Object #35 $Class: GTF Hercules $Team: Neutral $Location: -472.169800, 0.000192, 116.545837 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Akheton SDG" "Prometheus R" ) +Secondary Banks: ( "Stiletto II" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Gemini 3 ;! Object #36 $Class: GTF Hercules $Team: Neutral $Location: -261.814697, 173.251205, 54.597153 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Akheton SDG" "Prometheus R" ) +Secondary Banks: ( "Stiletto II" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Gemini 4 ;! Object #37 $Class: GTF Hercules $Team: Neutral $Location: -354.807648, 173.250549, -129.102127 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Akheton SDG" "Prometheus R" ) +Secondary Banks: ( "Stiletto II" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Gemini 5 ;! Object #38 $Class: GTF Hercules $Team: Neutral $Location: -141.476379, 0.000240, 3.923512 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Akheton SDG" "Prometheus R" ) +Secondary Banks: ( "Stiletto II" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Cancer 1 ;! Object #39 $Class: GTB Medusa $Team: Neutral $Location: -1176.998779, -1584.409180, 885.580383 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: turret01a $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Cancer 2 ;! Object #40 $Class: GTB Medusa $Team: Neutral $Location: -1363.297607, -1584.409058, 589.520508 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: turret01a $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Cancer 3 ;! Object #41 $Class: GTB Medusa $Team: Neutral $Location: -1018.253845, -1584.409180, 538.556885 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: turret01a $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Cancer 4 ;! Object #42 $Class: GTB Medusa $Team: Neutral $Location: -1184.327515, -1584.409058, 348.714783 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: turret01a $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Pisces 1 ;! Object #43 $Class: GTF Hercules $Team: Neutral $Location: 166.389084, -0.000360, 365.945374 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Akheton SDG" "Prometheus R" ) +Secondary Banks: ( "Stiletto II" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Pisces 2 ;! Object #44 $Class: GTF Hercules $Team: Neutral $Location: 72.282532, -0.000568, 261.889038 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Akheton SDG" "Prometheus R" ) +Secondary Banks: ( "Stiletto II" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Pisces 3 ;! Object #45 $Class: GTF Hercules $Team: Neutral $Location: 282.637634, 173.250458, 199.940369 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Akheton SDG" "Prometheus R" ) +Secondary Banks: ( "Stiletto II" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Pisces 4 ;! Object #46 $Class: GTF Hercules $Team: Neutral $Location: 189.644669, 173.249802, 16.241089 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Akheton SDG" "Prometheus R" ) +Secondary Banks: ( "Stiletto II" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Danton ;! Object #47 $Class: GTCv Deimos $Team: Neutral $Location: 2768.382568, -1014.180237, 888.203125 $Orientation: -0.108987, 0.000000, 0.994043, 0.000000, 1.000000, 0.000000, -0.994043, 0.000000, -0.108987 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 $Arrival Location: Hyperspace +Arrival Delay: 120 $Arrival Cue: ( is-destroyed-delay 8 "Loyola" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 90 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 #Wings ;! 9 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Hotkey: 0 +Flags:( ) $Name: Taurus $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 0 "Iceni" ) $Departure Location: Hyperspace $Departure Cue: ( has-departed-delay 4 "Iceni" ) $Ships: ( ;! 4 total "Taurus 1" "Taurus 2" "Taurus 3" "Taurus 4" ) $AI Goals: ( goals ( ai-guard "Iceni" 89 ) ( ai-chase-any 50 ) ) +Flags:( ) $Name: Virgo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 0 "Aquarius" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Virgo 1" "Virgo 2" "Virgo 3" "Virgo 4" "Virgo 5" "Virgo 6" ) $AI Goals: ( goals ( ai-chase "Monitor" 89 ) ( ai-chase "Fortune" 50 ) ( ai-chase-any 50 ) ) +Flags:( "no-arrival-message" ) $Name: Aquarius $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aquarius 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Now or Never" 15 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Aquarius 1" "Aquarius 2" "Aquarius 3" "Aquarius 4" ) $AI Goals: ( goals ( ai-chase "Monitor" 50 ) ( ai-chase "Fortune" 50 ) ( ai-chase-any 50 ) ) +Flags:( "no-arrival-message" ) $Name: Leo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Leo 1 $Arrival Location: Hyperspace $Arrival Cue: ( or ( is-destroyed-delay 3 "Aquarius" ) ( is-destroyed-delay 4 "Virgo" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Leo 1" "Leo 2" "Leo 3" "Leo 4" "Leo 5" "Leo 6" ) $AI Goals: ( goals ( ai-disarm-ship "Fortune" 50 ) ( ai-disarm-ship "Monitor" 50 ) ( ai-chase "Fortune" 50 ) ( ai-chase "Monitor" 50 ) ( ai-chase-any 50 ) ) +Flags:( ) $Name: Sagittarius $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Sagittarius 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 2 "Loyola" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Sagittarius 1" "Sagittarius 2" "Sagittarius 3" "Sagittarius 4" ) $AI Goals: ( goals ( ai-guard "Loyola" 50 ) ( ai-chase "Fortune" 50 ) ( ai-chase "Monitor" 50 ) ( ai-chase-any 50 ) ) +Flags:( "no-arrival-message" ) $Name: Gemini $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gemini 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 30 "Colossus" ) $Departure Location: Hyperspace $Departure Cue: ( has-departed-delay 4 "Iceni" ) $Ships: ( ;! 5 total "Gemini 1" "Gemini 2" "Gemini 3" "Gemini 4" "Gemini 5" ) $AI Goals: ( goals ( ai-destroy-subsystem "Colossus" "turret63" 50 ) ( ai-destroy-subsystem "Colossus" "turret62" 50 ) ( ai-destroy-subsystem "Colossus" "turret61" 50 ) ( ai-destroy-subsystem "Colossus" "turret60" 50 ) ( ai-destroy-subsystem "Colossus" "turret59" 50 ) ) +Flags:( ) $Name: Cancer $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 15 "Gemini" ) $Departure Location: Hyperspace $Departure Cue: ( has-departed-delay 4 "Iceni" ) $Ships: ( ;! 4 total "Cancer 1" "Cancer 2" "Cancer 3" "Cancer 4" ) $AI Goals: ( goals ( ai-destroy-subsystem "Colossus" "turret63" 89 ) ( ai-destroy-subsystem "Colossus" "turret62" 89 ) ( ai-destroy-subsystem "Colossus" "turret61" 89 ) ( ai-destroy-subsystem "Colossus" "turret60" 89 ) ( ai-destroy-subsystem "Colossus" "turret59" 89 ) ) +Flags:( ) $Name: Pisces $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Pisces 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 3 "Gemini" ) $Departure Location: Hyperspace $Departure Cue: ( has-departed-delay 4 "Iceni" ) $Ships: ( ;! 4 total "Pisces 1" "Pisces 2" "Pisces 3" "Pisces 4" ) $AI Goals: ( goals ( ai-destroy-subsystem "Colossus" "turret63" 89 ) ( ai-destroy-subsystem "Colossus" "turret62" 50 ) ( ai-destroy-subsystem "Colossus" "turret61" 50 ) ( ai-destroy-subsystem "Colossus" "turret60" 50 ) ( ai-destroy-subsystem "Colossus" "turret59" 50 ) ) +Flags:( ) #Events ;! 55 total $Formula: ( when ( true ) ( beam-free-all "Monitor" ) ( beam-free-all "Fortune" ) ) +Name: Start Beam Free +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Loyola" ) ( beam-free-all "Loyola" ) ( fire-beam "Loyola" "turret11" "Monitor" ) ) +Name: Beam Free Aeolus +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Iceni" ) ( beam-free-all "Iceni" ) ( beam-lock "Colossus" "turret57" "turret58" "turret59" "turret60" "turret61" "turret62" ) ( beam-lock "Iceni" "turret02" "turret08" ) ) +Name: Beam Free Iceni +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( good-secondary-time "Neutral" 100 "Cyclops" "Monitor" ) ) +Name: Good Secondary Time +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-arrived-delay 0 "Colossus" ) ( is-destroyed-delay 0 "Monitor" ) ) ( send-message "Colossus" "High" "Colossus Arrives 2" ) ( beam-free-all "Colossus" ) ) +Name: Colossus Arrives 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-arrived-delay 0 "Colossus" ) ( not ( is-destroyed-delay 0 "Monitor" ) ) ) ( send-message "Colossus" "High" "Monitor Relieved" ) ( beam-free-all "Colossus" ) ) +Name: Colossus Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Monitor" "High" "Monitor Clearing Out" ) ) +Name: Monitor Clearing Out +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( < ( hits-left "Iceni" ) 10 ) ( ship-invulnerable "Iceni" ) ) +Name: Invulnerable Iceni +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Iceni" ) 16 ) ( protect-ship "Iceni" ) ( beam-protect-ship "Iceni" ) ) +Name: Protect Iceni +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 3 "Iceni" ) ( fire-beam "Iceni" "turret08" "Colossus" ) ) +Name: Iceni Arrives 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( not ( is-destroyed-delay 0 "Fortune" ) ) ( fire-beam "Iceni" "turret02" "Fortune" ) ) +Name: Iceni Fires At Fenris +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( true ) ( beam-free "Iceni" "turret02" "turret08" ) ) +Name: Beam Free Iceni 2 +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( has-arrived-delay 1 "Iceni" ) ( send-message "#Command" "High" "Iceni Arrives" ) ( special-warpout-name "Iceni" "Knossos" ) ( validate-goal "Stop The Iceni" ) ) +Name: Iceni Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Colossus" "High" "Malfunction" ) ) +Name: Malfunction +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( true ) ( send-message "#Command" "High" "Window" ) ) +Name: Window +Repeat Count: 1 +Interval: 1 +Chained: 9 $Formula: ( when ( true ) ( send-message "Colossus" "High" "Nebula Jump" ) ) +Name: Nebula Jump +Repeat Count: 1 +Interval: 1 +Chained: 9 $Formula: ( when ( has-arrived-delay 0 "Danton" ) ( beam-free-all "Danton" ) ) +Name: Beam Free Bad Deimos +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 5 "Iceni" ) ( send-message "Colossus" "High" "Return To Base" ) ) +Name: Return To Base +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Colossus" "High" "Pursue" ) ) +Name: Pursue +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "#Command" "High" "Rebelion Over" ) ) +Name: Rebelion Over +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( true ) ( send-message "#Command" "High" "NTF Crushed" ) ( tech-add-weapons "Mekhu HL-7" ) ( allow-weapon "Mekhu HL-7" ) ( allow-weapon "Maxim" ) ( tech-add-weapons "Maxim" ) ) +Name: NTF Crushed +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base 2 +Repeat Count: 1 +Interval: 1 +Chained: 4 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( true ) ( do-nothing ) ) +Name: -----Destroy----- +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Taurus" ) ( do-nothing ) ) +Name: Destroy Taurus +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Taurus", 19) $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Destroy Virgo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( is-destroyed-delay 0 "Aquarius" ) ( do-nothing ) ) +Name: Destroy Aquarius +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aquarius", 103) $Formula: ( when ( is-destroyed-delay 0 "Leo" ) ( do-nothing ) ) +Name: Destroy Leo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Leo", 15) $Formula: ( when ( is-destroyed-delay 0 "Sagittarius" ) ( do-nothing ) ) +Name: Destroy Sagittarius +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Sagittarius", 63) $Formula: ( when ( is-destroyed-delay 0 "Gemini" ) ( do-nothing ) ) +Name: Destroy Gemini +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Gemini", 16) $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Destroy Cancer +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( is-destroyed-delay 0 "Pisces" ) ( do-nothing ) ) +Name: Destroy Pisces +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Pisces", 22) $Formula: ( when ( is-destroyed-delay 0 "Iceni" ) ( do-nothing ) ) +Name: Destroy Iceni +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Iceni", 1273) $Formula: ( when ( is-destroyed-delay 0 "Danton" ) ( do-nothing ) ) +Name: Destroy Bad Deimos +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Danton", 1274) $Formula: ( when ( is-destroyed-delay 0 "Loyola" ) ( do-nothing ) ) +Name: Destroy Bad Aeolus +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Loyola", 1275) $Formula: ( when ( and ( < ( hits-left "Monitor" ) 50 ) ( not ( has-arrived-delay 0 "Colossus" ) ) ) ( send-message "Monitor" "High" "Monitor Pulverized" ) ) +Name: Monitor Pulverized +Repeat Count: 1 +Interval: 1 $Formula: ( when ( not ( has-arrived-delay 0 "Colossus" ) ) ( send-message "#Command" "High" "Hold Your Ground" ) ) +Name: Hold Your Ground +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( < ( hits-left "Monitor" ) 25 ) ( send-message "#Command" "High" "Losing The Monitor" ) ) +Name: Losing The Monitor +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 3 "Monitor" ) ( send-message "#Command" "High" "Monitor Destroyed" ) ) +Name: Monitor Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Fortune" ) 35 ) ( send-message "Fortune" "High" "Fortune Help" ) ) +Name: Fortune Help +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "On The Way" ) ) +Name: On The Way +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( is-destroyed-delay 3 "Fortune" ) ( send-message "#Command" "High" "Fortune Destroyed" ) ) +Name: Fortune Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 3 "Loyola" ) ( send-message "#Command" "High" "Loyola History" ) ) +Name: Loyola History +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 3 "Danton" ) ( send-message "#Command" "High" "Danton Taken Down" ) ) +Name: Danton Taken Down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 5 ) ( send-message "Monitor" "High" "Welcome" ) ) +Name: Welcome +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Alpha 2" "High" "Now or Never" ) ) +Name: Now or Never +Repeat Count: 1 +Interval: 1 +Chained: 11 $Formula: ( when ( has-arrived-delay 1 "Aquarius" ) ( send-message "Alpha 2" "High" "Intercept Aquarius" ) ) +Name: Intercept Aquarius +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Monitor" "High" "Fighter Escort" ) ) +Name: Fighter Escort +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( has-arrived-delay 4 "Loyola" ) ( send-message "Alpha 2" "High" "Aeolus Arrives" ) ) +Name: Aeolus Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Alpha 2" "High" "Loki Escort" ) ) +Name: Loki Escort +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( has-arrived-delay 0 "Danton" ) ( send-message "#Command" "High" "Danton Arrives" ) ) +Name: Danton Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "" "High" "Wheres The Iceni" ) ) +Name: Wheres The Iceni +Repeat Count: 1 +Interval: 1 +Chained: 15 $Formula: ( when ( true ) ( ship-guardian "Iceni" ) ) +Name: Guard Iceni +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( < ( special-warp-dist "Iceni" ) 175 ) ( > ( special-warp-dist "Iceni" ) 0 ) ) ( clear-goals "Iceni" ) ( add-goal "Iceni" ( ai-warp-out 89 ) ) ) +Name: Iceni Jump +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Fortune" ) ) ( not ( is-destroyed-delay 0 "Monitor" ) ) ( has-departed-delay 0 "Iceni" ) ) ( grant-medal "NTF Campaign Victory Star" ) ) +Name: NTF Campaign Victory Star +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( tech-add-weapons "Mekhu HL-7" "Lamprey" ) ( allow-weapon "Mekhu HL-7" ) ( allow-weapon "Maxim" ) ( tech-add-weapons "Maxim" ) ( allow-ship "GVF Serapis" ) ( allow-ship "GVF Tauret" ) ( tech-add-ships "GVF Serapis" "GVF Tauret" ) ( allow-weapon "Lamprey" ) ) +Name: New Stuff +Repeat Count: 1 +Interval: 1 #Goals ;! 2 total $Type: Primary +Name: Protect The Portal $MessageNew: XSTR("Defend the Knossos device", 1276) $end_multi_text $Formula: ( is-event-true-delay "NTF Crushed" 0 ) $Type: Secondary +Name: Stop The Iceni $MessageNew: XSTR("Intercept and destroy the Iceni", 1277) $end_multi_text $Formula: ( and ( has-departed-delay 0 "Alpha 1" ) ( not ( has-departed-delay 0 "Iceni" ) ) ) +Invalid #Waypoints ;! 1 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( -26.311274, -0.000941, 5178.351563 ) ) #Messages ;! 235 total $Name: Iceni Arrives $Team: -1 $MessageNew: XSTR("Admiral Bosch has jumped in! He's heading for the subspace portal. Colossus, open fire with all forward turrets!", 1278) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM206_AC_01.wav $Name: Return To Base $Team: -1 $MessageNew: XSTR("Command, the rebels are withdrawing!", 1279) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM206_CO_01.wav $Name: Colossus Arrives 2 $Team: -1 $MessageNew: XSTR("Colossus here. Stay close to us, pilots. We'll neutralize those bandits.", 1280) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM206_CO_02.wav $Name: Monitor Pulverized $Team: -1 $MessageNew: XSTR("This is the Monitor. We're getting pulverized out here! Deploy the Colossus now, Command!", 1281) $end_multi_text +AVI Name: Head-CM4 +Wave Name: SM206_MO_01.wav $Name: Hold Your Ground $Team: -1 $MessageNew: XSTR("The Colossus will be on station momentarily. Hold your ground!", 1282) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM206_AC_02.wav $Name: Losing The Monitor $Team: -1 $MessageNew: XSTR("We're losing the Monitor! We need more fighter cover on that corvette!", 1283) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM206_AC_03.wav $Name: Monitor Destroyed $Team: -1 $MessageNew: XSTR("The Monitor has been destroyed!", 1284) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM206_AC_04.wav $Name: Fortune Help $Team: -1 $MessageNew: XSTR("GTC Fortune here. We can't take another direct hit! Request immediate assistance!", 1285) $end_multi_text +AVI Name: Head-CM3 +Wave Name: SM206_FO_01.wav $Name: On The Way $Team: -1 $MessageNew: XSTR("Hang in there, Fortune. Help is on the way!", 1286) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM206_AC_05.wav $Name: Fortune Destroyed $Team: -1 $MessageNew: XSTR("Rebel forces have destroyed the Fortune!", 1287) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM206_AC_06.wav $Name: Loyola History $Team: -1 $MessageNew: XSTR("The NTC Loyola is history! Excellent work, pilots!", 1288) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM206_AC_07.wav $Name: Danton Taken Down $Team: -1 $MessageNew: XSTR("Danton objective neutralized!", 1289) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM206_AC_08.wav $Name: Welcome $Team: -1 $MessageNew: XSTR("Welcome to the Knossos, Alpha wing. All is quiet on this front. We repelled the NTF's first wave, but they'll make another run. We just received word the Colossus took down the NTC Vanguard.", 1290) $end_multi_text +AVI Name: Head-CM4 +Wave Name: SM206_MO_02.wav $Name: Now or Never $Team: -1 $MessageNew: XSTR("We'll keep you covered, Monitor. Those bombers won't get within two clicks of you.", 1291) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: SM206_A2_01.wav $Name: Intercept Aquarius $Team: -1 $MessageNew: XSTR("Intercept Aquarius wing! Neutralize their warheads before they impact the Monitor!", 1292) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: SM206_A2_03.wav $Name: Monitor Relieved $Team: -1 $MessageNew: XSTR("This is the GTVA Colossus. Monitor, you are relieved. Great job holding down the Knossos, Captain.", 1293) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM206_CO_03.wav $Name: Monitor Clearing Out $Team: -1 $MessageNew: XSTR("Roger that, Colossus. We're clearing out.", 1294) $end_multi_text +AVI Name: Head-CM4 +Wave Name: SM206_MO_04.wav $Name: Fighter Escort $Team: -1 $MessageNew: XSTR("And keep an eye on the fighter escort! Don't let those bandits flank you!", 1295) $end_multi_text +AVI Name: Head-CM4 +Wave Name: SM206_MO_05.wav $Name: Aeolus Arrives $Team: -1 $MessageNew: XSTR("An Aeolus-class cruiser has jumped in! It's the NTC Loyola! The rebels have begun the charge!", 1296) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: SM206_A2_04.wav $Name: Loki Escort $Team: -1 $MessageNew: XSTR("They've got a wing of Lokis flying escort, designation Sagittarius!", 1297) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: SM206_A2_05.wav $Name: Danton Arrives $Team: -1 $MessageNew: XSTR("The Danton has jumped in! Engage at your discretion. We lost 40 pilots fighting the Danton in Polaris.", 1298) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-CM2 +Wave Name: SM206_AC_09.wav $Name: Wheres The Iceni $Team: -1 $MessageNew: XSTR("So where's the Iceni, Command? Lets end this now.", 3419) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP7 +Wave Name: SM206_W0_01.wav $Name: Malfunction $Team: -1 $MessageNew: XSTR("Command! We're experiencing a global malfunction in fire control! We need 30 seconds to get auxiliaries on line!", 1300) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM206_CO_04.wav $Name: Window $Team: -1 $MessageNew: XSTR("We don't have that kind of window, Colossus!", 1301) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM206_AC_10.wav $Name: Nebula Jump $Team: -1 $MessageNew: XSTR("The Iceni has reached the Knossos! It's jumping into the nebula!", 1302) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM206_CO_05.wav $Name: Rebelion Over $Team: -1 $MessageNew: XSTR("Negative. We'll send in a search party to find the Admiral.", 1303) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM206_AC_11.wav $Name: Pursue $Team: -1 $MessageNew: XSTR("Command, should we pursue the Iceni through the portal?", 1304) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM206_CO_06.wav $Name: NTF Crushed $Team: -1 $MessageNew: XSTR("The Neo-Terran Front has been crushed, pilots. The rebellion is over. Return to base.", 1305) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM206_AC_12.wav #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 1260 $Ambient light level: 0 $Sun: SunWhite +Angles: 0.506145 0.000000 1.570795 +Scale: 2.000000 #Asteroid Fields #Music $Event Music: 6: Joshua $Briefing Music: Brief6 #End #Mission Info $Version: 0.10 $Name: XSTR("The Fog of War", 1306) $Author: Brad Johnson $Created: 06/28/99 at 11:00:05 $Modified: 11/03/99 at 15:52:25 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("The 203rd fighter squadron, GVD Psamtik, attacks a Shivan resource extraction operation in the nebula. ", 1307) $end_multi_text +Game Type Flags: 1 +Flags: 4 +NebAwacs: 3000.000000 +Storm: none +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 233.722015, 20052.306641, -6239.367676 +Viewer orient: 1.000000, -0.000000, 0.000256, -0.000225, 0.479389, 0.877602, -0.000123, -0.877602, 0.479389 +SquadReassignName: 203rd Scorpions +SquadReassignLogo: vasudan1.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing $Stage Text: XSTR("Twilight This is Admiral Khafre, commanding officer of the GVD Psamtik, 13th Vasudan Battle Group. The NTF rebellion is over. Polaris, Regulus, and Sirius are now under allied control, and we begin the process of rebuilding these systems after 18 months of bloodshed. NTF officers responsible for the genocide of Vasudan civilians will face a war crimes tribunal in Beta Aquilae. GTVA warships in the nebula are now hunting down the Iceni and the other blockade runners.", 1308) $end_multi_text $Ani Filename: +Wave Filename: SM207_CB_01.wav $Stage Text: XSTR("Welcome, Terrans For those Terran pilots joining us in Gamma Draconis, welcome aboard. Your reassignment is part of an officer exchange program to foster better cooperation and understanding. You will serve in Vasudan wings and pilot Vasudan fighters. Our crews have modified our craft to accommodate Terran pilots. We as an alliance have come a long way since the Terran-Vasudan War, and initiatives such as this can only strengthen the bond between our species.", 1309) $end_multi_text $Ani Filename: cb_sm2-07_b.ani +Wave Filename: SM207_CB_02.wav $Stage Text: XSTR("The Second Front With the rebellion defeated, we are now able to focus on our exploration and containment operation in the nebula. We have three objectives in this theatre: to locate uncharted Shivan jump nodes, to destroy all hostiles encountered, and to apprehend Admiral Aken Bosch. We begin launching our squadrons at 3230, Vasudan Galactic Time.", 1310) ; second, to seek and destroy all Shivan vessels; and third, to locate and apprehend Admiral Aken Bosch. We will begin launching our squadrons at 2730, Vasudan Galactic Time.", -1) $end_multi_text $Ani Filename: cb_sm2-07_c.ani +Wave Filename: SM207_CB_03.wav $Stage Text: XSTR("Maxim The Psamtik has received a shipment of the new GTW-66 Maxim Gun. The Maxim is by definition an energy weapon, though it behaves like a mass-driver, accelerating caseless uranium slugs along its smoothbore barrel. The Maxim has difficulty penetrating shield defenses but its effect on hull plating is devastating. Use the Maxim at your discretion.", 1311) $end_multi_text $Ani Filename: Tech_GTW-66_Maxim_Gun.ani +Wave Filename: SM207_CB_04.wav $Stage Text: XSTR("Lamprey You have also been issued the GTW-83 Lamprey Cannon. A second-generation Leech gun, the Lamprey affects the energy systems of your target, draining its weapon, shield, and afterburner reserves. Coupled with a balanced hull and shield damaging weapon, the Lamprey is highly effective against smaller vessels.", 1312) $end_multi_text $Ani Filename: Tech_GTW-83_Lamprey.ani +Wave Filename: SM207_CB_05.wav $Stage Text: XSTR("Mekhu HL-7 All Terrans be advised that Vasudan fighters and bombers may be equipped with the Mekhu HL-7. A modified version of the Subach HL-7, the Mekhu design has been optimized for the reactor grids of Vasudan craft to increase the cannon's rate of fire.", 1313) $end_multi_text $Ani Filename: Tech_Mekhu_HL-7.ani +Wave Filename: SM207_CB_06.wav #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("Welcome to the 203rd, Terran. I am Commander Habu, squadron leader. Our unit has served the Emperor since the war between our species, nearly five decades ago. I understand you were among the pilots who assisted our counter-insurgency effort in the Deneb system. We are honored to fight by your side, pilot. You will lead Alpha wing.", 1314) $end_multi_text $voice: SM207_MB_01.wav $camera_pos: -159.867294, 2838.896240, -438.951050 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.001199, 0.999999, 0.000000, -0.999999, 0.001199 $camera_time: 900 $num_lines: 0 $num_icons: 8 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: GVF Serapis $pos: -2.356277, -1.093733, -100.986656 $label: Alpha +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GVF Tauret $pos: -311.390350, 109.089851, -584.533569 $label: Beta +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GVF Serapis $pos: 231.424835, -153.154739, -849.951050 $label: Gamma +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 29 $team: Hostile $class: SSG Rahu $pos: 402.442963, 601.901306, 5298.350098 $label: Rahu 05 +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 29 $team: Hostile $class: SSG Rahu $pos: 1799.699951, 316.399994, 3678.300049 $label: Rahu 03 +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 29 $team: Hostile $class: SSG Rahu $pos: -735.589111, 245.099319, 2573.840576 $label: Rahu 01 +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 32 $team: Hostile $class: SSG Belial $pos: 993.182617, 411.001099, 4013.247803 $label: Belial 05 +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 32 $team: Hostile $class: SSG Belial $pos: -1866.506226, -198.067566, 3578.108398 $label: Belial 04 +id: 8 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Allied Command has ordered the 203rd to nullify a gas mining operation in the vicinity of our secured perimeter. Reconnaissance has located six $h Rahu-class miners, defended by a screen of sentry guns. Your primary objective is to destroy the miners. Your secondary objective is to neutralize the sentry guns.", 1315) $end_multi_text $voice: SM207_MB_02.wav $camera_pos: 231.638550, 9422.657227, -846.923523 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.471826, 0.881692, 0.000000, -0.881692, 0.471826 $camera_time: 600 $num_lines: 0 $num_icons: 8 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: GVF Serapis $pos: 71.704926, -1.093796, 504.335022 $label: Alpha +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GVF Tauret $pos: -892.283325, 109.089951, -259.671356 $label: Beta +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GVF Serapis $pos: 860.830200, -153.154816, -286.896851 $label: Gamma +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 29 $team: Hostile $class: SSG Rahu $pos: 402.442963, 601.901306, 5298.350098 $label: Rahu 03 +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 29 $team: Hostile $class: SSG Rahu $pos: 1799.699951, 316.399994, 3678.300049 $label: Rahu 02 +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 29 $team: Hostile $class: SSG Rahu $pos: -735.589111, 245.099319, 2573.840576 $label: Rahu 01 +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 32 $team: Hostile $class: SSG Belial $pos: 882.340088, 411.000549, 2419.055908 $label: Belial 01 +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 32 $team: Hostile $class: SSG Belial $pos: -1685.577393, -198.067139, 5202.077637 $label: Belial 02 +id: 8 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Be advised the shockwave of a gas miner explosion will have a destructive radius greater than that of a ship of comparable size. As the hull integrity of your target approaches zero, put as much distance as possible between yourself and the miner. We believe the Shivans are using the nebular gas for energy. Good luck.", 1316) $end_multi_text $voice: SM207_MB_03.wav $camera_pos: -1230.560791, 3211.701172, 1166.108398 $camera_orient: 1.000000, 0.000000, 0.000256, -0.000225, 0.479389, 0.877602, -0.000123, -0.877602, 0.479389 $camera_time: 500 $num_lines: 0 $num_icons: 8 $Flags: 0 $Formula: ( true ) $start_icon $type: 1 $team: Friendly $class: GVF Serapis $pos: -2.356277, -1.093733, -100.986656 $label: Alpha +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GVF Tauret $pos: -311.390350, 109.089851, -584.533569 $label: Beta +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GVF Serapis $pos: 231.424835, -153.154739, -849.951050 $label: Gamma +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 29 $team: Hostile $class: SSG Rahu $pos: 402.442963, 601.901306, 5298.350098 $label: Rahu 03 +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 29 $team: Hostile $class: SSG Rahu $pos: 1799.699951, 316.399994, 3678.300049 $label: Rahu 02 +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 29 $team: Hostile $class: SSG Rahu $pos: -735.589111, 245.099319, 2573.840576 $label: Rahu 01 +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 32 $team: Hostile $class: SSG Belial $pos: 993.182617, 411.001099, 4013.247803 $label: Belial 01 +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 32 $team: Hostile $class: SSG Belial $pos: -1726.426270, -198.067566, 3241.461426 $label: Belial 02 +id: 8 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 3 $Formula: ( and ( is-destroyed-delay 0 "Tatenen" ) ( percent-ships-destroyed 83 "Rahu 01" "Rahu 02" "Rahu 03" "Rahu 04" "Rahu 05" "Rahu 06" ) ( not ( percent-ships-destroyed 100 "Rahu 01" "Rahu 02" "Rahu 03" "Rahu 04" "Rahu 05" "Rahu 06" ) ) ) $Multi text XSTR("Allied Intelligence has no conclusive data on the Sathanas, the Shivan juggernaut that destroyed the Tatenen. The GTVA Security Council has declared a state of emergency. If our preliminary assessment is correct, the Shivans are preparing a full-scale incursion. However, the Sathanas could pose a much greater threat than the Lucifer superdestroyer of the Great War. Our priority must be to gather as much data as possible. Meanwhile, Command is preparing to execute a contingency plan should the Shivans move this vessel into Gamma Draconis. You performed well in this mission, Terran. Though we damaged their gas-mining operation, we now have greater concerns to attend to.", 1317) $end_multi_text $Voice: SM207_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( not ( is-destroyed-delay 0 "Tatenen" ) ) $Multi text XSTR("A Vasudan never leaves the field of battle without authorization from a superior officer. Your cowardice jeopardized the lives of our brothers and sisters. You are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance. You will be taken into custody and handed over to the Terran 3rd Battle Group authority, where you will face a court martial. You are a disgrace to your species, Terran.", 1318) $end_multi_text $Voice: 8_VJOE.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( is-destroyed-delay 0 "Rahu 01" "Rahu 02" "Rahu 03" "Rahu 04" "Rahu 05" "Rahu 06" "Tatenen" ) $Multi text XSTR("Allied Intelligence has no conclusive data on the Sathanas, the Shivan juggernaut that destroyed the Tatenen. The GTVA Security Council has declared a state of emergency. If our preliminary assessment is correct, the Shivans are preparing a full-scale incursion. However, the Sathanas could pose a much greater threat than the Lucifer superdestroyer of the Great War. Our priority must be to gather as much data as possible. Meanwhile, Command is preparing to execute a contingency plan should the Shivans move this vessel into Gamma Draconis. Your valor and skill are formidable, Terran. Your commanders spoke very highly of you, and we see now their praise was not exaggerated. You risked your life above and beyond the call of duty to fulfill your objectives, regardless of the danger. We'll make a Vasudan of you yet.", 1319) $end_multi_text $Voice: SM207_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text #Alternate Types: $Alt: Unknown #end #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GVF Horus" 12 "GVF Thoth" 12 "GVF Serapis" 4 "GVF Tauret" 8 ) +Weaponry Pool: ( "Mekhu HL-7" 20 "Akheton SDG" 16 "Morning Star" 16 "Prometheus S" 28 "Maxim" 24 "Lamprey" 16 "Rockeye" 500 "Tempest" 800 "Hornet" 1820 "Tornado" 500 "Harpoon" 500 "Trebuchet" 500 "TAG-A" 200 "Piranha" 100 "Stiletto II" 400 "EMP Adv." 300 ) #Objects ;! 54 total $Name: Alpha 1 ;! Object #0 $Class: GVF Serapis $Team: Friendly $Location: 0.000000, 0.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Prometheus S" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Rahu 03 ;! Object #1 $Class: SSG Rahu $Team: Hostile $Location: 1799.699951, 316.399994, 3678.300049 $Orientation: 0.257320, 0.000000, -0.966326, -0.377830, 0.920392, -0.100611, 0.889399, 0.390996, 0.236835 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Waypoint path 3" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 95 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 50 $Name: Rahu 02 ;! Object #2 $Class: SSG Rahu $Team: Hostile $Location: 16.900000, -396.299988, 3786.000000 $Orientation: 0.406426, 0.000000, 0.913684, 0.913641, 0.009635, -0.406407, -0.008803, 0.999954, 0.003916 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Waypoint path 2" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 96 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 50 $Name: Rahu 01 ;! Object #3 $Class: SSG Rahu $Team: Hostile $Location: -815.000000, 245.100006, 2206.500000 $Orientation: 0.334995, 0.000000, 0.942220, 0.100824, 0.994258, -0.035847, -0.936810, 0.107007, 0.333071 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Waypoint path 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 97 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 50 $Name: Rahu 04 ;! Object #4 $Class: SSG Rahu $Team: Hostile $Location: 605.270081, -496.900146, 1922.003418 $Orientation: 0.978707, 0.000000, -0.205262, -0.052083, 0.967273, -0.248336, 0.198545, 0.253739, 0.946677 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Waypoint path 4" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 94 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 50 $Name: Rahu 05 ;! Object #5 $Class: SSG Rahu $Team: Hostile $Location: 967.099976, 601.900024, 5323.399902 $Orientation: -0.244272, 0.000000, 0.969707, -0.330317, 0.940195, -0.083208, -0.911714, -0.340636, -0.229664 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Waypoint path 5" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 93 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 50 $Name: Rahu 06 ;! Object #6 $Class: SSG Rahu $Team: Hostile $Location: -2015.000000, 341.600006, 4967.200195 $Orientation: -0.778919, 0.000000, -0.627125, 0.304330, 0.874360, -0.377992, 0.548333, -0.485278, -0.681055 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Waypoint path 6" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 92 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 50 $Name: Alpha 2 ;! Object #7 $Class: GVF Serapis $Team: Friendly $Location: -102.105148, 21.048874, -96.607170 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Prometheus S" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Alpha 3 ;! Object #8 $Class: GVF Serapis $Team: Friendly $Location: 97.392593, -23.236340, -96.607063 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Prometheus S" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Alpha 4 ;! Object #9 $Class: GVF Serapis $Team: Friendly $Location: 0.000000, -23.153143, -201.973312 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Prometheus S" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Tatenen ;! Object #10 $Class: GVCv Sobek $Team: Friendly $Location: -857.173767, 90.035545, -2014.205322 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 $Arrival Location: Hyperspace +Arrival Delay: 8 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 98 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Junit ;! Object #11 $Class: GVA Setekh $Team: Friendly $Location: -1528.246338, -101.199783, -569.730713 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 2 "Tatenen" ) $Departure Location: Hyperspace $Departure Cue: ( is-destroyed-delay 6 "Tatenen" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 99 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 50 $Name: Beta 1 ;! Object #12 $Class: GVF Tauret $Team: Friendly $Location: -310.756439, 104.266563, -488.012665 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" "Mekhu HL-7" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Beta 2 ;! Object #13 $Class: GVF Tauret $Team: Friendly $Location: -412.270844, 104.266464, -574.069092 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" "Mekhu HL-7" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Beta 3 ;! Object #14 $Class: GVF Tauret $Team: Friendly $Location: -210.509857, 85.088074, -579.203857 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" "Mekhu HL-7" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Beta 4 ;! Object #15 $Class: GVF Tauret $Team: Friendly $Location: -312.219818, 133.091629, -681.054443 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" "Mekhu HL-7" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Belial 01 ;! Object #16 $Class: SSG Belial $Team: Hostile $Location: -588.018250, -0.000984, 3560.166260 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03a +Subsystem: turret04a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 5 $Name: Belial 02 ;! Object #17 $Class: SSG Belial $Team: Hostile $Location: -0.787296, 383.412201, 1986.419312 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03a +Subsystem: turret04a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 5 $Name: Belial 05 ;! Object #18 $Class: SSG Belial $Team: Hostile $Location: 993.182617, 411.001099, 4013.247803 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03a +Subsystem: turret04a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 5 $Name: Belial 04 ;! Object #19 $Class: SSG Belial $Team: Hostile $Location: -1567.909058, -198.067429, 3374.827881 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03a +Subsystem: turret04a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 5 $Name: Belial 06 ;! Object #20 $Class: SSG Belial $Team: Hostile $Location: -1022.586487, 0.000144, 6064.953613 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03a +Subsystem: turret04a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 5 $Name: Belial 03 ;! Object #21 $Class: SSG Belial $Team: Hostile $Location: 1258.112549, -488.836792, 2790.938721 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03a +Subsystem: turret04a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 5 $Name: Virgo 1 ;! Object #22 $Class: SF Mara $Team: Hostile $Location: -2004.977783, 0.000043, 3596.781738 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 2 ;! Object #23 $Class: SF Mara $Team: Hostile $Location: -1907.588989, -0.000047, 3596.781982 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 3 ;! Object #24 $Class: SF Mara $Team: Hostile $Location: -2004.746338, -0.000009, 3518.049805 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 1 ;! Object #25 $Class: SF Manticore $Team: Hostile $Location: 1211.576538, -0.000477, 3871.280762 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 2 ;! Object #26 $Class: SF Manticore $Team: Hostile $Location: 1308.965210, -0.000567, 3871.281250 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 3 ;! Object #27 $Class: SF Manticore $Team: Hostile $Location: 1211.807983, -0.000530, 3792.548828 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 1 ;! Object #28 $Class: SF Astaroth $Team: Hostile $Location: 160.847122, 0.000266, 4069.484863 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Libra 2 ;! Object #29 $Class: SF Astaroth $Team: Hostile $Location: 197.227432, 0.000248, 3828.459473 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Libra 3 ;! Object #30 $Class: SF Astaroth $Team: Hostile $Location: 346.925385, 0.000180, 3871.279541 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Libra 4 ;! Object #31 $Class: SF Astaroth $Team: Hostile $Location: 314.014282, 0.000329, 4047.003906 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Gamma 1 ;! Object #32 $Class: GVF Serapis $Team: Friendly $Location: 232.058731, -157.978012, -753.430115 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Prometheus S" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Gamma 2 ;! Object #33 $Class: GVF Serapis $Team: Friendly $Location: 130.544342, -157.978104, -839.486572 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Prometheus S" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Gamma 3 ;! Object #34 $Class: GVF Serapis $Team: Friendly $Location: 332.305328, -177.156509, -844.621338 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Prometheus S" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Gamma 4 ;! Object #35 $Class: GVF Serapis $Team: Friendly $Location: 230.595352, -129.152969, -946.471924 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Prometheus S" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Unknown ;! Object #36 $Class: SJ Sathanas $Alt: Unknown $Team: Hostile $Location: -833.299988, 10936.900391, 1787.400024 $Orientation: -0.999980, 0.000000, 0.006280, -0.005926, 0.330759, -0.943696, -0.002077, -0.943715, -0.330753 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 +Subsystem: turret27 +Subsystem: turret28 +Subsystem: turret29 +Subsystem: turret30 +Subsystem: turret31 +Subsystem: turret32 +Subsystem: turret33 +Subsystem: turret34 +Subsystem: turret35 +Subsystem: turret36 +Subsystem: turret37 +Subsystem: turret38 +Subsystem: turret39 +Subsystem: turret40 +Subsystem: turret41 +Subsystem: turret42 +Subsystem: turret43 +Subsystem: turret44 +Subsystem: turret45 +Subsystem: turret46 +Subsystem: turret47 +Subsystem: turret48 +Subsystem: turret49 +Subsystem: turret50 +Subsystem: turret51 +Subsystem: turret52 +Subsystem: turret53 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 4 "Gemini" "Aries" ) $Departure Location: Hyperspace $Departure Cue: ( is-destroyed-delay 10 "Tatenen" ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Taurus 1 ;! Object #37 $Class: SF Mara $Team: Hostile $Location: -1591.990845, 812.445984, 4200.113281 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 2 ;! Object #38 $Class: SF Mara $Team: Hostile $Location: -1494.602051, 812.445862, 4200.113770 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 3 ;! Object #39 $Class: SF Mara $Team: Hostile $Location: -1591.759399, 812.445923, 4121.381348 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 4 ;! Object #40 $Class: SF Mara $Team: Hostile $Location: -1487.492432, 812.445923, 4077.928711 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 1 ;! Object #41 $Class: SF Manticore $Team: Hostile $Location: 685.893738, -263.208282, 5191.337891 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 2 ;! Object #42 $Class: SF Manticore $Team: Hostile $Location: 783.282410, -263.208405, 5191.338379 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 3 ;! Object #43 $Class: SF Manticore $Team: Hostile $Location: 686.125183, -263.208344, 5112.605957 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 4 ;! Object #44 $Class: SF Manticore $Team: Hostile $Location: 790.392029, -263.208344, 5069.153320 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 1 ;! Object #45 $Class: SF Mara $Team: Hostile $Location: -2010.449097, 0.000066, -1995.175049 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 2 ;! Object #46 $Class: SF Mara $Team: Hostile $Location: -2100.541748, -0.000016, -2098.033447 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 3 ;! Object #47 $Class: SF Mara $Team: Hostile $Location: -1896.794678, -0.000003, -2100.773926 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 4 ;! Object #48 $Class: SF Mara $Team: Hostile $Location: -2001.033081, -0.000016, -2199.441162 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 5 ;! Object #49 $Class: SF Mara $Team: Hostile $Location: -2099.729492, 0.000113, -2201.777344 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 6 ;! Object #50 $Class: SF Mara $Team: Hostile $Location: -2000.220825, 0.000114, -2303.185059 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 1 ;! Object #51 $Class: SB Nahema $Team: Hostile $Location: -1696.765137, 0.000049, -2086.957031 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Gemini 2 ;! Object #52 $Class: SB Nahema $Team: Hostile $Location: -1801.728027, -0.000006, -2199.441406 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Gemini 3 ;! Object #53 $Class: SB Nahema $Team: Hostile $Location: -1595.348877, 0.000008, -2197.096191 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 #Wings ;! 10 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Virgo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Virgo 1" "Virgo 2" "Virgo 3" ) $AI Goals: ( goals ( ai-guard "Rahu 01" 50 ) ( ai-guard "Rahu 02" 50 ) ( ai-guard "Rahu 03" 50 ) ( ai-guard "Rahu 04" 50 ) ( ai-guard "Rahu 05" 50 ) ) +Flags:( ) $Name: Cancer $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Hyperspace +Arrival delay: 120 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Cancer 1" "Cancer 2" "Cancer 3" ) $AI Goals: ( goals ( ai-guard "Rahu 06" 50 ) ( ai-guard "Rahu 05" 50 ) ( ai-guard "Rahu 04" 50 ) ( ai-guard "Rahu 03" 50 ) ( ai-guard "Rahu 02" 50 ) ) +Flags:( ) $Name: Libra $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Libra 1 $Arrival Location: Hyperspace $Arrival Cue: ( or ( has-time-elapsed 180 ) ( is-destroyed-delay 8 "Virgo" ) ( is-destroyed-delay 8 "Cancer" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Libra 1" "Libra 2" "Libra 3" "Libra 4" ) $AI Goals: ( goals ( ai-guard "Rahu 02" 50 ) ( ai-guard "Rahu 03" 50 ) ( ai-guard "Rahu 04" 50 ) ( ai-guard "Rahu 05" 50 ) ( ai-guard "Rahu 06" 50 ) ) +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) $Name: Taurus $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 10 "Virgo" "Libra" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Taurus 1" "Taurus 2" "Taurus 3" "Taurus 4" ) $AI Goals: ( goals ( ai-guard "Rahu 01" 50 ) ( ai-guard "Rahu 02" 50 ) ( ai-guard "Rahu 03" 50 ) ( ai-guard "Rahu 04" 50 ) ( ai-guard "Rahu 05" 50 ) ) +Flags:( ) $Name: Scorpio $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Scorpio 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 10 "Cancer" "Libra" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Scorpio 1" "Scorpio 2" "Scorpio 3" "Scorpio 4" ) $AI Goals: ( goals ( ai-guard "Rahu 06" 50 ) ( ai-guard "Rahu 05" 50 ) ( ai-guard "Rahu 04" 50 ) ( ai-guard "Rahu 03" 50 ) ( ai-guard "Rahu 02" 50 ) ) +Flags:( ) $Name: Aries $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aries 1 $Arrival Location: Near Ship +Arrival Distance: 1300 $Arrival Anchor: Tatenen $Arrival Cue: ( is-destroyed-delay 3 "Rahu 01" "Rahu 02" "Rahu 03" "Rahu 04" "Rahu 05" "Rahu 06" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Aries 1" "Aries 2" "Aries 3" "Aries 4" "Aries 5" "Aries 6" ) $AI Goals: ( goals ( ai-chase "Tatenen" 89 ) ( ai-chase "Junit" 50 ) ) +Flags:( ) $Name: Gemini $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gemini 1 $Arrival Location: Near Ship +Arrival Distance: 1300 $Arrival Anchor: Tatenen $Arrival Cue: ( has-arrived-delay 8 "Aries" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Gemini 1" "Gemini 2" "Gemini 3" ) $AI Goals: ( goals ( ai-chase "Tatenen" 89 ) ) +Flags:( ) #Events ;! 41 total $Formula: ( when ( has-arrived-delay 0 "Tatenen" ) ( beam-free-all "Tatenen" ) ( beam-lock "Tatenen" "turret09" "turret14" ) ) +Name: Beam Free Sobek +Repeat Count: 1 +Interval: 1 $Formula: ( when ( > ( is-ship-visible "Virgo 1" ) 0 ) ( do-nothing ) ) +Name: Virgo Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Destroy Virgo +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( > ( is-ship-visible "Cancer 1" ) 0 ) ( do-nothing ) ) +Name: Cancer Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Destroy Cancer +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( > ( is-ship-visible "Libra 1" ) 0 ) ( do-nothing ) ) +Name: Libra Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Libra" ) ( do-nothing ) ) +Name: Destroy Libra +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Libra", 18) $Formula: ( when ( is-destroyed-delay 0 "Rahu 01" "Rahu 02" "Rahu 03" "Rahu 04" "Rahu 05" "Rahu 06" ) ( do-nothing ) ) +Name: Destroy Gas Miners +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Gas Miners", 1320) $Formula: ( when ( is-destroyed-delay 0 "Belial 01" "Belial 02" "Belial 03" "Belial 04" "Belial 05" "Belial 06" ) ( do-nothing ) ) +Name: Destroy Sentries +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Sentries", 574) $Formula: ( when ( > ( is-ship-visible "Taurus 1" ) 0 ) ( do-nothing ) ) +Name: Taurus Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Taurus" ) ( do-nothing ) ) +Name: Destroy Taurus +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Taurus", 19) $Formula: ( when ( > ( is-ship-visible "Scorpio 1" ) 0 ) ( do-nothing ) ) +Name: Scorpio Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Scorpio" ) ( do-nothing ) ) +Name: Destroy Aeshma +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Scorpio", 61) $Formula: ( when ( has-arrived-delay 0 "Unknown" ) ( send-message "#Command" "High" "Jump Signature" ) ) +Name: Apoc Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Tatenen" "High" "Apoc Arrives" ) ) +Name: Jump Signature 2 +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( send-message "#Command" "High" "Apoc Arrives 2" ) ) +Name: Apoc Arrives 2 +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( has-arrived-delay 12 "Unknown" ) ( fire-beam "Unknown" "turret01" "Tatenen" ) ( fire-beam "Unknown" "turret02" "Tatenen" ) ( fire-beam "Unknown" "turret03" "Tatenen" ) ( fire-beam "Unknown" "turret04" "Tatenen" ) ) +Name: Blast Sobek +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( beam-free-all "Unknown" ) ) +Name: Beam Free Apoc +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( destroyed-or-departed-delay 6 "Tatenen" ) ( send-message "#Command" "High" "Return To Base" ) ( tech-add-ships "GVF Ptah" ) ( allow-ship "GVF Ptah" ) ) +Name: Return To Base +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base 2 +Repeat Count: 1 +Interval: 1 +Chained: 3 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( has-arrived-delay 2 "Tatenen" ) ( send-message "#Command" "High" "Mission Begins" ) ) +Name: Mission Begins +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Mission Begins 2" ) ) +Name: Mission Begins 2 +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( percent-ships-destroyed 30 "Belial 01" "Belial 02" "Belial 03" "Belial 04" "Belial 05" "Belial 06" ) ( send-message "#Command" "High" "2 Sentry Guns Down" ) ) +Name: 2 Sentry Guns Down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( percent-ships-destroyed 64 "Belial 01" "Belial 02" "Belial 03" "Belial 04" "Belial 05" "Belial 06" ) ( send-message "#Command" "High" "4 Sentry Guns Down" ) ) +Name: 4 Sentry Guns Down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( percent-ships-destroyed 30 "Rahu 01" "Rahu 02" "Rahu 03" "Rahu 04" "Rahu 05" "Rahu 06" ) ( send-message "#Command" "High" "2 Miners Down" ) ) +Name: 2 Miners Down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( percent-ships-destroyed 64 "Rahu 01" "Rahu 02" "Rahu 03" "Rahu 04" "Rahu 05" "Rahu 06" ) ( send-message "#Command" "High" "4 Miners Down" ) ) +Name: 4 Miners Down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( percent-ships-destroyed 80 "Rahu 01" "Rahu 02" "Rahu 03" "Rahu 04" "Rahu 05" "Rahu 06" ) ( send-message "#Command" "High" "5 Miners Down" ) ) +Name: 5 Miners Down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 1 "Tatenen" ) ( send-message "#Command" "High" "Tatenen Destroyed" ) ) +Name: Tatenen Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( > ( is-ship-visible "Aries 1" ) 0 ) ( do-nothing ) ) +Name: Aries Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Aries" ) ( do-nothing ) ) +Name: Destroy Aries +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Aries", 14) $Formula: ( when ( > ( is-ship-visible "Gemini 1" ) 0 ) ( do-nothing ) ) +Name: Gemini Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Gemini" ) ( do-nothing ) ) +Name: Destroy Gemini +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Gemini", 16) $Formula: ( when ( has-arrived-delay 0 "Aries" ) ( send-message "Tatenen" "High" "Need Cover" ) ) +Name: Need Cover +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-departed-delay 0 "Tatenen" ) ( not ( is-destroyed-delay 0 "Tatenen" ) ) ) ( do-nothing ) ) +Name: Protect The Tatenen +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Protect Tatenen", 3420) $Formula: ( when ( percent-ships-destroyed 50 "Rahu 01" "Rahu 02" "Rahu 03" "Rahu 04" "Rahu 05" "Rahu 06" ) ( send-message "#Command" "High" "3 Miners Down" ) ) +Name: 3 Miners Down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( is-destroyed-delay 0 "Belial 01" ) ( is-destroyed-delay 0 "Belial 02" ) ( is-destroyed-delay 0 "Belial 03" ) ( is-destroyed-delay 0 "Belial 04" ) ( is-destroyed-delay 0 "Belial 05" ) ( is-destroyed-delay 0 "Belial 06" ) ) ( send-message "#Command" "High" "1 Sentry Gun Down" ) ) +Name: 1 Sentry Gun Down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( percent-ships-destroyed 50 "Belial 01" "Belial 02" "Belial 03" "Belial 04" "Belial 05" "Belial 06" ) ( send-message "#Command" "High" "3 Sentry Guns Down" ) ) +Name: 3 Sentry Guns Down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 1 "Belial 01" "Belial 02" "Belial 03" "Belial 04" "Belial 05" "Belial 06" ) ( send-message "#Command" "High" "6 Sentry Guns Down" ) ) +Name: 6 Sentry Guns Down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( is-destroyed-delay 0 "Rahu 01" ) ( is-destroyed-delay 0 "Rahu 02" ) ( is-destroyed-delay 0 "Rahu 03" ) ( is-destroyed-delay 0 "Rahu 04" ) ( is-destroyed-delay 0 "Rahu 05" ) ( is-destroyed-delay 0 "Rahu 06" ) ) ( send-message "#Command" "High" "1 Miner Down" ) ) +Name: 1 Miner Down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Need Cover" 7 ) ( send-message "#Command" "High" "Need Cover 2" ) ) +Name: Need Cover 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( do-nothing ) ( tech-add-ships "GVF Ptah" "SSG Belial" "SSG Rahu" ) ) +Name: New Stuff +Repeat Count: 1 +Interval: 1 #Goals ;! 2 total $Type: Secondary +Name: Destroy All Shivan Sentry Guns $MessageNew: XSTR("Destroy all Shivan sentry guns", 1322) $end_multi_text $Formula: ( is-destroyed-delay 0 "Belial 01" "Belial 02" "Belial 03" "Belial 04" "Belial 05" "Belial 06" ) $Type: Primary +Name: Destroy Gas Miners $MessageNew: XSTR("Destroy all Shivan gas miners", 1323) $end_multi_text $Formula: ( is-destroyed-delay 3 "Rahu 01" "Rahu 02" "Rahu 03" "Rahu 04" "Rahu 05" "Rahu 06" ) #Waypoints ;! 6 lists total $Name: Waypoint path 1 $List: ( ;! 2 points in list ( -2535.699219, 441.645966, 2818.273438 ) ( -845.525024, 180.996765, 2281.984131 ) ) $Name: Waypoint path 2 $List: ( ;! 2 points in list ( 3.410325, 1135.997192, 3792.000488 ) ( -14.067561, -517.007629, 3807.120605 ) ) $Name: Waypoint path 3 $List: ( ;! 2 points in list ( 2998.976318, 1051.451904, 4572.751465 ) ( 1799.721069, 206.010056, 3708.189453 ) ) $Name: Waypoint path 4 $List: ( ;! 2 points in list ( 892.456604, 0.000206, 3295.714844 ) ( 605.250244, -408.257111, 1896.093628 ) ) $Name: Waypoint path 5 $List: ( ;! 2 points in list ( -643.887634, 0.000651, 4917.586914 ) ( 962.799927, 492.957977, 5419.999023 ) ) $Name: Waypoint path 6 $List: ( ;! 2 points in list ( -847.748962, -563.251526, 4102.066895 ) ( -2015.040894, 253.614685, 4974.073730 ) ) #Messages ;! 226 total $Name: Apoc Arrives $Team: -1 $MessageNew: XSTR("Acknowledged. Database does not recognize the configuration. Target exceeds superdestroyer specifications. Reading multiple cannon signatures. Request mission update!", 1324) $end_multi_text +AVI Name: Head-VC +Wave Name: SM207_Ju_01.wav $Name: Return To Base $Team: -1 $MessageNew: XSTR("All units, return to base! We do not have the firepower to challenge that warship!", 1325) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM207_AC_01.wav $Name: Mission Begins $Team: -1 $MessageNew: XSTR("Attention, all units. Long-range scanners detect a defensive perimeter of six sentry guns and a wing of Mara-class fighters, designation Virgo. Proceed with caution.", 1326) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM207_AC_17.wav $Name: 2 Sentry Guns Down $Team: -1 $MessageNew: XSTR("Two sentry guns down.", 1327) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM207_AC_02.wav $Name: 4 Sentry Guns Down $Team: -1 $MessageNew: XSTR("Only two sentry guns remain.", 1328) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM207_AC_03.wav $Name: 2 Miners Down $Team: -1 $MessageNew: XSTR("Two miners down! Repeat! Two miners are down!", 1329) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM207_AC_04.wav $Name: 4 Miners Down $Team: -1 $MessageNew: XSTR("Only two Rahu miners remain. Finish them now, Alpha!", 1330) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM207_AC_05.wav $Name: 5 Miners Down $Team: -1 $MessageNew: XSTR("Fifth miner is down.", 1331) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM207_AC_06.wav $Name: Tatenen Destroyed $Team: -1 $MessageNew: XSTR("The Tatenen has been destroyed! I repeat! The Tatenen has been destroyed!", 1332) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM207_AC_07.wav $Name: Need Cover $Team: -1 $MessageNew: XSTR("This is the Tatenen. Shivan bombers have engaged! Request immediate fighter cover!", 1333) $end_multi_text +AVI Name: Head-VC +Wave Name: SM207_TAT_01.wav $Name: 3 Miners Down $Team: -1 $MessageNew: XSTR("Good work, pilot. Their operation has been compromised fifty percent. Continue with your mission.", 1334) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM207_AC_13.wav $Name: Mission Begins 2 $Team: -1 $MessageNew: XSTR("The GVA Junit will provide AWACS support.", 1335) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM207_AC_08.wav $Name: 1 Sentry Gun Down $Team: -1 $MessageNew: XSTR("One Belial-class sentry gun neutralized. Five more guard the perimeter.", 1336) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM207_AC_09.wav $Name: 3 Sentry Guns Down $Team: -1 $MessageNew: XSTR("We have negated three of six guns in the perimeter.", 1337) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM207_AC_10.wav $Name: 6 Sentry Guns Down $Team: -1 $MessageNew: XSTR("Perimeter objective neutralized. All guns are down.", 1338) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM207_AC_11.wav $Name: 1 Miner Down $Team: -1 $MessageNew: XSTR("We have destroyed one Rahu-class miner. Five remain. Seek and destroy.", 1339) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM207_AC_12.wav $Name: Apoc Arrives 2 $Team: -1 $MessageNew: XSTR("Disengage now, Tatenen! Break off and retreat! We're pulling you out!", 1340) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM207_AC_14.wav $Name: Need Cover 2 $Team: -1 $MessageNew: XSTR("All units, defend the Tatenen! We'll resume our attack once we eliminate this threat. Intercept and destroy!", 1341) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM207_AC_15.wav $Name: Jump Signature $Team: -1 $MessageNew: XSTR("All units, we are picking up an unusual jump signature in your immediate vicinity. Seek and identify.", 1342) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM207_AC_16.wav #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 1260 $Ambient light level: 0 +Neb2: nbackgreen +Neb2Flags: 63 $Sun: SunWhite +Angles: 0.872664 0.000000 1.570795 +Scale: 2.000000 #Asteroid Fields #Music $Event Music: 4: Numbers $Briefing Music: None #End #Mission Info $Version: 0.10 $Name: XSTR("A Monster in the Mist", 1343) $Author: Brad Johnson $Created: 07/06/99 at 17:38:41 $Modified: 09/14/99 at 20:19:15 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("Flying the Ptah stealth fighter, Alpha 1 of the 203rd must scan the subsystems of the Sathanas. ", 1344) $end_multi_text +Game Type Flags: 1 +Flags: 4 +NebAwacs: 3000.000000 +Storm: s_active +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 0.157497, 603.797058, -584.848999 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.699313, 0.714815, 0.000000, -0.714815, 0.699313 +SquadReassignName: 203rd Scorpions +SquadReassignLogo: vasudan1.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 4 $start_stage $multi_text XSTR("Alpha 1, you will pilot the new Ptah-class stealth fighter. Your mission is to scan the subsystems of the $h Sathanas Juggernaut. Allied Intelligence has requested data regarding the navigation, weapons, sensors, and communications subsystems of the warship.", 1345) $end_multi_text $voice: SM208_MB_01.wav $camera_pos: 0.157497, 603.797058, -584.848999 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.699313, 0.714815, 0.000000, -0.714815, 0.699313 $camera_time: 500 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 0 $team: Friendly $class: GVF Ptah $pos: 0.157497, -0.000006, 5.853647 $label: Alpha 1 +id: 1 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("To scan a subsystem, you must first select it with the subsystem targeting control. Then close to 150 meters to scan. The lead indicator must be in the center of your reticle. Maintain that position until the scan indicator has moved across your target view. Average scanning time is five seconds.", 1346) $end_multi_text $voice: SM208_MB_02.wav $camera_pos: 2195.764648, 10907.591797, -8586.305664 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.699313, 0.714815, 0.000000, -0.714815, 0.699313 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 0 $team: Friendly $class: GVF Ptah $pos: 0.157497, -0.000006, 5.853647 $label: Alpha 1 +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Hostile $class: SJ Sathanas $pos: 4391.371582, 971.160156, 3213.525635 $label: Sathanas +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The design of the stealth fighter will minimize your EM signature, though we have not tested the stealth fighter against Shivan targets. Avoid flying into the line of sight of enemy fighters, and keep moving as much as possible. The longer you stay in one position, the greater your risk of detection. Firing weapons will also reveal your position.", 1347) $end_multi_text $voice: SM208_MB_03.wav $camera_pos: 2186.956543, 11038.212891, -6932.409668 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.699313, 0.714815, 0.000000, -0.714815, 0.699313 $camera_time: 800 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 0 $team: Friendly $class: GVF Ptah $pos: -17.458258, -0.001401, 3569.212158 $label: Alpha 1 +id: 1 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Hostile $class: SJ Sathanas $pos: 4391.371582, 971.160156, 3213.525635 $label: Sathanas +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("To create a diversion, the $f GVCv $f Maahes will direct an assault toward the stern of the warship. This will draw enemy fire away from you and the systems you must target. The $h Sathanas has a smaller concentration of turrets in this quadrant, but you must complete your mission quickly. The corvette will not last long against the Juggernaut.", 1348) $end_multi_text $voice: SM208_MB_04.wav $camera_pos: 5428.531250, 9422.650391, -6484.915039 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.699313, 0.714815, 0.000000, -0.714815, 0.699313 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 31 $team: Hostile $class: SJ Sathanas $pos: 4391.371582, 971.160156, 3213.525635 $label: Sathanas +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Friendly $class: GVCv Sobek $pos: 6465.691406, 941.119690, 382.444458 $label: Maahes +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 9 $Formula: ( and ( is-event-true-delay "Mission Accomplished" 0 ) ( is-event-true-delay "All Good" 0 ) ) $Multi text XSTR("Very impressive, Terran. Though Vasudan Tactical Command had its doubts, our deployment of the Ptah-class stealth fighter was successful. Against difficult odds, you acquired subsystem scans of the Shivan Juggernaut. GTVI analysts are now reviewing the data, searching for a weakness in the Juggernaut's defenses. Once Intelligence completes its report, Allied Command will outline our strategy for neutralizing the Sathanas threat.", 1349) $end_multi_text $Voice: SM208_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-event-true-delay "One Last" 0 ) ( not ( is-event-true-delay "Mission Accomplished" 0 ) ) ( is-event-true-delay "All Good" 0 ) ) $Multi text XSTR("The operation did not proceed as smoothly as we had anticipated. However, you survived a difficult engagement and scanned 3 of the 4 subsystems. Though we are lacking 25% of the requested data, our analysts assure us your performance was satisfactory, under the circumstances. Perhaps a Vasudan pilot would have been more successful, given the unusual design of our stealth fighter.", 1350) $end_multi_text $Voice: SM208_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-event-true-delay "50 Percent" 0 ) ( not ( is-event-true-delay "One Last" 0 ) ) ( is-event-true-delay "All Good" 0 ) ) $Multi text XSTR("The mission did not proceed as smoothly as we planned. With data acquired for only 2 of the 4 subsystems, our analysts lack sufficient information to devise a viable attack. We have no choice but to attempt the operation a second time. Rest assured, you will not be selected to pilot the Ptah fighter. Vasudan Tactical Command has expressed its disappointment with your performance. Your participation in the officer exchange program has been terminated. For the sake of the Alliance, let us hope a Vasudan pilot will have greater success.", 1351) $end_multi_text $Voice: SM208_DB_03.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-event-true-delay "Navigations Scanned" 0 ) ( not ( is-event-true-delay "50 Percent" 0 ) ) ( is-event-true-delay "All Good" 0 ) ) $Multi text XSTR("This mission was a complete failure. With data acquired for only 1 of the 4 subsystems, our analysts lack sufficient information to devise a viable attack. We have no choice but to attempt the operation a second time. Rest assured, you will not be selected to pilot the Ptah fighter. Vasudan Tactical Command has expressed its disappointment with your performance. Your participation in the officer exchange program has been terminated. For the sake of the Alliance, let us hope a Vasudan pilot will have greater success.", 1352) $end_multi_text $Voice: SM208_DB_04.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( not ( is-event-true-delay "Navigations Scanned" 0 ) ) ( is-event-true-delay "All Good" 0 ) ) $Multi text XSTR("This mission was a disaster, pilot. You failed to scan any of the Juggernaut's subsystems, and our analysts have no information to plan a viable attack. We have no choice but to attempt the operation a second time. Rest assured, you will not be selected to pilot the Ptah fighter. Vasudan Tactical Command has expressed its disappointment with your performance. Your participation in the officer exchange program has been terminated. For the sake of the Alliance, let us hope a Vasudan pilot will have greater success.", 1353) $end_multi_text $Voice: SM208_DB_05.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( is-destroyed-delay 0 "Maahes" ) $Multi text XSTR("The Sathanas vaporized the Maahes, killing all on board. Perhaps if you had completed your objectives in a more timely fashion, this tragedy might have been averted. Of course, Command must accept its share of the blame for failing to assess the status of the engagement.", 1354) $end_multi_text $Voice: SM208_DB_06.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-event-true-delay "Destroy Turrets" 0 ) ( or ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret03" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret05" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret06" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret07" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret08" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret09" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret10" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret11" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret12" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret13" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret14" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret15" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret16" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret17" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret18" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret19" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret20" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret21" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret22" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret23" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret24" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret25" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret26" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret27" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret28" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret29" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret30" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret31" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret32" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret33" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret34" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret35" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret36" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret37" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret38" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret39" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret40" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret41" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret42" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret43" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret44" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret45" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret46" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret47" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret48" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret49" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret50" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret51" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret52" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret53" 0 ) ) ( is-event-true-delay "All Good" 0 ) ) $Multi text XSTR("Your attack against the turrets of the Sathanas has yielded important data regarding the relative strength of the Juggernaut's weapons. This information should prove useful.", 1355) $end_multi_text $Voice: SM208_DB_07.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( not ( is-event-true-delay "All Good" 0 ) ) $Multi text XSTR("A Vasudan never leaves the field of battle without authorization from a superior officer. Your cowardice jeopardized the lives of our brothers and sisters. You are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance. You will be taken into custody and handed over to the Terran 3rd Battle Group authority, where you will face a court martial. You are a disgrace to your species, Terran.", 1318) $end_multi_text $Voice: 8_VJOE.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( is-event-true-delay "Medal of Valor" 0 ) $Multi text XSTR("For conspicuous gallantry at the risk of your own life, you are hereby awarded the Medal of Valor.", 1356) $end_multi_text $Voice: 8_MOV.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( ) +Weaponry Pool: ( "Mekhu HL-7" 15 "Akheton SDG" 1 "Prometheus S" 15 "Circe" 15 "Rockeye" 100 "Tempest" 400 "Hornet" 210 "Trebuchet" 53 "EMP Adv." 50 ) #Objects ;! 27 total $Name: Alpha 1 ;! Object #0 $Class: GVF Ptah $Team: Friendly $Location: 0.157497, -0.000006, 5.853647 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Akheton SDG" ) +Secondary Banks: ( "Trebuchet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Sathanas ;! Object #1 $Class: SJ Sathanas $Team: Hostile $Location: 4391.371582, 971.160156, 3213.525635 $Orientation: 0.038445, 0.000000, 0.999261, 0.000000, 1.000000, 0.000000, -0.999261, 0.000000, 0.038445 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret16 +Subsystem: turret17 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret18 +Primary Banks: ( "SRed" ) +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 +Primary Banks: ( "SRed" ) +Subsystem: turret27 +Subsystem: turret28 +Subsystem: turret29 +Subsystem: turret30 +Subsystem: turret31 +Subsystem: turret32 +Subsystem: turret33 +Subsystem: turret34 +Subsystem: turret35 +Subsystem: turret36 +Subsystem: turret37 +Subsystem: turret38 +Subsystem: turret39 +Subsystem: turret40 +Subsystem: turret41 +Subsystem: turret42 +Subsystem: turret43 +Subsystem: turret44 +Subsystem: turret45 +Subsystem: turret46 +Subsystem: turret47 +Subsystem: turret48 +Subsystem: turret49 +Subsystem: turret50 +Subsystem: turret51 +Subsystem: turret52 +Subsystem: turret53 +Subsystem: navigation +Cargo Name: XSTR("Scanned", 1357) +Subsystem: communication +Cargo Name: XSTR("Scanned", 1357) +Subsystem: weapons +Cargo Name: XSTR("Scanned", 1357) +Subsystem: sensors +Cargo Name: XSTR("Scanned", 1357) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( has-time-elapsed 346 ) $Determination: 10 +Flags: ( "no-shields" "escort" "scannable" )+Respawn priority: 0 +Escort priority: 98 +Group: 0 +Score: 10000 $Name: Scorpio 1 ;! Object #2 $Class: SF Manticore $Team: Hostile $Location: 4354.224609, -0.000248, 2064.842041 $Orientation: -0.089085, 0.000000, 0.996024, 0.000000, 1.000000, 0.000000, -0.996024, 0.000000, -0.089085 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 2 ;! Object #3 $Class: SF Manticore $Team: Hostile $Location: 4728.699219, -0.000374, 1856.855469 $Orientation: -0.089085, 0.000000, 0.996024, 0.000000, 1.000000, 0.000000, -0.996024, 0.000000, -0.089085 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 3 ;! Object #4 $Class: SF Manticore $Team: Hostile $Location: 4734.844727, -0.000215, 2139.652344 $Orientation: -0.089085, 0.000000, 0.996024, 0.000000, 1.000000, 0.000000, -0.996024, 0.000000, -0.089085 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 4 ;! Object #5 $Class: SF Manticore $Team: Hostile $Location: 5152.811523, -0.000057, 1889.957764 $Orientation: -0.089085, 0.000000, 0.996024, 0.000000, 1.000000, 0.000000, -0.996024, 0.000000, -0.089085 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 1 ;! Object #6 $Class: SF Mara $Team: Hostile $Location: 4893.896973, -0.000599, 5657.068848 $Orientation: 0.523366, 0.000000, 0.852108, 0.000000, 1.000000, 0.000000, -0.852108, 0.000000, 0.523366 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 2 ;! Object #7 $Class: SF Mara $Team: Hostile $Location: 5273.699219, -0.000551, 5627.661621 $Orientation: 0.523366, 0.000000, 0.852108, 0.000000, 1.000000, 0.000000, -0.852108, 0.000000, 0.523366 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 3 ;! Object #8 $Class: SF Mara $Team: Hostile $Location: 4891.175781, -0.000732, 5854.178711 $Orientation: 0.523366, 0.000000, 0.852108, 0.000000, 1.000000, 0.000000, -0.852108, 0.000000, 0.523366 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 4 ;! Object #9 $Class: SF Mara $Team: Hostile $Location: 5372.028320, -0.001109, 5985.903809 $Orientation: 0.523366, 0.000000, 0.852108, 0.000000, 1.000000, 0.000000, -0.852108, 0.000000, 0.523366 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 1 ;! Object #10 $Class: SF Dragon $Team: Hostile $Location: -6.489274, -0.000145, 3006.149902 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Virgo 2 ;! Object #11 $Class: SF Dragon $Team: Hostile $Location: -101.407417, -0.000349, 2898.968506 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Virgo 3 ;! Object #12 $Class: SF Dragon $Team: Hostile $Location: 100.051498, -0.000384, 2898.968506 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Maahes ;! Object #13 $Class: GVCv Sobek $Team: Friendly $Location: 6465.691406, 941.119690, 382.444458 $Orientation: -0.002815, -0.952091, 0.305804, -0.008763, 0.305817, 0.952051, -0.999958, 0.000000, -0.009204 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 2" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Primary Banks: ( "SVas" ) +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Primary Banks: ( "SVas" ) +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( and ( is-goal-true-delay "Scan Apocalypse Subsystems" 3 ) ( is-event-true-delay "Pulling Maahes Out" 6 ) ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 99 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Delta 1 ;! Object #14 $Class: GVF Serapis $Team: Friendly $Location: 6803.664063, 809.329163, 209.027740 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Delta 2 ;! Object #15 $Class: GVF Serapis $Team: Friendly $Location: 6696.786621, 809.329041, 103.613731 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Delta 3 ;! Object #16 $Class: GVF Serapis $Team: Friendly $Location: 6901.428711, 809.328918, 103.613831 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Delta 4 ;! Object #17 $Class: GVF Serapis $Team: Friendly $Location: 6801.228516, 809.328918, 2.121074 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Delta 5 ;! Object #18 $Class: GVF Serapis $Team: Friendly $Location: 6697.770996, 809.328979, -100.607483 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Aries 1 ;! Object #19 $Class: SF Astaroth $Team: Hostile $Location: 1.298643, -0.000902, 2395.373291 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 2 ;! Object #20 $Class: SF Astaroth $Team: Hostile $Location: -110.421143, -0.000987, 2302.091797 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 3 ;! Object #21 $Class: SF Astaroth $Team: Hostile $Location: 101.363945, -0.001014, 2302.091797 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 4 ;! Object #22 $Class: SF Astaroth $Team: Hostile $Location: 1.191578, -0.000903, 2200.628418 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 5 ;! Object #23 $Class: SF Astaroth $Team: Hostile $Location: -100.485085, -0.000911, 2100.838379 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 1 ;! Object #24 $Class: SB Nahema $Team: Hostile $Location: 3.638199, 0.000016, 1409.417725 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Taurus 2 ;! Object #25 $Class: SB Nahema $Team: Hostile $Location: -105.071930, -0.000969, 1302.412964 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Taurus 3 ;! Object #26 $Class: SB Nahema $Team: Hostile $Location: 100.300674, -0.000974, 1300.728027 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 #Wings ;! 7 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 1 total "Alpha 1" ) +Hotkey: 0 +Flags:( ) $Name: Scorpio $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Scorpio 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Scorpio 1" "Scorpio 2" "Scorpio 3" "Scorpio 4" ) $AI Goals: ( goals ( ai-guard "Sathanas" 50 ) ) +Flags:( ) $Name: Libra $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Libra 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Libra 1" "Libra 2" "Libra 3" "Libra 4" ) $AI Goals: ( goals ( ai-chase-wing "Alpha" 89 ) ) +Flags:( ) $Name: Virgo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Sathanas $Arrival Cue: ( or ( and ( cap-subsys-cargo-known-delay 0 "Sathanas" "navigation" ) ( cap-subsys-cargo-known-delay 0 "Sathanas" "communication" ) ) ( and ( cap-subsys-cargo-known-delay 0 "Sathanas" "weapons" ) ( cap-subsys-cargo-known-delay 0 "Sathanas" "sensors" ) ) ( and ( cap-subsys-cargo-known-delay 0 "Sathanas" "navigation" ) ( cap-subsys-cargo-known-delay 0 "Sathanas" "weapons" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Virgo 1" "Virgo 2" "Virgo 3" ) $AI Goals: ( goals ( ai-chase "Alpha 1" 89 ) ( ai-guard "Sathanas" 50 ) ) +Flags:( ) $Name: Delta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Delta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 5 total "Delta 1" "Delta 2" "Delta 3" "Delta 4" "Delta 5" ) $AI Goals: ( goals ( ai-guard "Maahes" 89 ) ) +Flags:( ) $Name: Aries $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aries 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Sathanas $Arrival Cue: ( is-destroyed-delay 9 "Scorpio" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 5 total "Aries 1" "Aries 2" "Aries 3" "Aries 4" "Aries 5" ) $AI Goals: ( goals ( ai-guard "Sathanas" 89 ) ) +Flags:( ) $Name: Taurus $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Sathanas $Arrival Cue: ( and ( has-time-elapsed 180 ) ( not ( is-destroyed-delay 0 "Maahes" ) ) ) $Departure Location: Docking Bay $Departure Anchor: Sathanas $Departure Cue: ( is-destroyed-delay 0 "Maahes" ) $Ships: ( ;! 3 total "Taurus 1" "Taurus 2" "Taurus 3" ) $AI Goals: ( goals ( ai-chase "Maahes" 89 ) ) +Flags:( ) #Events ;! 31 total $Formula: ( when ( or ( cap-subsys-cargo-known-delay 0 "Sathanas" "navigation" ) ( cap-subsys-cargo-known-delay 0 "Sathanas" "communication" ) ( cap-subsys-cargo-known-delay 0 "Sathanas" "weapons" ) ( cap-subsys-cargo-known-delay 0 "Sathanas" "sensors" ) ) ( add-goal "Scorpio" ( ai-chase "Alpha 1" 89 ) ) ) +Name: Navigations Scanned +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "One Down" ) ) +Name: First Scan Attack +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( cap-subsys-cargo-known-delay 0 "Sathanas" "communication" ) ( add-goal "Libra" ( ai-chase "Alpha 1" 89 ) ) ) +Name: Com Scanned Attack +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( beam-free-all "Sathanas" ) ( beam-free-all "Maahes" ) ( beam-lock "Sathanas" "turret26" ) ( tech-add-ships "SJ Sathanas" ) ) +Name: Beam Free All Apoc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( cap-subsys-cargo-known-delay 0 "Sathanas" "navigation" ) ( send-message "#Command" "High" "Nav Scanned" ) ) +Name: Scan Navigation +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Scan Navigation", 1358) $Formula: ( when ( cap-subsys-cargo-known-delay 0 "Sathanas" "communication" ) ( send-message "#Command" "High" "Com Scanned" ) ) +Name: Scan Communication +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Scan Communication", 1359) $Formula: ( when ( cap-subsys-cargo-known-delay 0 "Sathanas" "weapons" ) ( send-message "#Command" "High" "Weapon Scanned" ) ) +Name: Scan Weapons +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Scan Weapons", 1360) $Formula: ( when ( cap-subsys-cargo-known-delay 0 "Sathanas" "sensors" ) ( send-message "#Command" "High" "Sensor Scanned" ) ) +Name: Scan Sensors +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Scan Sensors", 1361) $Formula: ( when ( is-subsystem-destroyed-delay "Sathanas" "turret18" 10 ) ( beam-free "Sathanas" "turret26" ) ) +Name: Beam Free 26 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 3 ) ( send-message "#Command" "High" "Maahes Engaged" ) ) +Name: Maahes Engaged +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Systems" ) ) +Name: Systems +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "#Command" "High" "150 meters" ) ) +Name: 150 meters +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "#Command" "High" "Direct Line" ) ) +Name: Direct Line +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( send-message "#Command" "High" "System Indicator" ) ) +Name: System Indicator +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( < ( hits-left "Maahes" ) 70 ) ( send-message "Maahes" "High" "Maahes Damaged" ) ) +Name: Maahes Damaged +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( not ( is-goal-true-delay "Scan Apocalypse Subsystems" 0 ) ) ( send-message "#Command" "High" "Get A Move On" ) ) +Name: Get A Move On +Repeat Count: 1 +Interval: 1 +Chained: 9 $Formula: ( when ( < ( hits-left "Maahes" ) 15 ) ( send-message "Maahes" "High" "Maahes Withdraw" ) ) +Name: Maahes Withdraw +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( true ) ( send-message "#Command" "High" "Pulling Maahes Out" ) ) +Name: Pulling Maahes Out +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( is-destroyed-delay 2 "Maahes" ) ( send-message "#Command" "High" "Lost Corvette" ) ) +Name: Lost Corvette +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Delta" ) ( send-message "#Command" "High" "Delta Down" ) ) +Name: Delta Down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( and ( cap-subsys-cargo-known-delay 7 "Sathanas" "navigation" ) ( cap-subsys-cargo-known-delay 7 "Sathanas" "communication" ) ) ( and ( cap-subsys-cargo-known-delay 7 "Sathanas" "navigation" ) ( cap-subsys-cargo-known-delay 7 "Sathanas" "weapons" ) ) ( and ( cap-subsys-cargo-known-delay 7 "Sathanas" "navigation" ) ( cap-subsys-cargo-known-delay 7 "Sathanas" "sensors" ) ) ( and ( cap-subsys-cargo-known-delay 7 "Sathanas" "communication" ) ( cap-subsys-cargo-known-delay 7 "Sathanas" "weapons" ) ) ( and ( cap-subsys-cargo-known-delay 7 "Sathanas" "communication" ) ( cap-subsys-cargo-known-delay 7 "Sathanas" "sensors" ) ) ( and ( cap-subsys-cargo-known-delay 7 "Sathanas" "weapons" ) ( cap-subsys-cargo-known-delay 7 "Sathanas" "sensors" ) ) ) ( send-message "#Command" "High" "50 Percent" ) ) +Name: 50 Percent +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( cap-subsys-cargo-known-delay 7 "Sathanas" "navigation" "communication" "weapons" ) ( cap-subsys-cargo-known-delay 7 "Sathanas" "sensors" "communication" "weapons" ) ( cap-subsys-cargo-known-delay 7 "Sathanas" "navigation" "sensors" "weapons" ) ( cap-subsys-cargo-known-delay 7 "Sathanas" "navigation" "communication" "sensors" ) ) ( send-message "#Command" "High" "One Last" ) ) +Name: One Last +Repeat Count: 1 +Interval: 1 $Formula: ( when ( cap-subsys-cargo-known-delay 8 "Sathanas" "navigation" "communication" "weapons" "sensors" ) ( send-message "#Command" "High" "Mission Accomplished" ) ) +Name: Mission Accomplished +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( not ( has-departed-delay 0 "Sathanas" ) ) ( is-event-true-delay "Mission Accomplished" 5 ) ) ( send-message "#Command" "High" "One More Task" ) ) +Name: One More Task +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( is-event-true-delay "One More Task" 0 ) ( is-event-true-delay "Sathanas Departs" 0 ) ) ( tech-add-weapons "TAG-B" ) ( allow-weapon "TAG-B" ) ) +Name: All Good +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( and ( is-event-true-delay "One More Task" 8 ) ( not ( has-departed-delay 0 "Sathanas" ) ) ) ( send-message "#Command" "High" "Destroy Turrets" ) ) +Name: Destroy Turrets +Repeat Count: 1 +Interval: 1 $Formula: ( when ( not ( has-departed-delay 0 "Sathanas" ) ) ( send-message "#Command" "High" "However" ) ) +Name: However +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( has-departed-delay 2 "Sathanas" ) ( send-message "#Command" "High" "Sathanas Departs" ) ) +Name: Sathanas Departs +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-event-true-delay "Mission Accomplished" 0 ) ( is-event-true-delay "All Good" 0 ) ( not ( is-destroyed-delay 0 "Maahes" ) ) ) ( grant-medal "Medal of Valor" ) ) +Name: Medal of Valor +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( tech-add-weapons "TAG-B" ) ( allow-weapon "TAG-B" ) ( tech-add-ships "GVF Ptah" ) ) +Name: New Stuff +Repeat Count: 1 +Interval: 1 #Goals ;! 1 total $Type: Primary +Name: Scan Apocalypse Subsystems $MessageNew: XSTR("Scan nav, comm, weapons, and sensors", 1362) $end_multi_text $Formula: ( cap-subsys-cargo-known-delay 1 "Sathanas" "navigation" "communication" "weapons" "sensors" ) #Waypoints ;! 2 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( -7760.191895, -0.000620, 3681.036621 ) ) $Name: Waypoint path 2 $List: ( ;! 1 points in list ( -8019.387207, 912.741943, 1004.441956 ) ) #Messages ;! 230 total $Name: Systems $Team: -1 $MessageNew: XSTR("The systems you need to scan are listed in the directives window. [Press $s$ to target subsystems.]", 1363) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-08_AC_01.wav $Name: 150 meters $Team: -1 $MessageNew: XSTR("Target the subsystem and close to within 150 meters.", 1364) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-08_AC_02.wav $Name: Direct Line $Team: -1 $MessageNew: XSTR("You must have a direct line of sight to the subsystem to scan it properly. If the subsystem is not in view, it will be marked with a diamond on your HUD.", 1365) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-08_AC_03.wav $Name: System Indicator $Team: -1 $MessageNew: XSTR("The subsystem's lead indicator must also be in your reticle. The average scanning time is five seconds. If the scan cycle is aborted, you will have to make another attempt.", 1366) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-08_AC_04.wav $Name: Maahes Engaged $Team: -1 $MessageNew: XSTR("The Maahes has already engaged the Sathanas. You'll have to move quickly.", 1367) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-08_AC_05.wav $Name: Maahes Damaged $Team: -1 $MessageNew: XSTR("This is the Maahes. We have sustained damage from the juggernaut's cannons. We cannot distract the Shivan force indefinitely.", 1368) $end_multi_text +AVI Name: Head-VC +Wave Name: SM2-08_Ma_01.wav $Name: Get A Move On $Team: -1 $MessageNew: XSTR("Hang in there, Maahes. We need more time. Alpha 1, let's get a move on!", 1369) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-08_AC_06.wav $Name: Maahes Withdraw $Team: -1 $MessageNew: XSTR("Command, this is the Maahes. Our hull cannot withstand another salvo. We must withdraw immediately.", 1370) $end_multi_text +AVI Name: Head-VC +Wave Name: SM2-08_Ma_02.wav $Name: Pulling Maahes Out $Team: -1 $MessageNew: XSTR("Acknowledged, Maahes. We're pulling you out. Alpha 1, you're on your own.", 1371) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-08_AC_07.wav $Name: Lost Corvette $Team: -1 $MessageNew: XSTR("The Maahes is down! I repeat! The Maahes is down!", 1372) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-08_AC_08.wav $Name: Delta Down $Team: -1 $MessageNew: XSTR("All fighters in Delta wing have been eliminated!", 1373) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-08_AC_09.wav $Name: Nav Scanned $Team: -1 $MessageNew: XSTR("You have scanned the navigation subsystem.", 1374) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-08_AC_10.wav $Name: Weapon Scanned $Team: -1 $MessageNew: XSTR("The weapon subsystem has been scanned.", 1375) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-08_AC_11.wav $Name: Sensor Scanned $Team: -1 $MessageNew: XSTR("You have acquired the sensor data.", 1376) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-08_AC_12.wav $Name: Com Scanned $Team: -1 $MessageNew: XSTR("Communications scanned.", 1377) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-08_AC_13.wav $Name: One Down $Team: -1 $MessageNew: XSTR("One down and three to go.", 1378) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-08_AC_14.wav $Name: 50 Percent $Team: -1 $MessageNew: XSTR("Good work. You have completed fifty percent of your mission.", 1379) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-08_AC_15.wav $Name: One Last $Team: -1 $MessageNew: XSTR("Excellent. One last subsystem to scan.", 1380) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-08_AC_16.wav $Name: Mission Accomplished $Team: -1 $MessageNew: XSTR("Mission accomplished, Alpha 1.", 1381) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-08_AC_17.wav $Name: One More Task $Team: -1 $MessageNew: XSTR("You may return to base, or you may perform one more task.", 1382) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-08_AC_18.wav $Name: Destroy Turrets $Team: -1 $MessageNew: XSTR("Destroy as many turrets as you can. Intelligence has requested data on the strength of the warship's armaments.", 1383) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-08_AC_19.wav $Name: However $Team: -1 $MessageNew: XSTR("However, be advised you may return to base at any time.", 1384) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-08_AC_20.wav $Name: Sathanas Departs $Team: -1 $MessageNew: XSTR("The Sathanas has departed. Return to base, pilot.", 1385) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-08_AC_21.wav #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 500 $Ambient light level: 0 +Neb2: nbackgreen +Neb2Flags: 63 #Asteroid Fields #Music $Event Music: 7: Revelation $Briefing Music: Brief1 #End #Mission Info $Version: 0.10 $Name: XSTR("Speaking in Tongues", 1386) $Author: Brad Johnson $Created: 07/13/99 at 17:25:23 $Modified: 09/14/99 at 20:21:53 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("The 203rd attacks a Shivan warship in an attempt to lure the Sathanas into position.", 1387) $end_multi_text +Game Type Flags: 1 +Flags: 4 +NebAwacs: 3000.000000 +Storm: none +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -1350.741211, 5297.324707, -4475.923340 +Viewer orient: 1.000000, -0.000001, -0.000748, 0.000524, 0.714821, 0.699307, 0.000534, -0.699307, 0.714821 +SquadReassignName: 203rd Scorpions +SquadReassignLogo: vasudan1.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 6 $start_stage $multi_text XSTR("Your reconnaissance of the $h Sathanas identified weak points in the Juggernaut's defenses. However, exploiting these weaknesses will require firepower that can be provided only by the main guns of our capital ships. The $f GVD $f Psamtik, the $f GTD $f Aquitaine, and the $f GVD $f Toeris are standing by. Your mission is to lure the $h Sathanas into position.", 1388) $end_multi_text $voice: SM209_MB_01.wav $camera_pos: -1350.741211, 5297.324707, -4475.923340 $camera_orient: 1.000000, -0.000001, -0.000748, 0.000524, 0.714821, 0.699307, 0.000534, -0.699307, 0.714821 $camera_time: 500 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 31 $team: Hostile $class: SJ Sathanas $pos: -1297.499756, -60.030266, 1143.530151 $label: Sathanas +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("In the first phase, you will attack the $h SC $h Rephaim, a Rakshasa-class warship. Our recon flights have located the $h Rephaim near the allied secure zone. The cruiser is accompanied by two wings comprised of Mara-class fighters. Our analysis of the $h Rephaim's flight pattern suggests the vessel is patrolling the region.", 1389) $end_multi_text $voice: SM209_MB_02.wav $camera_pos: -2281.261963, 757.092896, 207.137054 $camera_orient: 0.999993, -0.000001, 0.003722, -0.002602, 0.714821, 0.699302, -0.002661, -0.699307, 0.714816 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 18 $team: Hostile $class: SC Rakshasa $pos: -2260.624268, -60.030445, 1042.133423 $label: Rephaim +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Hostile $class: SF Mara $pos: -2098.773438, 9.166404, 855.689880 $label: Virgo +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Your first task is to eliminate the fighter escort. This must be achieved quickly, before reinforcements arrive. Once the escort has been neutralized, call in Delta wing. The bombers will help you destroy the $h Rephaim. If necessary, your wing will need to incapacitate the cruiser's beam turrets to clear a path for your bombers.", 1390) $end_multi_text $voice: SM209_MB_03.wav $camera_pos: -2281.261963, 757.092896, 207.137054 $camera_orient: 0.999993, -0.000001, 0.003722, -0.002602, 0.714821, 0.699302, -0.002661, -0.699307, 0.714816 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 18 $team: Hostile $class: SC Rakshasa $pos: -2260.624268, -60.030445, 1042.133423 $label: Rephaim +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 17 $team: Friendly $class: GVB Bakha $pos: -2569.473145, 0.001116, 994.322388 $label: Delta +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("We anticipate the attack on the $h Rephaim will bring Shivan reinforcements. Your squadron is charged with the duty of engaging and destroying these hostiles until the $h Sathanas arrives. Sigma wing will also be available to assist, once these bombers have returned from their current sortie.", 1391) $end_multi_text $voice: SM209_MB_04.wav $camera_pos: -2281.261963, 757.092896, 207.137054 $camera_orient: 0.999993, -0.000001, 0.003722, -0.002602, 0.714821, 0.699302, -0.002661, -0.699307, 0.714816 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 18 $team: Hostile $class: SC Rakshasa $pos: -2260.624268, -60.030445, 1042.133423 $label: Rephaim +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 17 $team: Friendly $class: GVB Bakha $pos: -2569.473145, 0.001116, 994.322388 $label: Delta +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Hostile $class: SJ Sathanas $pos: -2007.000854, 57.880730, 1100.623413 $label: Sathanas +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The upgraded Target Acquisition and Guidance warhead is now available. The TAG-B, an aspect-seeking missile, features an improved shock-resistant substrate that enables the beacon to transmit data with greater precision. The $f GVCv $f Sopedu will provide fire support for this operation.", 1392) $end_multi_text $voice: SM209_MB_05.wav $camera_pos: -2281.261963, 757.092896, 207.137054 $camera_orient: 0.999993, -0.000001, 0.003722, -0.002602, 0.714821, 0.699302, -0.002661, -0.699307, 0.714816 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 18 $team: Hostile $class: SC Rakshasa $pos: -2260.624268, -60.030445, 1042.133423 $label: Rephaim +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 17 $team: Friendly $class: GVB Bakha $pos: -2569.473145, 0.001116, 994.322388 $label: Delta +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Hostile $class: SJ Sathanas $pos: -2007.000854, 57.880730, 1100.623413 $label: Sathanas +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The Alliance will execute simultaneous, coordinated strikes against Shivan positions in the nebula. For this reason, our destroyers will not be deployed unless the $h Sathanas appears in your field of engagement. If we fail to lure the $h Sathanas, or if the Juggernaut engages our forces elsewhere, we will abort this mission.", 1393) $end_multi_text $voice: SM209_MB_06.wav $camera_pos: -2005.978394, 326.624023, 825.920227 $camera_orient: 0.999993, -0.000001, 0.003722, -0.002602, 0.714821, 0.699302, -0.002661, -0.699307, 0.714816 $camera_time: 500 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 31 $team: Hostile $class: SJ Sathanas $pos: -2007.000854, 57.880730, 1100.623413 $label: Sathanas +id: 5 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 2 $Formula: ( is-destroyed-delay 0 "Golab" ) $Multi text XSTR("At 0745 hours, reconnaissance sighted the Sathanas juggernaut heading for the jump node to Terran-Vasudan space. Because of the immediate risk to our home systems, Command has aborted the plan to attack the juggernaut in the nebula. All allied forces have been ordered to withdraw immediately to Gamma Draconis. Further orders will be issued upon our arrival. We have no conclusive data regarding the transmissions exchanged between the Iceni and the Rephaim.", 1394) $end_multi_text $Voice: SM209_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( not ( is-destroyed-delay 0 "Golab" ) ) $Multi text XSTR("A Vasudan never leaves the field of battle without authorization from a superior officer. Your cowardice jeopardized the lives of our brothers and sisters. You are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance. You will be taken into custody and handed over to the Terran 3rd Battle Group authority, where you will face a court martial. You are a disgrace to your species, Terran.", 1318) $end_multi_text $Voice: 8_VJOE.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GVF Seth" 8 "GVF Horus" 8 "GVF Thoth" 8 "GVF Serapis" 4 "GVF Tauret" 4 ) +Weaponry Pool: ( "Mekhu HL-7" 104 "Akheton SDG" 100 "Morning Star" 100 "Prometheus R" 4 "Prometheus S" 20 "Maxim" 104 "Lamprey" 100 "Rockeye" 500 "Tempest" 500 "Hornet" 820 "Tornado" 740 "Harpoon" 100 "TAG-B" 160 "Piranha" 100 "Stiletto II" 100 ) #Objects ;! 36 total $Name: Alpha 1 ;! Object #0 $Class: GVF Serapis $Team: Friendly $Location: -1805.218140, 0.002835, -4467.201660 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Mekhu HL-7" ) +Secondary Banks: ( "Hornet" "TAG-B" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Iceni ;! Object #1 $Class: NTF Iceni $Team: Hostile $Location: -1990.377563, 57.881081, 2380.503418 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11a +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Secondary Banks: ( "FighterKiller" ) +Sbank Ammo: ( 0 ) +Subsystem: turret17 +Subsystem: turret18 +Sbank Ammo: ( 0 ) +Subsystem: turret19 +Subsystem: turret20 +Secondary Banks: ( "FighterKiller" ) +Sbank Ammo: ( 0 ) +Subsystem: turret21a +Subsystem: turret22a +Subsystem: turret23a +Subsystem: turret24a +Subsystem: turret25a +Secondary Banks: ( "FighterKiller" ) +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Acknowledged" 10 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Golab ;! Object #2 $Class: SCv Moloch $Team: Hostile $Location: 497.477478, 447.271667, 2492.469482 $Orientation: -0.285189, 0.000000, 0.958471, 0.000000, 1.000000, 0.000000, -0.958471, 0.000000, -0.285189 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Sbank Ammo: ( 0 ) +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Primary Banks: ( "Shivan Turret Laser" ) +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Primary Banks: ( "Shivan Turret Laser" ) +Subsystem: turret12 +Subsystem: turret13 +Sbank Ammo: ( 0 ) +Subsystem: turret14 +Subsystem: turret15 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret16 +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 45 "Thaumiel" "Rephaim" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 95 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Alpha 2 ;! Object #3 $Class: GVF Serapis $Team: Friendly $Location: -1905.614990, 0.002887, -4559.233887 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Mekhu HL-7" ) +Secondary Banks: ( "Hornet" "TAG-B" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 5 $Name: Alpha 3 ;! Object #4 $Class: GVF Serapis $Team: Friendly $Location: -1706.590454, 0.002911, -4562.037598 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Mekhu HL-7" ) +Secondary Banks: ( "Hornet" "TAG-B" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 5 $Name: Alpha 4 ;! Object #5 $Class: GVF Serapis $Team: Friendly $Location: -1803.842285, 0.002902, -4666.003418 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Mekhu HL-7" ) +Secondary Banks: ( "Hornet" "TAG-B" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 5 $Name: Cancer 1 ;! Object #6 $Class: SF Dragon $Team: Hostile $Location: -28.978739, 0.001578, 2575.890381 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Cancer 2 ;! Object #7 $Class: SF Dragon $Team: Hostile $Location: -88.359665, 0.001578, 2416.403809 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Cancer 3 ;! Object #8 $Class: SF Dragon $Team: Hostile $Location: 23.118519, 0.001517, 2398.601563 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Delta 1 ;! Object #9 $Class: GVB Bakha $Team: Friendly $Location: -3237.974365, 0.001370, 99.586891 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Delta 2 ;! Object #10 $Class: GVB Bakha $Team: Friendly $Location: -3334.206787, 0.001093, 16.542454 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Delta 3 ;! Object #11 $Class: GVB Bakha $Team: Friendly $Location: -3147.065918, 0.001128, 7.136463 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Delta 4 ;! Object #12 $Class: GVB Bakha $Team: Friendly $Location: -3235.714844, 0.001114, -95.957962 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Sigma 1 ;! Object #13 $Class: GVB Sekhmet $Team: Friendly $Location: -2835.671631, 155.085007, 109.736671 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Sigma 2 ;! Object #14 $Class: GVB Sekhmet $Team: Friendly $Location: -2948.860840, 155.085083, 16.542210 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Sigma 3 ;! Object #15 $Class: GVB Sekhmet $Team: Friendly $Location: -2731.021484, 155.085007, 2.461170 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Sigma 4 ;! Object #16 $Class: GVB Sekhmet $Team: Friendly $Location: -2843.451904, 155.085083, -91.660843 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Rephaim ;! Object #17 $Class: SC Rakshasa $Team: Hostile $Location: -2260.624268, -60.030445, 1042.133423 $Orientation: -0.697849, 0.000000, 0.716246, 0.000000, 1.000000, 0.000000, -0.716246, 0.000000, -0.697849 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 150 $Name: Thaumiel ;! Object #18 $Class: SC Cain $Team: Hostile $Location: -1101.567017, 255.393555, 3564.785889 $Orientation: -0.998295, 0.000000, -0.058374, 0.000000, 1.000000, 0.000000, 0.058374, 0.000000, -0.998295 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Thutmose" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 $Arrival Location: Hyperspace $Arrival Cue: ( and ( or ( < ( hits-left "Rephaim" ) 30 ) ( is-destroyed-delay 3 "Rephaim" ) ) ( has-departed-delay 2 "Iceni" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 90 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 150 $Name: Thutmose ;! Object #19 $Class: GVCv Sobek $Team: Friendly $Location: -1624.816162, -833.943115, -908.796448 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Deploying Thutmose" 8 ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Return To The Psamtik" 6 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 98 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Virgo 1 ;! Object #20 $Class: SF Mara $Team: Hostile $Location: -2069.752441, 361.688843, -1841.864990 $Orientation: -0.996233, 0.000000, -0.086719, -0.004048, 0.998910, 0.046504, 0.086624, 0.046680, -0.995147 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 2 ;! Object #21 $Class: SF Mara $Team: Hostile $Location: -2127.110840, 361.688843, -1841.864746 $Orientation: -0.991202, 0.000000, -0.132357, -0.006147, 0.998921, 0.046036, 0.132214, 0.046445, -0.990133 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 3 ;! Object #22 $Class: SF Mara $Team: Hostile $Location: -2036.811157, 361.688812, -1963.532227 $Orientation: -0.997766, 0.000000, -0.066802, -0.003464, 0.998655, 0.051737, 0.066712, 0.051853, -0.996424 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 4 ;! Object #23 $Class: SF Mara $Team: Hostile $Location: -2091.220703, 361.688782, -1994.332520 $Orientation: -0.992974, 0.000000, -0.118333, -0.006280, 0.998591, 0.052697, 0.118166, 0.053070, -0.991575 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 5 ;! Object #24 $Class: SF Mara $Team: Hostile $Location: -2012.789917, 361.688782, -1899.894531 $Orientation: -0.999081, 0.000000, -0.042860, -0.002105, 0.998793, 0.049073, 0.042808, 0.049118, -0.997875 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 1 ;! Object #25 $Class: SF Astaroth $Team: Hostile $Location: -1288.215088, 0.001452, 3711.687988 $Orientation: -0.965980, 0.000000, -0.258620, 0.000000, 1.000000, 0.000000, 0.258620, 0.000000, -0.965980 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot +Sbank Ammo: ( 12 100 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Taurus 2 ;! Object #26 $Class: SF Astaroth $Team: Hostile $Location: -1258.472656, 0.001457, 3829.640381 $Orientation: -0.965979, 0.000000, -0.258620, 0.000000, 1.000000, 0.000000, 0.258620, 0.000000, -0.965979 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot +Sbank Ammo: ( 12 100 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Taurus 3 ;! Object #27 $Class: SF Astaroth $Team: Hostile $Location: -1399.971313, 0.001423, 3880.201660 $Orientation: -0.965979, 0.000000, -0.258620, 0.000000, 1.000000, 0.000000, 0.258620, 0.000000, -0.965979 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot +Sbank Ammo: ( 12 100 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Beta 1 ;! Object #28 $Class: GVF Tauret $Team: Friendly $Location: -2186.015137, 0.002723, -4449.423828 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus S" ) +Secondary Banks: ( "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Beta 2 ;! Object #29 $Class: GVF Tauret $Team: Friendly $Location: -2286.412109, 0.002775, -4541.454590 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus S" ) +Secondary Banks: ( "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Beta 3 ;! Object #30 $Class: GVF Tauret $Team: Friendly $Location: -2087.387695, 0.002799, -4544.259277 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus S" ) +Secondary Banks: ( "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Beta 4 ;! Object #31 $Class: GVF Tauret $Team: Friendly $Location: -2184.639160, 0.002790, -4648.226074 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus S" ) +Secondary Banks: ( "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Scorpio 1 ;! Object #32 $Class: SF Astaroth $Team: Hostile $Location: 999.270508, 0.000255, 1991.761108 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Sbank Ammo: ( 25 100 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 2 ;! Object #33 $Class: SF Astaroth $Team: Hostile $Location: 812.904053, 0.000088, 1857.617065 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Sbank Ammo: ( 25 100 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 3 ;! Object #34 $Class: SF Astaroth $Team: Hostile $Location: 1203.395874, -0.000108, 1812.477295 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Sbank Ammo: ( 12 100 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 4 ;! Object #35 $Class: SF Astaroth $Team: Hostile $Location: 1006.527649, 0.000128, 1733.466675 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Sbank Ammo: ( 12 100 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 #Wings ;! 8 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Return To The Psamtik" 7 ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Hotkey: 0 +Flags:( ) $Name: Cancer $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Golab $Arrival Cue: ( has-arrived-delay 0 "Golab" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Cancer 1" "Cancer 2" "Cancer 3" ) $AI Goals: ( goals ( ai-guard "Golab" 89 ) ) +Flags:( "no-arrival-message" ) $Name: Delta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Delta 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Delta Standing By" 0 ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Return To The Psamtik" 7 ) $Ships: ( ;! 4 total "Delta 1" "Delta 2" "Delta 3" "Delta 4" ) $AI Goals: ( goals ( ai-chase "Golab" 89 ) ) +Flags:( "reinforcement" ) $Name: Sigma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Sigma 1 $Arrival Location: Hyperspace $Arrival Cue: ( and ( is-destroyed-delay 10 "Delta" ) ( has-arrived-delay 0 "Golab" ) ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Return To The Psamtik" 7 ) $Ships: ( ;! 4 total "Sigma 1" "Sigma 2" "Sigma 3" "Sigma 4" ) $AI Goals: ( goals ( ai-chase "Golab" 89 ) ) +Flags:( "reinforcement" ) $Name: Virgo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 5 total "Virgo 1" "Virgo 2" "Virgo 3" "Virgo 4" "Virgo 5" ) $AI Goals: ( goals ( ai-guard "Rephaim" 89 ) ( ai-guard "Thaumiel" 89 ) ) +Flags:( ) $Name: Taurus $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 0 "Thaumiel" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Taurus 1" "Taurus 2" "Taurus 3" ) $AI Goals: ( goals ( ai-guard "Thaumiel" 89 ) ( ai-guard "Golab" 50 ) ( ai-guard "Rephaim" 50 ) ( ai-chase "Thutmose" 50 ) ) +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Return To The Psamtik" 8 ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 50 ) ) +Hotkey: 1 +Flags:( ) $Name: Scorpio $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Scorpio 1 $Arrival Location: Near Ship +Arrival Distance: 1200 $Arrival Anchor: Golab $Arrival Cue: ( and ( is-destroyed-delay 8 "Cancer" ) ( not ( is-destroyed-delay 0 "Golab" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Scorpio 1" "Scorpio 2" "Scorpio 3" "Scorpio 4" ) $AI Goals: ( goals ( ai-guard "Golab" 89 ) ( ai-chase-any 50 ) ) +Flags:( ) #Events ;! 47 total $Formula: ( when ( has-arrived-delay 0 "Thutmose" ) ( validate-goal "Protect Allied Vessels" ) ) +Name: Aeolus Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Thutmose" ) ( beam-free-all "Thutmose" ) ) +Name: Beam Free Sobek +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( beam-free-all "Rephaim" ) ( beam-free-all "Iceni" ) ( ship-guardian "Iceni" ) ) +Name: Beam Free Start +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Golab" ) ( beam-free-all "Golab" ) ) +Name: Beam Free Moloch +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 3 ) ( send-message "" "High" "Hostiles On Radar" ) ) +Name: Hostiles On Radar +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "See Anything" ) ) +Name: See Anything +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "" "High" "Negative" ) ) +Name: Negative +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( true ) ( send-message "#Command" "High" "Maintain" ) ) +Name: Maintain +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( true ) ( send-message "Rephaim" "High" "Shivan Sound" ) ) +Name: Shivan Sound +Repeat Count: 1 +Interval: 1 +Chained: 9 $Formula: ( when ( true ) ( send-message "" "High" "Unusual Transmission" ) ) +Name: Unusual Transmission +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( send-message "#Command" "High" "Identify" ) ) +Name: Identify +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "" "High" "Coming From" ) ) +Name: Coming From +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( send-message "#Command" "High" "Impossible" ) ) +Name: Impossible +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( send-message "Rephaim" "High" "Shivan Sound" ) ) +Name: Shivan Sound 2 +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( true ) ( send-message "" "High" "Confirmed" ) ( add-remove-escort "Rephaim" 90 ) ) +Name: Confirmed +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "Iceni" "High" "Shivan Sound" ) ) +Name: Iceni Sound +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( < ( distance "" "Iceni" ) 1500 ) ( send-message "" "High" "Iceni Targeted" ) ( add-remove-escort "Iceni" 99 ) ) +Name: Iceni Targeted +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "#Command" "High" "Engage Shivans" ) ) +Name: Engage Shivans +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "" "High" "Acknowledged" ) ) +Name: Acknowledged +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "" "High" "Inceni Engaged" ) ) +Name: Inceni Engaged +Repeat Count: 1 +Interval: 1 +Chained: 9 $Formula: ( when ( has-departed-delay 12 "Iceni" ) ( send-message "#Command" "High" "Deploying Thutmose" ) ) +Name: Deploying Thutmose +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Rephaim" ) ( send-message "#Command" "High" "Rephaim Destroyed" ) ) +Name: Rephaim Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 1 "Thutmose" ) ( send-message "Thutmose" "High" "Thutmose Engaging" ) ) +Name: Thutmose Engaging +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Thutmose" ) 40 ) ( send-message "Thutmose" "High" "Corvette Under Attack" ) ) +Name: Corvette Under Attack +Repeat Count: 1 +Interval: 1 $Formula: ( when ( not ( is-destroyed-delay 0 "Thutmose" ) ) ( send-message "#Command" "High" "Cover Thutmose" ) ) +Name: Cover Thutmose +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( is-destroyed-delay 3 "Thutmose" ) ( send-message "#Command" "High" "Corvette Destroyed" ) ) +Name: Corvette Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 1 "Thaumiel" ) ( send-message "#Command" "High" "Cain Arrives" ) ) +Name: Cain Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Thaumiel" ) ( send-message "#Command" "High" "Thaumiel Nullified" ) ) +Name: Thaumiel Nullified +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Golab" ) ( send-message "#Command" "High" "Incoming Warship" ) ) +Name: Incoming Warship +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 6 "Thaumiel" "Rephaim" ) ( send-message "#Command" "High" "Rearm 2-09" ) ) +Name: Rearm 2-09 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "No Sign" ) ) +Name: No Sign +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( has-departed-delay 12 "Iceni" ) ( send-message "#Command" "High" "Delta Standing By" ) ) +Name: Delta Standing By +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 10 "Delta" ) ( has-arrived-delay 12 "Golab" ) ) ( send-message "#Command" "High" "Sigma Standing By" ) ) +Name: Sigma Standing By +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 4 "Golab" ) ( send-message "#Command" "High" "Return To The Psamtik" ) ) +Name: Return To The Psamtik +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( is-event-true-delay "Return To The Psamtik" 40 ) ( send-message "#Command" "High" "Direct Order" ) ) +Name: Direct Order +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Insubordination" ) ) +Name: Insubordination +Repeat Count: 1 +Interval: 1 +Chained: 45 $Formula: ( when ( true ) ( never-warp "Alpha 1" ) ) +Name: Never Warp +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( has-arrived-delay 0 "Thaumiel" ) ( beam-free-all "Thaumiel" ) ) +Name: Beam Free Thaumiel +Repeat Count: 1 +Interval: 1 $Formula: ( when ( > ( is-ship-visible "Virgo 1" ) 0 ) ( do-nothing ) ) +Name: Close to Virgo +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Destroy Virgo +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( > ( is-ship-visible "Cancer 1" ) 0 ) ( do-nothing ) ) +Name: Cancer Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Destroy Cancer +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( > ( is-ship-visible "Taurus 1" ) 0 ) ( do-nothing ) ) +Name: Taurus Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Taurus" ) ( do-nothing ) ) +Name: Destroy Taurus +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Taurus", 19) $Formula: ( when ( > ( is-ship-visible "Scorpio 1" ) 0 ) ( do-nothing ) ) +Name: Scorpio Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Scorpio" ) ( do-nothing ) ) +Name: Destroy Scorpio +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Scorpio", 61) #Goals ;! 2 total $Type: Primary +Name: Destroy All Shivan Vessels $MessageNew: XSTR("Destroy all Shivan warships", 1395) $end_multi_text $Formula: ( is-destroyed-delay 0 "Golab" "Rephaim" "Thaumiel" ) $Type: Secondary +Name: Protect Allied Vessels $MessageNew: XSTR("Protect the Thutmose", 1396) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Thutmose" ) ) ( has-departed-delay 0 "Thutmose" ) ) +Invalid #Waypoints ;! 1 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( -2498.645752, 0.000080, -1456.306519 ) ) #Messages ;! 237 total $Name: Shivan Sound $Team: -1 $MessageNew: XSTR("", 1397) $end_multi_text +Wave Name: CommNode.wav $Name: Hostiles On Radar $Team: -1 $MessageNew: XSTR("Command, we have hostiles on radar, but we cannot acquire a target.", 1398) $end_multi_text +Persona: Wingman 6 +AVI Name: Head-VP1 +Wave Name: SM2-09_Any_01.wav $Name: See Anything $Team: -1 $MessageNew: XSTR("Are you able to see anything?", 1399) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-09_AC_01.wav $Name: Negative $Team: -1 $MessageNew: XSTR("Negative. No visual contact.", 1400) $end_multi_text +Persona: Wingman 6 +AVI Name: Head-VP1 +Wave Name: SM2-09_Any_02.wav $Name: Maintain $Team: -1 $MessageNew: XSTR("Maintain your current heading, pilots.", 1401) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-09_AC_02.wav $Name: Unusual Transmission $Team: -1 $MessageNew: XSTR("Command, we're picking up an unusual transmission.", 1402) $end_multi_text +Persona: Wingman 6 +AVI Name: Head-VP1 +Wave Name: SM2-09_Any_03.wav $Name: Identify $Team: -1 $MessageNew: XSTR("Can you identify it, Alpha?", 1403) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-09_AC_03.wav $Name: Coming From $Team: -1 $MessageNew: XSTR("The transmission is coming from the Rephaim!", 1404) $end_multi_text +Persona: Wingman 6 +AVI Name: Head-VP1 +Wave Name: SM2-09_Any_04.wav $Name: Impossible $Team: -1 $MessageNew: XSTR("That's impossible! This is an allied channel!", 1405) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-09_AC_04.wav $Name: Confirmed $Team: -1 $MessageNew: XSTR("Confirmed. We are receiving a transmission from the Shivan warship!", 1406) $end_multi_text +Persona: Wingman 6 +AVI Name: Head-VP1 +Wave Name: SM2-09_Any_05.wav $Name: Iceni Targeted $Team: -1 $MessageNew: XSTR("Command, I have targeted the Iceni! The rebel command ship is in the field of engagement.", 1407) $end_multi_text +Persona: Wingman 6 +AVI Name: Head-VP1 +Wave Name: SM2-09_Any_06.wav $Name: Engage Shivans $Team: -1 $MessageNew: XSTR("All units, engage the Shivans! Stand clear of the Iceni! Do not attack that ship!", 1408) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-09_AC_05.wav $Name: Acknowledged $Team: -1 $MessageNew: XSTR("Acknowledged, Command. We will not engage the Iceni.", 1409) $end_multi_text +Persona: Wingman 6 +AVI Name: Head-VP1 +Wave Name: SM2-09_Any_07.wav $Name: Inceni Engaged $Team: -1 $MessageNew: XSTR("The Iceni has activated its subspace drive!", 1410) $end_multi_text +Persona: Wingman 6 +AVI Name: Head-VP1 +Wave Name: SM2-09_Any_08.wav $Name: Deploying Thutmose $Team: -1 $MessageNew: XSTR("Now deploying the Thutmose!", 1411) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-09_AC_06.wav $Name: Rephaim Destroyed $Team: -1 $MessageNew: XSTR("We have destroyed the Rephaim! Excellent work, pilots.", 1412) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-09_AC_07.wav $Name: Thutmose Engaging $Team: -1 $MessageNew: XSTR("This is the Thutmose. We are now engaging the enemy.", 1413) $end_multi_text +AVI Name: Head-VC +Wave Name: SM2-09_Th_01.wav $Name: Corvette Under Attack $Team: -1 $MessageNew: XSTR("We are under attack! We have sustained heavy damage! We require assistance, Command!", 1414) $end_multi_text +AVI Name: Head-VC +Wave Name: SM2-09_Th_02.wav $Name: Cover Thutmose $Team: -1 $MessageNew: XSTR("Alpha 1, get some cover on the Thutmose!", 1415) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-09_AC_08.wav $Name: Corvette Destroyed $Team: -1 $MessageNew: XSTR("The corvette has been destroyed!", 1416) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-09_AC_09.wav $Name: Cain Arrives $Team: -1 $MessageNew: XSTR("Incoming jump signature! Cain-class warship! Designation, Thaumiel.", 1417) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-09_AC_10.wav $Name: Thaumiel Nullified $Team: -1 $MessageNew: XSTR("We have nullified the Thaumiel. Job well done, pilots.", 1418) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-09_AC_11.wav $Name: Incoming Warship $Team: -1 $MessageNew: XSTR("Incoming warship! It's a Moloch-class corvette, designation Golab!", 1419) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-09_AC_12.wav $Name: Rearm 2-09 $Team: -1 $MessageNew: XSTR("Shivan reinforcements could arrive at any time. Rearm if you need to, pilots.", 1420) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-09_AC_14.wav $Name: No Sign $Team: -1 $MessageNew: XSTR("No sign of the Sathanas! We must keep up this offensive to lure the Shivan juggernaut!", 1421) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-09_AC_15.wav $Name: Delta Standing By $Team: -1 $MessageNew: XSTR("Delta wing is standing by. Call in the bombers at your discretion, Alpha.", 1422) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-09_AC_16.wav $Name: Sigma Standing By $Team: -1 $MessageNew: XSTR("Sigma wing is now standing by. Deploy these bombers at your discretion.", 1423) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-09_AC_17.wav $Name: Return To The Psamtik $Team: -1 $MessageNew: XSTR("All units! Return to base! The Shivan juggernaut is heading for the Gamma Draconis node!", 1424) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-09_AC_18.wav $Name: Direct Order $Team: -1 $MessageNew: XSTR("Alpha 1, you are disobeying a direct order! Command is withdrawing the fleet to Gamma Draconis. If you do not jump out now, you'll be left behind.", 1425) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-09_AC_19.wav $Name: Insubordination $Team: -1 $MessageNew: XSTR("You'll pay for your insubordination, pilot. Allied Command, out.", 1426) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM2-09_AC_20.wav #Reinforcements ;! 2 total $Name: Sigma $Type: Attack/Protect $Num times: 1 +Arrival Delay: 0 +No Messages: ( ) +Yes Messages: ( ) $Name: Delta $Type: Attack/Protect $Num times: 1 +Arrival Delay: 0 +No Messages: ( ) +Yes Messages: ( ) #Background bitmaps ;! 0 total $Num stars: 500 $Ambient light level: 0 +Neb2: nbackpurp1 +Neb2Flags: 63 #Asteroid Fields #Music $Event Music: 5: Deuteronomy $Briefing Music: Brief1 #End #Mission Info $Version: 0.10 $Name: XSTR("A Flaming Sword", 1427) $Author: James Agay $Created: 07/29/99 at 21:33:27 $Modified: 09/14/99 at 20:43:37 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("As a last resort, the GTVA demolishes the Knossos subspace device in Gamma Draconis. ", 1428) $end_multi_text +Game Type Flags: 1 +Flags: 0 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 18.517078, 4546.434570, -11271.795898 +Viewer orient: 0.999993, 0.000001, -0.003877, 0.001659, 0.903753, 0.428051, 0.003504, -0.428054, 0.903746 +SquadReassignName: 203rd Scorpions +SquadReassignLogo: vasudan1.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Sexp_variables $Variables: ( 76 "Meson 3" "2000" "block" 77 "Meson 3" "3550" "block" 78 "Meson 3" "500" "block" 79 "Meson 3" "9000" "block" 80 "Meson 3" "1" "block" 81 "Meson 3" "1000" "block" 82 "Meson 2" "2000" "block" 83 "Meson 2" "3550" "block" 84 "Meson 2" "500" "block" 85 "Meson 2" "9000" "block" 86 "Meson 2" "1" "block" 87 "Meson 2" "1000" "block" 88 "Meson 1" "2000" "block" 89 "Meson 1" "3550" "block" 90 "Meson 1" "500" "block" 91 "Meson 1" "9000" "block" 92 "Meson 1" "1" "block" 93 "Meson 1" "1000" "block" 94 "Knossos Device" "100" "block" 95 "Knossos Device" "4000" "block" 96 "Knossos Device" "900" "block" 97 "Knossos Device" "3000" "block" 98 "Knossos Device" "1" "block" 99 "Knossos Device" "1000" "block" ) #Command Briefing $Stage Text: XSTR("Sathanas The Shivan juggernaut Sathanas is now en route to the jump node leading to Terran-Vasudan space. Command ordered all units to rally in Gamma Draconis in three hours' time. Though we have accounted for most of our fleet, at least six warships have failed to reach the rendezvous point. We can wait for them no longer. The GTVA Security Council has authorized the immediate destruction of the Knossos subspace portal.", 1429) $end_multi_text $Ani Filename: cb_sm2-10_d.ani +Wave Filename: SM210_CB_01.wav $Stage Text: XSTR("Meson Bomb To demolish the Knossos portal, we will detonate the meson bomb, an experimental new weapon under development at the Hideki Institute in the Vega system. Though its specifications are highly classifed, physicists claim the meson bomb has more explosive power than any other warhead in our arsenal, sufficient to destroy any small craft within a three-kilometer radius. The size of the bomb prohibits tactical deployment.", 1430) $end_multi_text $Ani Filename: cb_sm2-10_e.ani +Wave Filename: SM210_CB_02.wav $Stage Text: XSTR("Allied Strategy A small task force will oversee the demolition of the Knossos while the bulk of the allied fleet blockades the jump node leading to the densely-populated Capella system. Command has begun the process of evacuating the two hundred fifty million civilians inhabiting Capella, the largest exodus since the Great War. The Colossus will remain in that system to engage the Sathanas should we fail.", 1431) $end_multi_text $Ani Filename: +Wave Filename: SM210_CB_03.wav #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("At 2230 hours, the $f GTVA announced its plan for the destruction of the Knossos device. For strategic and scientific reasons, we will not attack the portal with the main guns of our warships. The demolition of the subspace portal will be accomplished with the use of the experimental Meson bomb.", 1432) $end_multi_text $voice: SM210_mB_01.wav $camera_pos: 18.517078, 4546.434570, -11271.795898 $camera_orient: 0.999992, 0.000001, -0.003877, 0.001659, 0.903753, 0.428051, 0.003504, -0.428054, 0.903746 $camera_time: 500 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 26 $team: Hostile $class: Knossos $pos: 0.000000, 0.000000, 0.000000 $label: Knossos Device +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Our first objective will be to sanitize the area. Observers report that Shivan scouting wings have already entered Gamma Draconis, and enemy activity will intensify before the arrival of the $h Sathanas Juggernaut. The $f Renenet, a Sobek-class corvette, will monitor the operation and provide fire support.", 1433) $end_multi_text $voice: SM210_mB_02.wav $camera_pos: -10.814144, 8129.271973, -18836.208984 $camera_orient: 0.999993, 0.000001, -0.003877, 0.001659, 0.903753, 0.428051, 0.003504, -0.428054, 0.903746 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 26 $team: Hostile $class: Knossos $pos: 0.000000, 0.000000, 0.000000 $label: Knossos Device +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Friendly $class: GVCv Sobek $pos: -8351.796875, -2435.842285, -12327.670898 $label: Renenet +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Once we have eliminated the enemy presence, a freighter carrying the Meson warhead will deposit the bomb at the detonation site. This is the first deployment of the weapon prototype. Because computer simulations predict only a forty percent chance of success, we have two more warheads standing by.", 1434) $end_multi_text $voice: SM210_mB_03.wav $camera_pos: 5969.406250, 6179.204102, -1774.739746 $camera_orient: 0.000023, 0.000001, 1.000000, -0.493447, 0.869776, 0.000010, -0.869776, -0.493447, 0.000020 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 26 $team: Hostile $class: Knossos $pos: -5638.291992, -0.000036, 1052.029419 $label: Knossos Device +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Friendly $class: GVCv Sobek $pos: -8351.796875, -2435.842285, -12327.670898 $label: Renenet +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 12 $team: Friendly $class: GTFR Triton $pos: -4324.864258, -6.155623, -2592.162354 $label: Transport 1 +id: 3 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 6 $Formula: ( is-goal-true-delay "Destroy Knossos device" 0 ) $Multi text XSTR("We demolished the portal but to no avail. The subspace vortex generated by the Knossos device has stabilized, and the Sathanas entered the Gamma Draconis system. Our forces are standing by to intercept the juggernaut at the Capella jump node. We do not know how long the nebula jump node will remain open. In theory, it could be centuries before it collapses again. Scientists assure us that we have gathered sufficient data to reconstruct the Knossos, but a project of that magnitude would take decades to complete. ", 1435) $end_multi_text $Voice: SM210_dB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Renenet" ) ( is-event-true-delay "Knossos Explodes" 0 ) ) $Multi text XSTR("We mourn the loss of the GVCv Renenet, its crew and the scientists on board. Under the circumstances, there was nothing you could have done to avert this catastrophe.", 1436) $end_multi_text $Voice: SM210_dB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( is-goal-true-delay "Destroy Shivan Forces" 0 ) $Multi text XSTR("Nevertheless, your tenacity is impressive. You eliminated all Shivan fighters. You are a credit to your species. Vasudan Tactical Command has taken note of your performance.", 1437) $end_multi_text $Voice: SM210_dB_03.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( not ( is-event-true-delay "Jump allowed" 0 ) ) $Multi text XSTR("A Vasudan never leaves the field of battle without authorization from a superior officer. Your cowardice jeopardized the lives of our brothers and sisters. You are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance. You will be taken into custody and handed over to the Terran 3rd Battle Group authority, where you will face a court martial. You are a disgrace to your species, Terran.", 1318) $end_multi_text $Voice: 8_vjoe.wav $Recommendation text: XSTR("Do not jump out until ordered to do so.", 625) $end_multi_text $Formula: ( or ( is-event-true-delay "T3 Dies Early" 0 ) ( is-event-true-delay "T2 Dies early" 0 ) ( and ( is-event-true-delay "T1 Dies Early" 0 ) ( not ( is-destroyed-delay 0 "Meson 1" ) ) ) ) $Multi text XSTR("The destruction of the freighter was unacceptable, Terran. You have sufficient combat experience to understand that freighters and transports are vulnerable targets, and they require fighter support in hostile environments. In an operation such as this, when millions of lives are at stake, we cannot afford the luxury of error. Better situational awareness on your part would have yielded a more satisfactory resolution.", 1438) $end_multi_text $Voice: SM210_dB_04.wav $Recommendation text: XSTR("It is not enough to attack targets of opportunity. You must single out those that threaten your objectives and deal with them, either through direct action or by ordering your squadmates to do so.", 1439) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Renenet" ) ( is-goal-false-delay "Destroy Knossos device" 0 ) ) $Multi text XSTR("We mourn the loss of the GVCv Renenet, its crew and the scientists on board. In an operation such as this, when millions of lives are at stake, we cannot afford the luxury of error. Better situational awareness on your part would have yielded a more satisfactory resolution.", 1440) $end_multi_text $Voice: SM210_dB_05.wav $Recommendation text: XSTR("It is not enough to attack targets of opportunity. You must single out those that threaten your objectives and deal with them, either through direct action or by ordering your squadmates to do so.", 1439) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GVF Seth" 5 "GVF Horus" 5 "GVF Thoth" 5 "GVF Serapis" 5 "GVF Tauret" 5 "GVF Ptah" 5 ) +Weaponry Pool: ( "Mekhu HL-7" 20 "Akheton SDG" 13 "Morning Star" 16 "Prometheus S" 20 "Maxim" 16 "Circe" 16 "Lamprey" 16 "Rockeye" 600 "Tempest" 500 "Hornet" 500 "Tornado" 820 "Harpoon" 484 "TAG-A" 100 "TAG-B" 500 "Piranha" 500 "Stiletto II" 500 ) #Objects ;! 48 total $Name: Alpha 1 ;! Object #0 $Class: GVF Tauret $Team: Friendly $Location: 380.920410, -0.061603, -5117.915039 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Prometheus S" ) +Secondary Banks: ( "Rockeye" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Knossos Device ;! Object #1 $Class: Knossos $Team: Hostile $Location: 0.000000, 0.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "hidden-from-sensors" )+Respawn priority: 0 +Special Exp index: 94 +Group: 0 +Score: 1000 $Name: Aries 1 ;! Object #2 $Class: SF Astaroth $Team: Hostile $Location: -1022.422363, -91.581055, 4074.675293 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Harpoon#Weak" "Hornet#Weak" ) +Sbank Ammo: ( 20 20 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 2 ;! Object #3 $Class: SF Astaroth $Team: Hostile $Location: -1432.071289, -91.580765, 1620.078857 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Harpoon#Weak" "Hornet#Weak" ) +Sbank Ammo: ( 20 20 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 3 ;! Object #4 $Class: SF Astaroth $Team: Hostile $Location: -642.416992, -91.579636, 3539.933105 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Harpoon#Weak" "Hornet#Weak" ) +Sbank Ammo: ( 20 20 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 4 ;! Object #5 $Class: SF Astaroth $Team: Hostile $Location: -1038.733765, -91.581322, 1155.824707 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Harpoon#Weak" "Hornet#Weak" ) +Sbank Ammo: ( 20 20 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 1 ;! Object #6 $Class: SF Astaroth $Team: Hostile $Location: 453.319366, 371.085449, -50.900116 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 2 ;! Object #7 $Class: SF Astaroth $Team: Hostile $Location: 81.712151, 0.001612, -1693.992188 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 3 ;! Object #8 $Class: SF Astaroth $Team: Hostile $Location: 815.109375, 441.526978, -1327.287354 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 4 ;! Object #9 $Class: SF Astaroth $Team: Hostile $Location: 354.447754, 197.907883, -642.715271 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #10 $Class: GVF Tauret $Team: Friendly $Location: 447.459717, -33.787117, -4600.014160 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Prometheus S" ) +Secondary Banks: ( "Rockeye" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Alpha 3 ;! Object #11 $Class: GVF Tauret $Team: Friendly $Location: 591.293640, -33.787270, -4613.108887 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Prometheus S" ) +Secondary Banks: ( "Rockeye" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Alpha 4 ;! Object #12 $Class: GVF Tauret $Team: Friendly $Location: 513.040283, -33.786980, -4678.250488 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Prometheus S" ) +Secondary Banks: ( "Rockeye" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Lambda 1 ;! Object #13 $Class: GTFR Triton $Team: Friendly $Location: 84.665367, -371.684692, -1777.373779 $Orientation: 0.996229, 0.086631, -0.004677, -0.082189, 0.925168, -0.370550, -0.027773, 0.369538, 0.928800 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "CENTER" 50 ) ( ai-undock 44 ) ( ai-waypoints-once "Center Fore" 33 ) ( ai-warp-out 22 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Fight fight fight" 4 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 5 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Theta 1 ;! Object #14 $Class: GVF Thoth $Team: Friendly $Location: -913.050171, -0.001013, -4993.382324 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 +Persona Index: 6 $Name: Theta 2 ;! Object #15 $Class: GVF Thoth $Team: Friendly $Location: -1037.239868, -0.000782, -5156.840332 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 +Persona Index: 6 $Name: Lambda 2 ;! Object #16 $Class: GTFR Triton $Team: Friendly $Location: 2389.253418, 134.300110, -2340.441650 $Orientation: 0.753747, -0.051940, 0.655107, -0.134072, 0.963751, 0.230669, -0.643342, -0.261698, 0.719462 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Knossos Right" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( and ( is-event-true-delay "Second try" 17 ) ( not ( is-event-true-delay "Early death fail" 0 ) ) ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Lambda 2" "Right Fore:1" ) 90 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 6 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Lambda 3 ;! Object #17 $Class: GTFR Triton $Team: Friendly $Location: -1747.543823, 46.433826, -1599.243042 $Orientation: 0.982303, 0.028090, -0.185176, 0.000000, 0.988689, 0.149977, 0.187295, -0.147323, 0.971194 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Knossos Left" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( and ( is-event-true-delay "Second try" 21 ) ( not ( is-event-true-delay "Early death fail" 0 ) ) ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Lambda 3" "Left Fore:1" ) 90 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 7 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Theta 3 ;! Object #18 $Class: GVF Thoth $Team: Friendly $Location: -764.503662, -0.000417, -5226.443848 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 +Persona Index: 6 $Name: Theta 4 ;! Object #19 $Class: GVF Thoth $Team: Friendly $Location: -871.419067, -0.000563, -5389.768555 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 +Persona Index: 6 $Name: Epsilon 1 ;! Object #20 $Class: GVF Thoth $Team: Friendly $Location: -1026.781128, -0.000478, -5035.037598 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 +Persona Index: 6 $Name: Epsilon 2 ;! Object #21 $Class: GVF Thoth $Team: Friendly $Location: -915.858765, -0.001206, -5304.972168 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 +Persona Index: 6 $Name: Epsilon 3 ;! Object #22 $Class: GVF Thoth $Team: Friendly $Location: -1084.028442, -0.001028, -5296.289063 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 +Persona Index: 6 $Name: Renenet ;! Object #23 $Class: GVCv Sobek $Team: Friendly $Location: 1984.208374, -2435.842285, -7584.850098 $Orientation: -0.995012, -0.091465, -0.039822, 0.033111, -0.679362, 0.733056, -0.094102, 0.728081, 0.679001 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 6" 55 ) ( ai-waypoints-once "Aim point" 33 ) ( ai-stay-still "Knossos Device" 22 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Primary Banks: ( "SVas" ) +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Primary Banks: ( "SVas" ) +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 $Arrival Location: Hyperspace $Arrival Cue: ( has-time-elapsed 3 ) $Departure Location: Hyperspace $Departure Cue: ( and ( is-event-true-delay "May Continue" 0 ) ( is-event-true-delay "Early death fail" 0 ) ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 80 $Name: Cancer 1 ;! Object #24 $Class: SF Dragon $Team: Hostile $Location: 765.987488, -0.000722, 1649.269653 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Cancer 2 ;! Object #25 $Class: SF Dragon $Team: Hostile $Location: 687.616516, -0.000790, 1703.032104 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Cancer 3 ;! Object #26 $Class: SF Dragon $Team: Hostile $Location: 877.932800, -0.000678, 1704.163330 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Cancer 4 ;! Object #27 $Class: SF Dragon $Team: Hostile $Location: 773.516357, -0.000771, 1854.822754 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Cancer 5 ;! Object #28 $Class: SF Dragon $Team: Hostile $Location: 641.037292, -0.000734, 1882.530884 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Cancer 6 ;! Object #29 $Class: SF Dragon $Team: Hostile $Location: 980.925842, -0.000798, 1931.808105 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Libra 1 ;! Object #30 $Class: SF Dragon $Team: Hostile $Location: -1345.484131, -0.000712, 1441.992920 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Libra 2 ;! Object #31 $Class: SF Dragon $Team: Hostile $Location: -1411.036377, -0.000724, 1470.715454 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Libra 3 ;! Object #32 $Class: SF Dragon $Team: Hostile $Location: -1269.515259, -0.000741, 1529.032104 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Libra 4 ;! Object #33 $Class: SF Dragon $Team: Hostile $Location: -1206.621582, -0.000605, 1829.014038 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Libra 5 ;! Object #34 $Class: SF Dragon $Team: Hostile $Location: -1345.631958, -0.000658, 1792.557983 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Libra 6 ;! Object #35 $Class: SF Dragon $Team: Hostile $Location: -1498.973022, -0.000667, 1771.432007 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Capricorn 1 ;! Object #36 $Class: SF Mara $Team: Hostile $Location: -2923.569580, 0.000434, -3185.526855 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Capricorn 2 ;! Object #37 $Class: SF Mara $Team: Hostile $Location: -3016.496338, 0.000310, -3035.438232 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Capricorn 3 ;! Object #38 $Class: SF Mara $Team: Hostile $Location: -2749.402832, 0.000249, -3012.073486 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Capricorn 4 ;! Object #39 $Class: SF Mara $Team: Hostile $Location: -2867.256104, 0.000591, -2829.437256 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 1 ;! Object #40 $Class: SF Mara $Team: Hostile $Location: 77.059601, -0.000056, -2860.228516 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 2 ;! Object #41 $Class: SF Mara $Team: Hostile $Location: -618.082947, -0.000128, -2255.230469 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 3 ;! Object #42 $Class: SF Mara $Team: Hostile $Location: 891.304199, 0.000088, -2673.474609 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 4 ;! Object #43 $Class: SF Mara $Team: Hostile $Location: 626.349426, -0.000175, -2121.101807 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Sathanas ;! Object #44 $Class: SJ Sathanas $Team: Hostile $Location: 0.000000, 0.000000, 2998.676270 $Orientation: -0.999997, 0.000000, -0.002561, 0.000000, 1.000000, 0.000000, 0.002561, 0.000000, -0.999997 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 +Subsystem: turret27 +Subsystem: turret28 +Subsystem: turret29 +Subsystem: turret30 +Subsystem: turret31 +Subsystem: turret32 +Subsystem: turret33 +Subsystem: turret34 +Subsystem: turret35 +Subsystem: turret36 +Subsystem: turret37 +Subsystem: turret38 +Subsystem: turret39 +Subsystem: turret40 +Subsystem: turret41 +Subsystem: turret42 +Subsystem: turret43 +Subsystem: turret44 +Subsystem: turret45 +Subsystem: turret46 +Subsystem: turret47 +Subsystem: turret48 +Subsystem: turret49 +Subsystem: turret50 +Subsystem: turret51 +Subsystem: turret52 +Subsystem: turret53 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 45 "Knossos Device" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Meson 3 ;! Object #45 $Class: TC-Meson Bomb $Team: Friendly $Location: -1700.786255, 37.154148, -1351.520142 $Orientation: -0.982318, -0.028078, 0.185100, -0.000033, 0.988715, 0.149803, -0.187218, 0.147148, -0.971235 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "invulnerable" )+Respawn priority: 0 +Special Exp index: 76 +Docked With: Lambda 3 $Docker Point: Cargo Dock01 $Dockee Point: Cargo Dock +Group: 0 +Score: 3 $Name: Meson 2 ;! Object #46 $Class: TC-Meson Bomb $Team: Friendly $Location: 2224.056152, 95.663887, -2153.743408 $Orientation: -0.753697, 0.051961, -0.655164, -0.133956, 0.963798, 0.230540, 0.643425, 0.261521, -0.719452 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "invulnerable" )+Respawn priority: 0 +Special Exp index: 82 +Docked With: Lambda 2 $Docker Point: Cargo Dock01 $Dockee Point: Cargo Dock +Group: 0 +Score: 3 $Name: Meson 1 ;! Object #47 $Class: TC-Meson Bomb $Team: Friendly $Location: 75.200630, -253.170563, -1554.879395 $Orientation: -0.996227, -0.086660, 0.004604, -0.082184, 0.925102, -0.370717, 0.027866, -0.369697, -0.928734 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "invulnerable" )+Respawn priority: 0 +Special Exp index: 88 +Docked With: Lambda 1 $Docker Point: Cargo Dock01 $Dockee Point: Cargo Dock +Group: 0 +Score: 3 #Wings ;! 9 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( and ( is-event-true-delay "May Continue" 0 ) ( is-event-true-delay "Early death fail" 0 ) ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) $AI Goals: ( goals ( ai-guard "Alpha 1" 4 ) ) +Hotkey: 0 +Flags:( ) $Name: Aries $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aries 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Aries 1" "Aries 2" "Aries 3" "Aries 4" ) $AI Goals: ( goals ( ai-guard "Knossos Device" 3 ) ( ai-waypoints "Top-Bottom" 50 ) ) +Flags:( ) $Name: Scorpio $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Scorpio 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Scorpio 1" "Scorpio 2" "Scorpio 3" "Scorpio 4" ) $AI Goals: ( goals ( ai-guard "Knossos Device" 4 ) ( ai-waypoints "Top-Bottom" 50 ) ) +Flags:( ) $Name: Epsilon $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Epsilon 1 $Arrival Location: Near Ship +Arrival Distance: 500 $Arrival Anchor: Renenet $Arrival Cue: ( is-event-true-delay "T2 Drops Bomb" 14 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Epsilon 1" "Epsilon 2" "Epsilon 3" ) +Flags:( ) $Name: Theta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Theta 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 3 "Renenet" ) $Departure Location: Hyperspace $Departure Cue: ( and ( is-event-true-delay "May Continue" 0 ) ( is-event-true-delay "Early death fail" 0 ) ) $Ships: ( ;! 4 total "Theta 1" "Theta 2" "Theta 3" "Theta 4" ) $AI Goals: ( goals ( ai-guard "Renenet" 50 ) ) +Flags:( "reinforcement" ) $Name: Cancer $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Stay still" 1 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Cancer 1" "Cancer 2" "Cancer 3" "Cancer 4" "Cancer 5" "Cancer 6" ) $AI Goals: ( goals ( ai-guard "Knossos Device" 50 ) ) +Flags:( ) $Name: Libra $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Libra 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Stay still" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Libra 1" "Libra 2" "Libra 3" "Libra 4" "Libra 5" "Libra 6" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) $Name: Capricorn $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Capricorn 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 0 "Scorpio" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Capricorn 1" "Capricorn 2" "Capricorn 3" "Capricorn 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) $Name: Pisces $Waves: 3 $Wave Threshold: 1 $Special Ship: 0 ;! Pisces 1 $Arrival Location: Near Ship +Arrival Distance: 1000 $Arrival Anchor: Alpha 1 $Arrival Cue: ( and ( is-destroyed-delay 0 "Cancer" ) ( is-destroyed-delay 0 "Aries" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Pisces 1" "Pisces 2" "Pisces 3" "Pisces 4" ) +Flags:( ) #Events ;! 66 total $Formula: ( when ( is-destroyed-delay 6 "Meson 2" "Meson 3" ) ( self-destruct "Knossos Device" ) ( allow-weapon "Infyrno" ) ( tech-add-weapons "Infyrno" "Helios" ) ( allow-weapon "Helios" ) ) +Name: Knossos Explodes +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 10 "Renenet" ) ( send-message-list "Renenet" "High" "REN- Intro 1" 1000 "#Command" "High" "COM- Intro 2" 11200 "Alpha 2" "High" "A2- Intro 3" 9200 ) ) +Name: Intro 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( add-goal "Alpha" ( ai-waypoints-once "CENTER" 76 ) ) ( send-message-list "Alpha 2" "High" "A3 Wow" 12333 "Alpha 4" "High" "A4 Yea, wow" 4500 "Alpha 2" "High" "A2 Yea wow" 5000 "Renenet" "High" "REN- like he said- wow" 6700 ) ) +Name: Go Alpha wing go +Repeat Count: 1 +Interval: 1 +Chained: 25 $Formula: ( when ( is-event-true-delay "Intro 1" 13 ) ( do-nothing ) ) +Name: Trigger eng dir +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( or ( < ( hits-left "Alpha 1" ) 97 ) ( < ( hits-left "Alpha 4" ) 97 ) ( < ( hits-left "Alpha 3" ) 97 ) ( < ( hits-left "Alpha 2" ) 97 ) ( < ( hits-left "Aries 1" ) 97 ) ( < ( hits-left "Aries 2" ) 97 ) ( < ( hits-left "Aries 3" ) 97 ) ( < ( hits-left "Aries 4" ) 97 ) ( < ( hits-left "Scorpio 1" ) 97 ) ( < ( hits-left "Scorpio 2" ) 97 ) ( < ( hits-left "Scorpio 3" ) 97 ) ( < ( hits-left "Scorpio 4" ) 97 ) ) ( < ( distance "Alpha" "CENTER:1" ) 1400 ) ) ( send-message "Renenet" "High" "REN Fight Fight Fight" ) ) +Name: Engage Directive +Repeat Count: 1 +Interval: 1 +Chained: 1 +Objective: XSTR("Engage Hostiles", 1441) $Formula: ( when ( or ( < ( distance "Alpha" "CENTER:1" ) 1200 ) ( < ( distance "Alpha" "Aries" ) 1200 ) ( < ( distance "Alpha" "Scorpio" ) 1200 ) ) ( clear-goals "Aries" ) ( clear-goals "Scorpio" ) ( add-goal "Aries" ( ai-chase "Alpha" 89 ) ) ( add-goal "Scorpio" ( ai-chase "Alpha" 89 ) ) ( unprotect-ship "Alpha 1" ) ( unprotect-ship "Alpha 2" ) ( unprotect-ship "Alpha 3" ) ( unprotect-ship "Alpha 4" ) ( unprotect-ship "Renenet" ) ( beam-free-all "Renenet" ) ) +Name: A3 Pull them out +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( and ( or ( < ( hits-left "Alpha 1" ) 97 ) ( < ( hits-left "Alpha 2" ) 97 ) ) ( or ( < ( hits-left "Alpha 3" ) 97 ) ( < ( hits-left "Alpha 4" ) 97 ) ) ) ( and ( or ( < ( hits-left "Alpha 1" ) 97 ) ( < ( hits-left "Alpha 4" ) 97 ) ) ( or ( < ( hits-left "Alpha 3" ) 97 ) ( < ( hits-left "Alpha 2" ) 97 ) ) ) ( or ( is-destroyed-delay 0 "Alpha 2" ) ( is-destroyed-delay 0 "Alpha 3" ) ( is-destroyed-delay 0 "Alpha 4" ) ( is-destroyed-delay 0 "Aries 1" ) ( is-destroyed-delay 0 "Aries 2" ) ( is-destroyed-delay 0 "Aries 3" ) ( is-destroyed-delay 0 "Aries 4" ) ( is-destroyed-delay 0 "Scorpio 1" ) ( is-destroyed-delay 0 "Scorpio 2" ) ( is-destroyed-delay 0 "Scorpio 3" ) ( is-destroyed-delay 0 "Scorpio 4" ) ) ) ( add-goal "Alpha" ( ai-waypoints-once "Waypoint path 6" 89 ) ) ( protect-ship "Scorpio 1" ) ( protect-ship "Aries 4" ) ( protect-ship "Aries 1" ) ( protect-ship "Scorpio 2" ) ( protect-ship "Aries 3" ) ( protect-ship "Scorpio 4" ) ( protect-ship "Aries 2" ) ( protect-ship "Scorpio 3" ) ) +Name: Sneaky +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( or ( is-event-true-delay "Lure Directive" 6 ) ( is-destroyed-delay 0 "Aries" "Scorpio" ) ) ( clear-goals "Alpha" ) ( add-goal "Alpha" ( ai-chase-any 89 ) ) ( unprotect-ship "Aries 1" ) ( unprotect-ship "Aries 2" ) ( unprotect-ship "Aries 3" ) ( unprotect-ship "Aries 4" ) ( unprotect-ship "Scorpio 1" ) ( unprotect-ship "Scorpio 2" ) ( unprotect-ship "Scorpio 3" ) ( unprotect-ship "Scorpio 4" ) ) +Name: Fight fight fight +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( is-destroyed-delay 19 "Meson 1" ) ( send-message-list "Renenet" "High" "REN Second try 1" 0 "#Command" "High" "COM Second try 2" 5000 "#Command" "High" "COM Second try 3" 12000 ) ( validate-goal "Second Diversion" ) ) +Name: Second try +Repeat Count: 1 +Interval: 1 $Formula: ( when ( are-waypoints-done-delay "Lambda 2" "Knossos Right" 0 ) ( send-message "Lambda 2" "High" "T2 In Position" ) ( add-goal "Lambda 2" ( ai-undock 89 ) ) ) +Name: T2 In Position +Repeat Count: 1 +Interval: 1 $Formula: ( when ( are-waypoints-done-delay "Lambda 3" "Knossos Left" 0 ) ( send-message "Lambda 3" "High" "T3 In Position" ) ( add-goal "Lambda 3" ( ai-undock 89 ) ) ) +Name: T3 In position +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "B2 Undocks Trigger" 1 ) ( add-goal "Lambda 2" ( ai-waypoints-once "Right Fore" 66 ) ) ) +Name: T2 Drops Bomb +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "B2 Undocks Trigger" 5 ) ( send-message "Lambda 2" "High" "T2 Delivered Bomb" ) ) +Name: T2 Drops Bomb 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 3 "Lambda 2" ) ( send-message "#Command" "High" "COM T2 Escapes" ) ) +Name: T2 Gets away clean 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( not ( is-event-true-delay "T2 In Position" 1 ) ) ( is-destroyed-delay 0 "Lambda 2" ) ) ( send-message "#Command" "High" "COM T2 Dies early" ) ) +Name: T2 Dies early +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-event-true-delay "T2 Drops Bomb" 1 ) ( is-destroyed-delay 0 "Lambda 2" ) ) ( send-message "#Command" "High" "COM T2 Dies late" ) ) +Name: T2 Dies late +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "B3 Undocks Trigger" 1 ) ( add-goal "Lambda 3" ( ai-waypoints-once "Left Fore" 66 ) ) ) +Name: T3 Drops Bomb +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "B3 Undocks Trigger" 5 ) ( send-message "Lambda 3" "High" "T3 Delivered Bomb" ) ) +Name: T3 Drops Bomb 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 5 "Lambda 3" ) ( send-message "#Command" "High" "COM T3 Escapes" ) ) +Name: T3 Gets Away Clean 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( not ( is-event-true-delay "T3 Drops Bomb" 1 ) ) ( is-destroyed-delay 0 "Lambda 3" ) ) ( send-message "#Command" "High" "COM T3 Dies early" ) ) +Name: T3 Dies Early +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-event-true-delay "T3 Drops Bomb" 1 ) ( is-destroyed-delay 0 "Lambda 3" ) ) ( send-message "#Command" "High" "COM T3 Dies late" ) ) +Name: T3 Dies Late +Repeat Count: 1 +Interval: 1 $Formula: ( when ( are-waypoints-done-delay "Lambda 1" "CENTER" 0 ) ( send-message "Lambda 1" "High" "T1 In Position" ) ( clear-goals "Lambda 1" ) ( add-goal "Lambda 1" ( ai-undock 89 ) ) ) +Name: T1 In Position +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-undocked-delay "Lambda 1" "Meson 1" 1 0 ) ( clear-goals "Lambda 1" ) ( add-goal "Lambda 1" ( ai-waypoints-once "Center Fore" 89 ) ) ) +Name: T1 Drops Bomb +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-undocked-delay "Lambda 1" "Meson 1" 1 5 ) ( send-message "Lambda 1" "High" "T1 Delivered Bomb" ) ) +Name: T1 Drops Bomb 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( are-waypoints-done-delay "Lambda 1" "Center Fore" 0 ) ( clear-goals "Lambda 1" ) ( add-goal "Lambda 1" ( ai-warp-out 89 ) ) ( cap-waypoint-speed "Renenet" 5 ) ) +Name: T1 Gets Away Clean +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 5 "Lambda 1" ) ( send-message "#Command" "High" "COM T1 Escapes" ) ) +Name: T1 Gets Away Clean 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( is-event-true-delay "T1 Gets Away Clean 2" 3 ) ( is-event-true-delay "T1 Dies late" 5 ) ) ( send-message "Renenet" "High" "REN Ready to fire" ) ) +Name: B1 Detonation +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( ship-vulnerable "Meson 1" ) ) +Name: Stay still +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( and ( > ( distance "Alpha" "CENTER:1" ) 3500 ) ( is-event-true-delay "Stay still" 7 ) ) ( send-message "Renenet" "High" "REN Detonation" ) ) +Name: B1 Fired upon +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( self-destruct "Meson 1" ) ) +Name: KABLAMO +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( and ( is-event-incomplete "B1 Fired upon" ) ( is-event-true-delay "Stay still" 2 ) ) ( send-message "Renenet" "High" "REN Clear Out 1" ) ) +Name: B1 Clear area +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-event-incomplete "B1 Fired upon" ) ( is-event-true-delay "Stay still" 2 ) ) ( send-message "Renenet" "High" "REN Clear Out 2" ) ) +Name: Go away +Repeat Count: 1 +Interval: 1 +Chained: 20 $Formula: ( when ( is-event-incomplete "KABLAMO" ) ( self-destruct "Meson 1" ) ) +Name: OK Die +Repeat Count: 1 +Interval: 1 +Chained: 20 $Formula: ( when ( and ( not ( is-event-true-delay "T1 In Position" 1 ) ) ( is-destroyed-delay 0 "Lambda 1" ) ) ( send-message "#Command" "High" "COM T1 Dies Early" ) ) +Name: T1 Dies Early +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-event-true-delay "T1 Drops Bomb" 1 ) ( is-destroyed-delay 0 "Lambda 1" ) ) ( send-message "#Command" "High" "COM T1 Dies late" ) ) +Name: T1 Dies late +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 3 "Aries" "Scorpio" ) ( send-message "Renenet" "High" "REN Aries and scorp down" ) ) +Name: Aries And Scorpio Down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Cancer Dir +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( is-event-true-delay "Fight fight fight" 0 ) ( do-nothing ) ) +Name: Aries trigger +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Aries" ) ( do-nothing ) ) +Name: Aries Dir +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Aries", 14) $Formula: ( when ( is-destroyed-delay 0 "Libra" ) ( do-nothing ) ) +Name: Libra Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Libra", 18) $Formula: ( when ( is-event-true-delay "Fight fight fight" 0 ) ( do-nothing ) ) +Name: Scorpio Trigger +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Scorpio" ) ( do-nothing ) ) +Name: Scorpio Dir +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Scorpio", 61) $Formula: ( when ( and ( or ( < ( hits-left "Alpha 1" ) 97 ) ( < ( hits-left "Alpha 4" ) 97 ) ( < ( hits-left "Alpha 3" ) 97 ) ( < ( hits-left "Alpha 2" ) 97 ) ( < ( hits-left "Aries 1" ) 97 ) ( < ( hits-left "Aries 2" ) 97 ) ( < ( hits-left "Aries 3" ) 97 ) ( < ( hits-left "Aries 4" ) 97 ) ( < ( hits-left "Scorpio 1" ) 97 ) ( < ( hits-left "Scorpio 2" ) 97 ) ( < ( hits-left "Scorpio 3" ) 97 ) ( < ( hits-left "Scorpio 4" ) 97 ) ) ( < ( distance "Alpha" "CENTER:1" ) 1100 ) ( < ( distance "Alpha" "Aries" ) 1100 ) ( < ( distance "Alpha" "Scorpio" ) 1100 ) ) ( do-nothing ) ) +Name: Pre trigger event +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( < ( distance "Alpha" "Aries" ) 700 ) ( < ( distance "Alpha" "Scorpio" ) 700 ) ) ( do-nothing ) ) +Name: Lure trigger +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( or ( < ( distance "Aries" "Renenet" ) 1400 ) ( < ( distance "Scorpio" "Renenet" ) 1400 ) ) ( do-nothing ) ) +Name: Lure Directive +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Lure Shivans to Renenet", 1442) $Formula: ( when ( has-arrived-delay 0 "Cancer" ) ( send-message "#Command" "High" "COM 12 DRAGONS" ) ) +Name: 12 Dragons +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( and ( is-event-true-delay "T3 Gets Away Clean 2" 0 ) ( is-event-true-delay "T2 Gets away clean 2" 0 ) ) ( and ( is-event-true-delay "T3 Gets Away Clean 2" 0 ) ( is-event-true-delay "T2 Dies late" 0 ) ) ( and ( is-event-true-delay "T3 Dies Late" 0 ) ( is-event-true-delay "T2 Gets away clean 2" 0 ) ) ( and ( is-event-true-delay "T3 Dies Late" 0 ) ( is-event-true-delay "T2 Dies late" 0 ) ) ) ( send-message "Renenet" "High" "REN Blast Again" ) ) +Name: Blow 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( > ( distance "Alpha" "Meson 2" ) 3500 ) ( > ( distance "Alpha" "Meson 3" ) 3500 ) ) ( send-message "Renenet" "High" "REN Detonation" ) ( ship-vulnerable "Meson 2" ) ( ship-vulnerable "Meson 3" ) ) +Name: BANG BANG +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( true ) ( self-destruct "Meson 2" ) ( self-destruct "Meson 3" ) ) +Name: Pop +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( is-event-true-delay "Blow 2" 2 ) ( do-nothing ) ) +Name: Clear Out 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 5 "Knossos Device" ) ( send-message-list "Renenet" "High" "Whoop" 0 "#Command" "High" "Whoop 2" 6000 "Renenet" "High" "Whoop 3" 6000 "#Command" "High" "Whoop 4" 5000 ) ) +Name: Congtratz +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Sathanas" ) ( send-message-list "Renenet" "High" "Opps 1" 1000 "#Command" "High" "Oops 2" 6000 "" "High" "Oops 3" 6000 "#Command" "High" "Oops 4" 4000 ) ( beam-free-all "Sathanas" ) ) +Name: Oops +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( do-nothing ) ) +Name: May Continue +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: RTB +Repeat Count: 1 +Interval: 1 +Chained: 17 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( is-event-true-delay "May Continue" 19 ) ( add-goal "Renenet" ( ai-warp-out 89 ) ) ) +Name: Jump outs +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Pisces" ) ( do-nothing ) ) +Name: Destroy Pisces +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Pisces", 22) $Formula: ( when ( is-destroyed-delay 0 "Capricorn" ) ( do-nothing ) ) +Name: Destroy Capricorn +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Capricorn", 963) $Formula: ( when ( has-arrived-delay 0 "Lambda 1" ) ( send-message "Lambda 1" "High" "T1 In System" ) ) +Name: T1 Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Lambda 2" ) ( send-message "Lambda 2" "High" "T2 In System" ) ) +Name: T2 Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Lambda 3" ) ( send-message "Lambda 3" "High" "T3 In System" ) ) +Name: T3 Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-undocked-delay "Lambda 2" "Meson 2" 1 6 ) ( do-nothing ) ) +Name: B2 Undocks Trigger +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-undocked-delay "Lambda 3" "Meson 3" 1 6 ) ( do-nothing ) ) +Name: B3 Undocks Trigger +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( or ( is-event-true-delay "T3 Dies Early" 0 ) ( is-event-true-delay "T2 Dies early" 0 ) ( and ( is-event-true-delay "T1 Dies Early" 0 ) ( not ( is-destroyed-delay 0 "Meson 1" ) ) ) ( is-destroyed-delay 0 "Renenet" ) ) ( is-event-false-delay "Knossos Explodes" 0 ) ) ( send-message "#Command" "High" "RTB Fail" ) ) +Name: Early death fail +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: RTB- Fail +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( or ( is-event-true-delay "Early death fail" 0 ) ( is-event-true-delay "May Continue" 0 ) ) ( do-nothing ) ) +Name: Jump allowed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( allow-weapon "Trebuchet" ) ( tech-add-weapons "Trebuchet" ) ( tech-add-weapons "Helios" ) ( allow-weapon "Helios" ) ) +Name: New Stuff +Repeat Count: 1 +Interval: 1 #Goals ;! 5 total $Type: Primary +Name: Destroy Knossos device $MessageNew: XSTR("Monitor the Knossos demolition", 1443) $end_multi_text $Formula: ( is-destroyed-delay 0 "Knossos Device" ) $Type: Secondary +Name: Destroy Shivan Forces $MessageNew: XSTR("Engage and destroy all hostile targets", 1444) $end_multi_text $Formula: ( is-destroyed-delay 0 "Aries" "Scorpio" "Cancer" "Libra" "Capricorn" "Pisces" ) $Type: Secondary +Name: Lure Shivans Away for Bomb $MessageNew: XSTR("Keep Shivans away from meson bomb", 1445) $end_multi_text $Formula: ( and ( is-event-true-delay "Lure Directive" 0 ) ( < ( distance "Alpha 1" "Renenet" ) 600 ) ) $Type: Secondary +Name: Second Diversion $MessageNew: XSTR("Keep Shivans away from 2nd meson deployment", 1446) $end_multi_text $Formula: ( is-event-true-delay "Blow 2" 0 ) +Invalid $Type: Secondary +Name: Protect Renrnrt $MessageNew: XSTR("Protect the Renenet", 1447) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Renenet" ) ) ( is-event-true-delay "May Continue" 0 ) ) #Waypoints ;! 11 lists total $Name: CENTER $List: ( ;! 1 points in list ( 0.822466, 0.000033, -3.030170 ) ) $Name: Knossos Right $List: ( ;! 1 points in list ( 1894.822021, 0.000762, 20.119743 ) ) $Name: Knossos Left $List: ( ;! 1 points in list ( -1716.283081, 0.000761, -21.294357 ) ) $Name: Waypoint path 6 $List: ( ;! 1 points in list ( 1778.744019, -629.376587, -6280.798340 ) ) $Name: Center Fore $List: ( ;! 1 points in list ( -768.277222, -266.594910, 784.661255 ) ) $Name: Left Fore $List: ( ;! 1 points in list ( -734.149902, 0.000409, -664.304749 ) ) $Name: Right Fore $List: ( ;! 1 points in list ( 1148.627319, 0.001078, -528.235657 ) ) $Name: Top-Bottom $List: ( ;! 2 points in list ( -84.777534, -2004.237671, -1.165974 ) ( 57.926044, 2898.784180, 3498.646484 ) ) $Name: Left-Right $List: ( ;! 2 points in list ( -1758.966431, -0.000399, 40.671047 ) ( 1922.989380, -0.000407, 71.291565 ) ) $Name: Doodle $List: ( ;! 3 points in list ( 1374.107056, 0.000793, -3546.214111 ) ( 1538.752686, 0.000796, -3211.203369 ) ( 1468.346802, 0.000847, -2947.803955 ) ) $Name: Aim point $List: ( ;! 1 points in list ( 1518.989990, 266.968262, -4939.795898 ) ) #Messages ;! 253 total $Name: REN- Intro 1 $Team: -1 $MessageNew: XSTR("Command, this is the Renenet. We have detected 2 wings of Mara fighters 4000 meters from our position. The enemy has not engaged.", 1448) $end_multi_text +AVI Name: Head-VC +Wave Name: sm2-10_re_01.wav $Name: COM- Intro 2 $Team: -1 $MessageNew: XSTR("There's no time to wait. Alpha, close in and draw the fighters away from the Knossos. Lure them toward the Renenet. We need to clear that detonation site before we sortie the freighter. ", 1449) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm2-10_ac_02.wav $Name: A2- Intro 3 $Team: -1 $MessageNew: XSTR("Acknowledged. We will lure them within range of the corvette's guns.", 1450) $end_multi_text +AVI Name: Head-VP2 +Wave Name: sm2-10_a2_01.wav $Name: A3- Pull 1 $Team: -1 $MessageNew: XSTR("Command, we have engaged the enemy. We are now heading back to the Renenet.", 1451) $end_multi_text +AVI Name: Head-VP2 +Wave Name: sm2-10_a3_01.wav $Name: REN Second try 1 $Team: -1 $MessageNew: XSTR("Command, we achieved a clean detonation of the meson warhead. However, the Knossos portal remains fully operational. ", 1452) $end_multi_text +AVI Name: Head-VC +Wave Name: sm2-10_re_02.wav $Name: COM Second try 2 $Team: -1 $MessageNew: XSTR("We will proceed with the second deployment. Demolition pattern sigma. We will use the remaining meson bombs for this attempt. The Sathanas juggernaut cannot be far away. ", 1453) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm2-10_ac_03.wav $Name: COM Second try 3 $Team: -1 $MessageNew: XSTR("The meson bombs have drawn the Shivans' attention. Defend the warheads until they are in position and the freighters have cleared the area.", 1454) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm2-10_ac_04.wav $Name: T2 In Position $Team: -1 $MessageNew: XSTR("This is Lambda 2. We are now in position.", 1455) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm2-10_l2_01.wav $Name: T3 In Position $Team: -1 $MessageNew: XSTR("Lambda 3 here. We have reached the detonation site.", 1456) $end_multi_text +AVI Name: Head-CM3 +Wave Name: sm2-10_L3_01.wav $Name: T2 Delivered Bomb $Team: -1 $MessageNew: XSTR("Command, we have delivered the package, and we're moving out.", 1457) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm2-10_l2_02.wav $Name: T3 Delivered Bomb $Team: -1 $MessageNew: XSTR("Undocking sequence complete. We are now returning to base.", 1458) $end_multi_text +AVI Name: Head-CM3 +Wave Name: sm2-10_l3_02.wav $Name: COM T2 Escapes $Team: -1 $MessageNew: XSTR("Lambda 2 has cleared.", 1459) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm2-10_ac_05.wav $Name: COM T2 Dies early $Team: -1 $MessageNew: XSTR("Lambda 2 is down! Repeat! Lambda 2 is down! All units, return to base. We must abort this mission.", 1460) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm2-10_ac_06.wav $Name: COM T2 Dies late $Team: -1 $MessageNew: XSTR("We lost Lambda 2. Proceed with your objectives.", 1461) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm2-10_ac_07.wav $Name: COM T3 Escapes $Team: -1 $MessageNew: XSTR("Lambda 3 has made the jump to subspace.", 1462) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm2-10_ac_08.wav $Name: COM T3 Dies early $Team: -1 $MessageNew: XSTR("All units, return to base! We lost the meson warhead! Engage your jump drives now!", 1463) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm2-10_ac_09.wav $Name: COM T3 Dies late $Team: -1 $MessageNew: XSTR("Lambda 3 has been destroyed.", 1464) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm2-10_ac_10.wav $Name: T1 In Position $Team: -1 $MessageNew: XSTR("Command, this is Lambda 1. We are now in position. Initiating undocking sequence now.", 1465) $end_multi_text +AVI Name: Head-CM4 +Wave Name: sm2-10_l1_01.wav $Name: T1 Delivered Bomb $Team: -1 $MessageNew: XSTR("Meson warhead armed and ready, Command. We're outta here.", 1466) $end_multi_text +AVI Name: Head-CM4 +Wave Name: sm2-10_l1_02.wav $Name: COM T1 Escapes $Team: -1 $MessageNew: XSTR("Lambda 1 has cleared the blast zone. ", 1467) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm2-10_ac_11.wav $Name: COM T1 Dies Early $Team: -1 $MessageNew: XSTR("We've lost the warhead! We're pulling you out, Alpha. Return to base.", 1468) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm2-10_ac_12.wav $Name: COM T1 Dies Late $Team: -1 $MessageNew: XSTR("Lambda 1 has been annihilated. ", 1469) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm2-10_ac_13.wav $Name: REN Aries and scorp down $Team: -1 $MessageNew: XSTR("Command, we have sanitized the area. All hostiles have been eliminated.", 1470) $end_multi_text +AVI Name: Head-VC +Wave Name: sm2-10_re_03.wav $Name: A3 Wow $Team: -1 $MessageNew: XSTR("It seems improbable a warhead would have sufficient force to demolish a structure of this size.", 1471) $end_multi_text +AVI Name: Head-VP2 +Wave Name: sm2-10_a3_02.wav $Name: A4 Yea, wow $Team: -1 $MessageNew: XSTR("Particularly a weapon of Terran design.", 1472) $end_multi_text +AVI Name: Head-VP1 +Wave Name: sm2-10_a4_01.wav $Name: A2 Yea wow $Team: -1 $MessageNew: XSTR("The meson bomb is a joint development, Alpha 4. We are full partners in this enterprise.", 1473) $end_multi_text +AVI Name: Head-VP2 +Wave Name: sm2-10_a2_02.wav $Name: REN- like he said- wow $Team: -1 $MessageNew: XSTR("Alpha wing, you would be well advised to concern yourself with the Shivans and leave these matters to the Security Council.", 1474) $end_multi_text +AVI Name: Head-VC +Wave Name: sm2-10_re_04.wav $Name: REN Fight Fight Fight $Team: -1 $MessageNew: XSTR("The Shivans have accepted your challenge, Alpha wing. Head back to the Renenet. Our turrets will open fire when the enemy comes within range.", 1475) $end_multi_text +AVI Name: Head-VC +Wave Name: sm2-10_re_05.wav $Name: REN Ready to fire $Team: -1 $MessageNew: XSTR("Initiating detonation sequence. All units, stand clear of the blast zone.", 1476) $end_multi_text +AVI Name: Head-VC +Wave Name: sm2-10_re_06.wav $Name: REN Clear out 1 $Team: -1 $MessageNew: XSTR("Alpha, your vessel must be no less than 3,000 meters from the center of the portal.", 1477) $end_multi_text +AVI Name: Head-VC +Wave Name: sm2-10_re_07.wav $Name: REN Clear Out 2 $Team: -1 $MessageNew: XSTR("Alpha, this is your final warning. We have no choice but to detonate.", 1478) $end_multi_text +AVI Name: Head-VC +Wave Name: sm2-10_re_08.wav $Name: REN Detonation $Team: -1 $MessageNew: XSTR("Detonation in . . 5 . . 4 . . 3 . . 2 . . 1 . . Zero", 1479) $end_multi_text +AVI Name: Head-VC +Wave Name: sm2-10_re_09.wav $Name: COM 12 DRAGONS $Team: -1 $MessageNew: XSTR("Incoming hostiles! Twelve dragon-class fighters have entered Gamma Draconis!", 1480) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm2-10_ac_14.wav $Name: REN Blast Again $Team: -1 $MessageNew: XSTR("All units, prepare for second detonation. You must be 3,000 meters from the warheads. This is your final warning.", 1481) $end_multi_text +AVI Name: Head-VC +Wave Name: sm2-10_re_10.wav $Name: Whoop $Team: -1 $MessageNew: XSTR("Command, demolition pattern sigma has proven successful. The Knossos subspace portal has been destroyed.", 1482) $end_multi_text +AVI Name: Head-VC +Wave Name: sm2-10_re_11.wav $Name: Whoop 2 $Team: -1 $MessageNew: XSTR("Congratulations, Renenet. You just saved millions of lives out there. You'll get a hero's welcome back at the fleet. ", 1483) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm2-10_ac_15.wav $Name: Whoop 3 $Team: -1 $MessageNew: XSTR("With all due respect, Command. This is no time for celebration. The destruction of this ancient artifact is an immeasurable loss. ", 1484) $end_multi_text +AVI Name: Head-VC +Wave Name: sm2-10_re_12.wav $Name: Whoop 4 $Team: -1 $MessageNew: XSTR("Our scientists have all the data we need to rebuild the portal in the future, Renenet. We just stopped the second Shivan invasion of our home systems.", 1485) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm2-10_ac_16.wav $Name: Opps 1 $Team: -1 $MessageNew: XSTR("Command, I'm picking up an incoming jump signature! The Sathanas is entering the system!", 1486) $end_multi_text +AVI Name: Head-VC +Wave Name: sm2-10_re_13.wav $Name: Oops 2 $Team: -1 $MessageNew: XSTR("That's impossible! Request immediate status update!", 1487) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm2-10_ac_17.wav $Name: Oops 3 $Team: -1 $MessageNew: XSTR("The jump node between Gamma Draconis and the nebula has stabilized. Our destruction of the Knossos had no effect.", 1488) $end_multi_text +Persona: Wingman 7 +AVI Name: Head-VP2 +Wave Name: sm2-10_a2_03.wav $Name: Oops 4 $Team: -1 $MessageNew: XSTR("All units, return to base! We're pulling you out! Get out of there, pilots!", 1489) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm2-10_ac_18.wav $Name: T1 In System $Team: -1 $MessageNew: XSTR("Lambda 1 here. We have entered the field of engagement.", 1490) $end_multi_text +AVI Name: Head-CM4 +Wave Name: sm2-10_l1_03.wav $Name: T2 In system $Team: -1 $MessageNew: XSTR("This is Lambda 2. We're in, Command. Setting course for the detonation site.", 1491) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm2-10_l2_03.wav $Name: T3 In System $Team: -1 $MessageNew: XSTR("This is Lambda 3 on the scene. Proceeding to the drop point.", 1492) $end_multi_text +AVI Name: Head-CM3 +Wave Name: sm2-10_l3_03.wav $Name: RTB Fail $Team: -1 $MessageNew: XSTR("All probability for success has been nullified. Return to base, pilot. 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$Starbitmap: dneb15 +Angles: 3.961894 1.570795 0.506145 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 #Asteroid Fields #Music $Event Music: 1: Genesis $Briefing Music: Brief4 #End #Mission Info $Version: 0.10 $Name: XSTR("Bearbaiting", 1494) $Author: James Agay $Created: 08/13/99 at 10:40:35 $Modified: 10/08/99 at 11:59:47 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("Alpha wing of the 203rd must destroy the forward beam cannons of the Sathanas before it reaches the Capella jump node in Gamma Draconis", 1495) $end_multi_text +Game Type Flags: 1 +Flags: 0 +Red Alert: 0 +Scramble: 1 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -1031.950195, 21313.937500, -17678.541016 +Viewer orient: 0.999967, -0.000001, -0.008161, 0.007194, 0.472382, 0.881365, 0.003854, -0.881394, 0.472366 +SquadReassignName: 203rd Scorpions +SquadReassignLogo: vasudan1.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("The $h Sathanas decimated our fleet at the Capella node. Your bomber wing will be scrambled to destroy the Juggernaut's forward beam turrets before it reaches Capella. You must destroy at least two turrets to give the $h Colossus a fighting chance. You will be armed with the new long-range Trebuchet missile and the Helios torpedo, the $f GTVA's most powerful tactical warhead.", 1496) $end_multi_text $voice: SM301_MB_01.wav $camera_pos: -4850.209961, 25749.529297, -20032.982422 $camera_orient: 0.999979, -0.000001, 0.006446, -0.004171, 0.762287, 0.647226, -0.004915, -0.647240, 0.762271 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 33 $team: Friendly $class: GTF Ulysses $pos: -14395.752930, 430.993561, 10304.724609 $label: Capella +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Hostile $class: SJ Sathanas $pos: 2294.574707, 539.331177, 10559.810547 $label: Sathanas +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 9 $Formula: ( and ( is-goal-true-delay "Gun 1" 0 ) ( is-event-true-delay "RTB Trigger" 0 ) ( is-goal-true-delay "Gun 2" 0 ) ( is-goal-true-delay "Gun 3" 0 ) ( is-goal-true-delay "Gun 4" 0 ) ) $Multi text XSTR("Your wing destroyed the Juggernaut's forward beam cannons. The tactical significance of this achievement cannot be over-emphasized. Initial reports from Capella are favorable, though the battle is far from over. You will be scrambled immediately to assist the Colossus. ", 1497) $end_multi_text $Voice: SM301_DB_01.wav $Recommendation text: XSTR("Your performance was outstanding.", 1498) $end_multi_text $Formula: ( and ( is-event-true-delay "3 of 4 down" 0 ) ( is-event-true-delay "RTB Trigger" 0 ) ( is-event-false-delay "4 of 4 down" 0 ) ) $Multi text XSTR("Your wing destroyed three of the Juggernaut's forward beam cannons. Under these circumstances, your performance is superb. Initial reports from Capella are favorable, though the battle is far from over. You will be scrambled immediately to assist the Colossus.", 1499) $end_multi_text $Voice: SM301_DB_02.wav $Recommendation text: XSTR("Your performance was excellent.", 1500) $end_multi_text $Formula: ( and ( is-event-true-delay "2 of 4 down" 0 ) ( is-event-true-delay "RTB Trigger" 0 ) ( is-event-false-delay "3 of 4 down" 0 ) ) $Multi text XSTR("Your wing destroyed two of the Juggernaut's forward beam cannons. Under these circumstances, your performance is adequate. Initial reports from Capella are favorable, though the battle is far from over. You will be scrambled immediately to assist the Colossus.", 1501) $end_multi_text $Voice: SM301_DB_03.wav $Recommendation text: XSTR("You have performed well. The Helios is best used as a dive bomb. Because it travels at a low velocity, always launch it while moving at top speed.", 1502) $end_multi_text $Formula: ( and ( is-event-true-delay "1 of 4 down" 0 ) ( is-event-true-delay "RTB Trigger" 0 ) ( is-event-false-delay "2 of 4 down" 0 ) ) $Multi text XSTR("You destroyed only one of the Juggernaut's forward beam cannons, pilot. You faced overwhelming odds, but they were not insurmountable. The Sathanas poses a dire threat, not only to the Colossus but to all systems of the GTVA. We are on the threshold of a second Shivan invasion, and we have limited resources to wage this war. ", 1503) $end_multi_text $Voice: SM301_DB_04.wav $Recommendation text: XSTR("The Helios is best used as a dive bomb. Because it travels at a low velocity, always launch it while moving at top speed.", 1504) $end_multi_text $Formula: ( and ( is-event-false-delay "1 of 4 down" 0 ) ( is-event-true-delay "RTB Trigger" 0 ) ) $Multi text XSTR("You failed to destroy any of the Juggernaut's forward beam cannons, pilot. You faced overwhelming odds, but they were not insurmountable. The Sathanas poses a dire threat, not only to the Colossus but to all systems of the GTVA. We are on the threshold of a second Shivan invasion, and we have limited resources to wage this war.", 1505) $end_multi_text $Voice: SM301_DB_05.wav $Recommendation text: XSTR("The Helios is best used as a dive bomb. Because it travels at a low velocity, always launch it while moving at top speed.", 1504) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Beleth" ) ( is-event-true-delay "1 of 4 down" 0 ) ) $Multi text XSTR("You also helped to eliminate the Beleth. Consequently, our remaining forces in Gamma Draconis are on the verge of securing the system. ", 1506) $end_multi_text $Voice: SM301_DB_06.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Thebes" ) ( is-event-true-delay "RTB Trigger" 0 ) ) $Multi text XSTR("The destroyer Thebes, however, did not survive the engagement. Our sacrifice in this battle is immeasurable. ", 1507) $end_multi_text $Voice: SM301_DB_08.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( is-event-false-delay "RTB Trigger" 0 ) $Multi text XSTR("A Vasudan never leaves the field of battle without authorization from a superior officer. Your cowardice jeopardized the lives of our brothers and sisters. You are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance. You will be taken into custody and handed over to the Terran 3rd Battle Group authority, where you will face a court martial. You are a disgrace to your species, Terran.", 1318) $end_multi_text $Voice: 8_vjoe.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( has-departed-delay 0 "Beleth" ) $Multi text XSTR("Regrettably, you were unable to stop the Beleth. However, neutralizing the Sathanas must remain our highest priority. ", 1508) $end_multi_text $Voice: SM301_DB_07.wav $Recommendation text: XSTR("Disabling the engines of the Beleth would keep it in system.", 1509) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Pegasus" 5 "GTF Perseus" 5 "GVF Tauret" 5 "GVB Osiris" 5 "GVB Bakha" 5 ) +Weaponry Pool: ( "Mekhu HL-7" 112 "Akheton SDG" 24 "Circe" 100 "Harpoon" 144 "Trebuchet" 504 "Stiletto II" 500 "Cyclops" 100 "Helios" 136 ) #Objects ;! 34 total $Name: Alpha 1 ;! Object #0 $Class: GVB Bakha $Team: Friendly $Location: -5610.100098, 0.000000, -1820.800049 $Orientation: -0.931615, 0.000000, -0.363446, -0.026409, 0.997357, 0.067694, 0.362485, 0.072663, -0.929153 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Akheton SDG" ) +Secondary Banks: ( "Trebuchet" "Helios" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GVB Bakha $Team: Friendly $Location: -5650.085449, 0.000057, -1610.185669 $Orientation: -0.933479, 0.000000, -0.358633, -0.025341, 0.997500, 0.065960, 0.357736, 0.070661, -0.931146 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Akheton SDG" ) +Secondary Banks: ( "Trebuchet" "Helios" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 +Persona Index: 5 $Name: Alpha 3 ;! Object #2 $Class: GVB Bakha $Team: Friendly $Location: -5870.591797, 0.000148, -1842.576050 $Orientation: -0.918919, 0.000000, -0.394447, -0.028362, 0.997412, 0.066074, 0.393426, 0.071904, -0.916540 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Akheton SDG" ) +Secondary Banks: ( "Trebuchet" "Helios" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 $Name: Alpha 4 ;! Object #3 $Class: GVB Bakha $Team: Friendly $Location: -5980.928711, 0.000094, -1557.268188 $Orientation: -0.919483, 0.000000, -0.393131, -0.027163, 0.997610, 0.063531, 0.392191, 0.069094, -0.917285 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Akheton SDG" ) +Secondary Banks: ( "Trebuchet" "Helios" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 $Name: Sathanas ;! Object #4 $Class: SJ Sathanas $Team: Hostile $Location: -2919.606201, 539.329834, -8717.305664 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Jump Node" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 +Subsystem: turret27 +Subsystem: turret28 +Subsystem: turret29 +Subsystem: turret30 +Subsystem: turret31 +Subsystem: turret32 +Subsystem: turret33 +Subsystem: turret34 +Subsystem: turret35 +Subsystem: turret36 +Subsystem: turret37 +Subsystem: turret38 +Subsystem: turret39 +Subsystem: turret40 +Subsystem: turret41 +Subsystem: turret42 +Subsystem: turret43 +Subsystem: turret44 +Subsystem: turret45 +Subsystem: turret46 +Primary Banks: ( "SAAA" ) +Subsystem: turret47 +Subsystem: turret48 +Subsystem: turret49 +Subsystem: turret50 +Subsystem: turret51 +Subsystem: turret52 +Subsystem: turret53 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Jump Node:1" "Sathanas" ) 3500 ) $Determination: 10 +Flags: ( "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 8 +Group: 0 +Score: 10000 $Name: Virgo 1 ;! Object #5 $Class: SF Mara $Team: Hostile $Location: 3109.028320, 0.004313, -7079.605469 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 2 ;! Object #6 $Class: SF Mara $Team: Hostile $Location: 3380.425781, 0.004313, -7047.882813 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 3 ;! Object #7 $Class: SF Mara $Team: Hostile $Location: 2666.240723, 0.004245, -8137.929199 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 4 ;! Object #8 $Class: SF Mara $Team: Hostile $Location: 3306.267090, 0.004310, -8056.800293 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 1 ;! Object #9 $Class: SF Basilisk $Team: Hostile $Location: 3926.660156, 0.000267, -4175.704590 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Scorpio 2 ;! Object #10 $Class: SF Basilisk $Team: Hostile $Location: 4444.257813, 0.000488, -3833.706543 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Beta 1 ;! Object #11 $Class: GVF Serapis $Team: Friendly $Location: -5701.846680, 0.000587, -1271.030151 $Orientation: -0.936747, 0.000000, -0.350008, -0.023693, 0.997706, 0.063411, 0.349205, 0.067692, -0.934598 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Mekhu HL-7" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Beta 2 ;! Object #12 $Class: GVF Serapis $Team: Friendly $Location: -5783.846680, 0.000743, -1153.477661 $Orientation: -0.935194, 0.000000, -0.354136, -0.023562, 0.997784, 0.062223, 0.353351, 0.066535, -0.933122 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Mekhu HL-7" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Beta 3 ;! Object #13 $Class: GVF Serapis $Team: Friendly $Location: -5880.080078, 0.000860, -1294.791626 $Orientation: -0.928844, 0.000000, -0.370470, -0.024947, 0.997730, 0.062546, 0.369629, 0.067338, -0.926736 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Mekhu HL-7" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Beta 4 ;! Object #14 $Class: GVF Serapis $Team: Friendly $Location: -6001.021973, 0.000575, -1156.463989 $Orientation: -0.926046, 0.000000, -0.377410, -0.024876, 0.997825, 0.061039, 0.376589, 0.065913, -0.924033 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Mekhu HL-7" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Gamma 1 ;! Object #15 $Class: GVB Bakha $Team: Friendly $Location: -8970.893555, 0.004738, -2268.777832 $Orientation: 0.808028, 0.000000, -0.589145, 0.000000, 1.000000, 0.000000, 0.589145, 0.000000, 0.808028 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Akheton SDG" ) +Secondary Banks: ( "Trebuchet" "Helios" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 +Persona Index: 6 $Name: Gamma 2 ;! Object #16 $Class: GVB Bakha $Team: Friendly $Location: -9178.824219, 0.004653, -2244.358154 $Orientation: 0.808028, 0.000000, -0.589145, 0.000000, 1.000000, 0.000000, 0.589145, 0.000000, 0.808028 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Akheton SDG" ) +Secondary Banks: ( "Trebuchet" "Helios" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 $Name: Gamma 3 ;! Object #17 $Class: GVB Bakha $Team: Friendly $Location: -9135.091797, 0.004936, -2691.270508 $Orientation: 0.808028, 0.000000, -0.589145, 0.000000, 1.000000, 0.000000, 0.589145, 0.000000, 0.808028 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Akheton SDG" ) +Secondary Banks: ( "Trebuchet" "Helios" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 $Name: Gamma 4 ;! Object #18 $Class: GVB Bakha $Team: Friendly $Location: -9484.821289, 0.004668, -2444.529541 $Orientation: 0.808028, 0.000000, -0.589145, 0.000000, 1.000000, 0.000000, 0.589145, 0.000000, 0.808028 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Akheton SDG" ) +Secondary Banks: ( "Trebuchet" "Helios" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 $Name: Phoenicia ;! Object #19 $Class: GTD Hecate $Team: Friendly $Location: -1201.324219, 1309.968506, 559.540894 $Orientation: -0.870473, -0.385370, 0.306216, -0.421681, 0.904752, -0.060081, -0.253896, -0.181424, -0.950065 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 3" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 +Subsystem: turret27 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( < ( hits-left "Phoenicia" ) 4 ) $Determination: 10 +Flags: ( "cargo-known" "beam-protect-ship" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 5 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 $Name: Delta 1 ;! Object #20 $Class: GVB Bakha $Team: Friendly $Location: -5119.912598, 0.000387, -1580.722656 $Orientation: -0.955612, 0.000000, -0.294628, -0.021222, 0.997402, 0.068833, 0.293863, 0.072030, -0.953130 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Akheton SDG" ) +Secondary Banks: ( "Trebuchet" "Helios" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 +Persona Index: 6 $Name: Delta 2 ;! Object #21 $Class: GVB Bakha $Team: Friendly $Location: -5435.170898, 0.000210, -1534.533081 $Orientation: -0.943793, 0.000000, -0.330537, -0.023365, 0.997498, 0.066716, 0.329710, 0.070689, -0.941432 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Akheton SDG" ) +Secondary Banks: ( "Trebuchet" "Helios" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Delta 3 ;! Object #22 $Class: GVB Bakha $Team: Friendly $Location: -5155.847168, 0.000172, -1449.640991 $Orientation: -0.955778, 0.000000, -0.294090, -0.020807, 0.997494, 0.067621, 0.293353, 0.070750, -0.953383 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Akheton SDG" ) +Secondary Banks: ( "Trebuchet" "Helios" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Delta 4 ;! Object #23 $Class: GVB Bakha $Team: Friendly $Location: -5506.413574, 0.000305, -1401.742310 $Orientation: -0.942794, 0.000000, -0.333375, -0.023116, 0.997593, 0.065372, 0.332573, 0.069339, -0.940525 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Akheton SDG" ) +Secondary Banks: ( "Trebuchet" "Helios" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Thebes ;! Object #24 $Class: GVCv Sobek $Team: Friendly $Location: -522.025330, 639.972107, -1012.262817 $Orientation: -0.931779, 0.228279, 0.282270, 0.060956, 0.864891, -0.498244, -0.357872, -0.447047, -0.819803 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Beleth" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 $Arrival Location: Hyperspace $Arrival Cue: ( has-departed-delay 22 "Sathanas" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 3 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 $Name: Beleth ;! Object #25 $Class: SD Demon $Team: Hostile $Location: -5273.566406, -0.000913, -9684.820313 $Orientation: 0.980157, 0.000000, -0.198221, 0.000000, 1.000000, 0.000000, 0.198221, 0.000000, 0.980157 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Jump Node" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-base +Subsystem: turret02-base +Subsystem: turret03a-base +Subsystem: turret04-base +Subsystem: turret05-base +Subsystem: turret06a-base +Subsystem: turret07a-base +Subsystem: turret08-base +Subsystem: turret09-base +Subsystem: turret10-base +Subsystem: turret11-base +Subsystem: turret12-base +Subsystem: turret13-base +Subsystem: turret14-base +Subsystem: turret15-base +Subsystem: turret16-base +Subsystem: turret17-base +Subsystem: turret18-base +Subsystem: turret19-base +Subsystem: turret20-base +Subsystem: turret21-base +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 22 "Thebes" ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Beleth" "Jump Node:1" ) 1400 ) $Determination: 10 +Flags: ( "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 1 +Hotkey: 7 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 5000 $Name: Gemini 1 ;! Object #26 $Class: SF Aeshma $Team: Hostile $Location: -5148.368652, 0.000063, -11524.406250 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 3 ;! Object #27 $Class: SF Aeshma $Team: Hostile $Location: -5211.424316, 0.000052, -11595.919922 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 4 ;! Object #28 $Class: SF Aeshma $Team: Hostile $Location: -5173.442871, 0.000081, -11686.643555 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 2 ;! Object #29 $Class: SF Aeshma $Team: Hostile $Location: -5086.792969, 0.000055, -11613.954102 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Epsilon 1 ;! Object #30 $Class: GVF Tauret $Team: Friendly $Location: -5312.459473, 0.000008, -10103.748047 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 $Name: Epsilon 2 ;! Object #31 $Class: GVF Tauret $Team: Friendly $Location: -5474.933594, -0.000054, -10270.874023 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 $Name: Epsilon 3 ;! Object #32 $Class: GVF Tauret $Team: Friendly $Location: -5362.300293, 0.000060, -10563.112305 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 $Name: Epsilon 4 ;! Object #33 $Class: GVF Tauret $Team: Friendly $Location: -5520.940430, 0.000000, -10817.865234 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 #Wings ;! 8 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) $AI Goals: ( goals ( ai-destroy-subsystem "Sathanas" "turret01" 50 ) ( ai-destroy-subsystem "Sathanas" "turret02" 33 ) ( ai-destroy-subsystem "Sathanas" "turret03" 22 ) ( ai-destroy-subsystem "Sathanas" "turret04" 11 ) ) +Hotkey: 0 +Flags:( ) $Name: Scorpio $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Scorpio 1 $Arrival Location: Near Ship +Arrival Distance: 1500 $Arrival Anchor: Alpha 1 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Scorpio 1" "Scorpio 2" ) $AI Goals: ( goals ( ai-guard "Sathanas" 50 ) ) +Flags:( ) +Wave Delay Min: 23 +Wave Delay Max: 43 $Name: Virgo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Near Ship +Arrival Distance: 3113 $Arrival Anchor: Alpha 1 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Virgo 1" "Virgo 2" "Virgo 3" "Virgo 4" ) $AI Goals: ( goals ( ai-guard "Sathanas" 50 ) ) +Flags:( ) +Wave Delay Min: 12 +Wave Delay Max: 31 $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) $AI Goals: ( goals ( ai-guard-wing "Alpha" 50 ) ) +Hotkey: 1 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Near Ship +Arrival Distance: 1436 $Arrival Anchor: Alpha 1 $Arrival Cue: ( has-departed-delay 17 "Sathanas" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) $AI Goals: ( goals ( ai-destroy-subsystem "Beleth" "turret03a-base" 50 ) ( ai-destroy-subsystem "Beleth" "turret02-base" 33 ) ( ai-destroy-subsystem "Beleth" "turret01-base" 22 ) ( ai-guard "Alpha 1" 11 ) ) +Hotkey: 2 +Flags:( ) $Name: Delta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Delta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Delta 1" "Delta 2" "Delta 3" "Delta 4" ) $AI Goals: ( goals ( ai-destroy-subsystem "Sathanas" "turret03" 22 ) ( ai-destroy-subsystem "Sathanas" "turret04" 13 ) ( ai-chase-any 12 ) ) +Flags:( ) $Name: Gemini $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Gemini 1 $Arrival Location: Near Ship +Arrival Distance: 2218 $Arrival Anchor: Alpha 1 $Arrival Cue: ( has-arrived-delay 3 "Beleth" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gemini 1" "Gemini 2" "Gemini 3" "Gemini 4" ) +Flags:( ) +Wave Delay Min: 12 +Wave Delay Max: 23 $Name: Epsilon $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Epsilon 1 $Arrival Location: Near Ship +Arrival Distance: 1569 $Arrival Anchor: Alpha 1 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Epsilon 1" "Epsilon 2" "Epsilon 3" "Epsilon 4" ) $AI Goals: ( goals ( ai-guard "Alpha 1" 50 ) ) +Flags:( "reinforcement" ) #Events ;! 49 total $Formula: ( when ( has-time-elapsed 4 ) ( beam-free-all "Phoenicia" ) ( send-message-list "#Command" "High" "COM- INTRO" 0 "Phoenicia" "High" "HEC- Intro" 6750 "#Command" "High" "COM- Intro 2" 9250 "#Command" "High" "COM- Intro 2a" 5950 "Alpha 2" "High" "A2- INtro" 3890 "#Command" "High" "COM- INTRO 3" 5600 "Alpha 2" "High" "A2- Intro 4" 5500 "Delta 1" "High" "D1- Intro" 6500 ) ( validate-goal "Gun 1" ) ( validate-goal "Gun 2" ) ( validate-goal "Gun 3" ) ( validate-goal "Gun 4" ) ( validate-goal "LR Flak" ) ( validate-goal "Bonus" ) ) +Name: Armed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( beam-free-all "Sathanas" ) ) +Name: Armed 2 +Repeat Count: 1 +Interval: 1 +Chained: 23 $Formula: ( when ( or ( and ( is-subsystem-destroyed-delay "Sathanas" "turret01" 0 ) ( not ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) ) ( not ( is-subsystem-destroyed-delay "Sathanas" "turret03" 0 ) ) ( not ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) ) ) ( and ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) ( not ( is-subsystem-destroyed-delay "Sathanas" "turret01" 0 ) ) ( not ( is-subsystem-destroyed-delay "Sathanas" "turret03" 0 ) ) ( not ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) ) ) ( and ( is-subsystem-destroyed-delay "Sathanas" "turret03" 0 ) ( not ( is-subsystem-destroyed-delay "Sathanas" "turret01" 0 ) ) ( not ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) ) ( not ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) ) ) ( and ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) ( not ( is-subsystem-destroyed-delay "Sathanas" "turret01" 0 ) ) ( not ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) ) ( not ( is-subsystem-destroyed-delay "Sathanas" "turret03" 0 ) ) ) ) ( send-message "#Command" "High" "First one down" ) ) +Name: 1 of 4 down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( and ( is-subsystem-destroyed-delay "Sathanas" "turret01" 0 ) ( not ( is-subsystem-destroyed-delay "Sathanas" "turret03" 0 ) ) ( not ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) ) ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) ) ( and ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) ( not ( is-subsystem-destroyed-delay "Sathanas" "turret01" 0 ) ) ( not ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) ) ( is-subsystem-destroyed-delay "Sathanas" "turret03" 0 ) ) ( and ( is-subsystem-destroyed-delay "Sathanas" "turret03" 0 ) ( not ( is-subsystem-destroyed-delay "Sathanas" "turret01" 0 ) ) ( not ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) ) ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) ) ( and ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) ( not ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) ) ( not ( is-subsystem-destroyed-delay "Sathanas" "turret03" 0 ) ) ( is-subsystem-destroyed-delay "Sathanas" "turret01" 0 ) ) ( and ( is-subsystem-destroyed-delay "Sathanas" "turret01" 0 ) ( not ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) ) ( not ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) ) ( is-subsystem-destroyed-delay "Sathanas" "turret03" 0 ) ) ( and ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) ( not ( is-subsystem-destroyed-delay "Sathanas" "turret01" 0 ) ) ( not ( is-subsystem-destroyed-delay "Sathanas" "turret03" 0 ) ) ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) ) ( and ( is-subsystem-destroyed-delay "Sathanas" "turret03" 0 ) ( not ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) ) ( not ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) ) ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) ) ) ( send-message "#Command" "High" "2 of 4" ) ) +Name: 2 of 4 down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( and ( not ( is-subsystem-destroyed-delay "Sathanas" "turret01" 0 ) ) ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret03" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) ) ( and ( not ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) ) ( is-subsystem-destroyed-delay "Sathanas" "turret01" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret03" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) ) ( and ( not ( is-subsystem-destroyed-delay "Sathanas" "turret03" 0 ) ) ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret01" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) ) ( and ( not ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) ) ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret03" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret01" 0 ) ) ) ( send-message "#Command" "High" "3 of 4" ) ) +Name: 3 of 4 down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-subsystem-destroyed-delay "Sathanas" "turret01" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret03" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) ) ( send-message "#Command" "High" "4 of 4" ) ) +Name: 4 of 4 down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-goal-true-delay "Bonus" 0 ) ( send-message "#Command" "High" "Bonus" ) ) +Name: Bonus +Repeat Count: 1 +Interval: 1 $Formula: ( when ( false ) ( send-message "#Command" "High" "des dies" ) ) +Name: des dies +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Phoenicia" ) 30 ) ( send-message "Phoenicia" "Normal" "HEC Bye" ) ) +Name: des bug +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Delta" ) ( send-message "#Command" "High" "Delta Wing Down" ) ) +Name: Beta Wing down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 29 ) ( add-goal "Delta" ( ai-destroy-subsystem "Sathanas" "turret49" 89 ) ) ( add-goal "Delta" ( ai-destroy-subsystem "Sathanas" "turret50" 77 ) ) ( good-secondary-time "Friendly" 100 "Trebuchet" "Sathanas" ) ) +Name: New Delta target +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 3 "Beleth" ) ( add-goal "Thebes" ( ai-waypoints "Waypoint path 2" 89 ) ) ) +Name: Patrol +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 4 "Thebes" ) ( send-message-list "Thebes" "High" "XXX-Hello" 0 "#Command" "High" "COM- deb 1" 5100 "#Command" "High" "COM deb 2" 10100 ) ) +Name: Plot +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( or ( and ( is-subsystem-destroyed-delay "Sathanas" "turret01" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) ) ( and ( is-subsystem-destroyed-delay 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they are" ) ( validate-goal "XXX Beam 1" ) ( validate-goal "XXX Beam 2" ) ( validate-goal "XXX Beam 3" ) ( validate-goal "Destroy the Beleth" ) ) +Name: Demon arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( not ( is-destroyed-delay 0 "Alpha 2" ) ) ( send-message "Alpha 2" "High" "A2- if alive" ) ) +Name: A2 if still alive +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( and ( is-subsystem-destroyed-delay "Sathanas" "turret49" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret50" 0 ) ) ( good-secondary-time "Friendly" 100 "Helios" "Sathanas" ) ) +Name: Bomb time +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Sathanas" ) ( good-secondary-time "Friendly" 100 "Helios" "Beleth" ) ) +Name: Bomb time 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 0 "Beleth" ) ( or ( not ( is-destroyed-delay 0 "Gemini" ) ) ( not ( is-destroyed-delay 0 "Virgo" ) ) ( not ( is-destroyed-delay 0 "Scorpio" ) ) ) ) ( send-message "#Command" "High" "COM V Mop" ) ) +Name: Victory with mop +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Virgo" "Gemini" "Scorpio" ) ( send-message "#Command" "High" "COM- Good work" ) ) +Name: Follow up +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( is-destroyed-delay 0 "Gemini" ) ( do-nothing ) ) +Name: Destroy Gemini +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Gemini", 16) $Formula: ( when ( and ( is-subsystem-destroyed-delay "Sathanas" "turret01" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret03" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) ) ( do-nothing ) ) +Name: Destroy Beams +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Beam Turrets", 1510) $Formula: ( when ( and ( is-subsystem-destroyed-delay "Sathanas" "turret49" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret50" 0 ) ) ( send-message "#Command" "High" "COM- F Flak war" ) ) +Name: Destroy F Flak +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy forward flak guns", 1511) $Formula: ( when ( is-destroyed-delay 0 "Scorpio" ) ( do-nothing ) ) +Name: Destroy Scorpio +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Scorpio", 61) $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Destroy Virgo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( and ( not ( is-event-true-delay "Victory with mop" 0 ) ) ( is-destroyed-delay 0 "Beleth" "Gemini" "Virgo" "Scorpio" ) ) ( send-message "#Command" "High" "COM V No Mop" ) ) +Name: Victory no mop +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( is-event-true-delay "Victory no mop" 2 ) ( is-event-true-delay "Follow up" 1 ) ( is-event-true-delay "You are a failue" 2 ) ( is-event-true-delay "JUG Depart poor" 0 ) ) ( send-message "#Command" "High" "RTB" ) ) +Name: RTB Trigger +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: RTB +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( or ( and ( is-subsystem-destroyed-delay "Beleth" "turret01-base" 0 ) ( is-subsystem-destroyed-delay "Beleth" "turret02-base" 0 ) ( is-subsystem-destroyed-delay "Beleth" "turret03a-base" 0 ) ) ( is-destroyed-delay 0 "Beleth" ) ) ( do-nothing ) ) +Name: Destroy Beams +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy beam turrets", 1512) $Formula: ( when ( has-time-elapsed 6 ) ( beam-unprotect-ship "Phoenicia" ) ) +Name: Un Pro +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( is-subsystem-destroyed-delay "Beleth" "turret01-base" 0 ) ( is-subsystem-destroyed-delay "Beleth" "turret02-base" 0 ) ( is-subsystem-destroyed-delay "Beleth" "turret03a-base" 0 ) ) ( send-message "#Command" "High" "COM 1 of 3" ) ) +Name: 1 of 3 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( and ( is-subsystem-destroyed-delay "Beleth" "turret01-base" 0 ) ( is-subsystem-destroyed-delay 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do-nothing ) ) +Name: Flak 49 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-subsystem-destroyed-delay "Sathanas" "turret50" 0 ) ( do-nothing ) ) +Name: Flak 50 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-subsystem-destroyed-delay "Sathanas" "turret48" 0 ) ( do-nothing ) ) +Name: Beam 48 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-event-true-delay "2 of 4 down" 0 ) ( is-event-true-delay "RTB Trigger" 0 ) ) ( do-nothing ) ) +Name: May Continue +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Beleth" ) ( beam-free-all "Beleth" ) ) +Name: Weaps 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Thebes" ) ( beam-free-all "Thebes" ) ) +Name: Weaps 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( < ( distance "Jump Node:1" "Sathanas" ) 3650 ) ( not ( skill-level-at-least "Medium" ) ) ( < ( distance "Jump Node:1" "Alpha 1" ) 1400 ) ) ( ship-invulnerable "Alpha 1" ) ) +Name: Invunerable +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( ship-vulnerable "Alpha 1" ) ) +Name: Invun 2 +Repeat Count: 1 +Interval: 1 +Chained: 15 $Formula: ( when ( < ( distance "Jump Node:1" "Sathanas" ) 3800 ) ( send-message "#Command" "High" "COM WARNING" ) ) +Name: WARNING +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Phoenicia" ) 16 ) ( add-goal "Phoenicia" ( ai-waypoints-once "Waypoint path 3" 89 ) ) ) +Name: Dodge +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-departed-delay 3 "Sathanas" ) ( is-event-false-delay "Jugg departs good" 0 ) ) ( send-message "#Command" "High" "COM- NoTurrets" ) ( ship-vulnerable "Alpha 1" ) ) +Name: JUG Depart poor +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Beleth" ) ( send-message "#Command" "High" "COM- Failure" ) ) +Name: You are a failue +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-subsystem-destroyed-delay "Sathanas" "turret01" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret03" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) ) ( do-nothing ) ) +Name: All beams dead +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-false-delay "All beams dead" 0 ) ( do-nothing ) ) +Name: All beams live +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Beleth" "Jump Node:1" ) 1550 ) ( send-message "#Command" "High" "COM- Beleth escape" ) ) +Name: Escape +Repeat Count: 1 +Interval: 1 #Goals ;! 10 total $Type: Primary +Name: Gun 1 $MessageNew: XSTR("Neutralize Sathanas forward beam cannon 1", 1513) $end_multi_text $Formula: ( is-subsystem-destroyed-delay "Sathanas" "turret01" 0 ) $Type: Primary +Name: Gun 2 $MessageNew: XSTR("Neutralize Sathanas forward beam cannon 2", 1514) $end_multi_text $Formula: ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) $Type: Primary +Name: Gun 3 $MessageNew: XSTR("Neutralize Sathanas forward beam cannon 3", 1515) $end_multi_text $Formula: ( is-subsystem-destroyed-delay "Sathanas" "turret03" 0 ) $Type: Primary +Name: Gun 4 $MessageNew: XSTR("Neutralize Sathanas forward beam cannon 4", 1516) $end_multi_text $Formula: ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) $Type: Bonus +Name: Bonus $MessageNew: XSTR("Destroy Sathanas rear beam cannon", 1517) $end_multi_text $Formula: ( is-subsystem-destroyed-delay "Sathanas" "turret51" 0 ) +Invalid $Type: Secondary +Name: LR Flak $MessageNew: XSTR("Destroy Sathanas forward flak batteries", 1518) $end_multi_text $Formula: ( and ( is-subsystem-destroyed-delay "Sathanas" "turret50" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret49" 0 ) ) $Type: Secondary +Name: XXX Beam 1 $MessageNew: XSTR("Destroy Beleth primary beam turret 1", 1519) $end_multi_text $Formula: ( is-subsystem-destroyed-delay "Beleth" "turret01-base" 0 ) +Invalid $Type: Secondary +Name: XXX Beam 2 $MessageNew: XSTR("Destroy Beleth primary beam turret 2", 1520) $end_multi_text $Formula: ( is-subsystem-destroyed-delay "Beleth" "turret02-base" 0 ) +Invalid $Type: Secondary +Name: XXX Beam 3 $MessageNew: XSTR("Destroy Beleth primary beam turret 2", 1520) $end_multi_text $Formula: ( is-subsystem-destroyed-delay "Beleth" "turret03a-base" 0 ) +Invalid $Type: Primary +Name: Destroy the Beleth $MessageNew: XSTR("Destroy the Beleth", 1521) $end_multi_text $Formula: ( is-destroyed-delay 0 "Beleth" ) +Invalid #Waypoints ;! 3 lists total $Jump Node: -2319.147461, 0.000293, 157.318573 $Jump Node Name: Capella $Name: Jump Node $List: ( ;! 1 points in list ( -2350.842041, 0.000597, 197.803833 ) ) $Name: Waypoint path 2 $List: ( ;! 2 points in list ( -4488.315430, 0.000048, -1003.376404 ) ( -1962.454590, 0.000044, -566.910522 ) ) $Name: Waypoint path 3 $List: ( ;! 1 points in list ( 4368.306152, 0.000144, -10184.407227 ) ) #Messages ;! 243 total $Name: HEC Bye $Team: -1 $MessageNew: XSTR("This is the Phoenicia. We've got a hull breach on twelve decks. 25% of our crew is down! Authorization or not, we're getting out of here, Command!", 1522) $end_multi_text +AVI Name: Head-CM5 +Wave Name: sm3-01_ph_01.wav $Name: First one down $Team: -1 $MessageNew: XSTR("Good. One down and three to go. Keep it up, pilot, and keep moving.", 1523) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_01.wav $Name: 2 of 4 $Team: -1 $MessageNew: XSTR("You're halfway there, Alpha. Don't give up!", 1524) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_02.wav $Name: 3 of 4 $Team: -1 $MessageNew: XSTR("One more turret to disable!", 1525) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_03.wav $Name: 4 of 4 $Team: -1 $MessageNew: XSTR("Excellent. Continue with your attack, pilot. The more turrets we eliminate, the better our chances. Your work is done, so do not put yourself at unnecessary risk.", 1526) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_04.wav $Name: Bonus $Team: -1 $MessageNew: XSTR("Impressive work, Alpha 1. The odds for the Colossus have improved dramatically.", 1527) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_05.wav $Name: des dies $Team: -1 $MessageNew: XSTR("We have lost the Phoenicia! Repeat! We have lost the Phoenicia!", 1528) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_06.wav $Name: Delta Wing Down $Team: -1 $MessageNew: XSTR("The Shivans wiped out Delta wing. It's all up to you, Alpha.", 1529) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_07.wav $Name: HEC- Intro $Team: -1 $MessageNew: XSTR("--Command, I will not jeopardize the lives of my crew! Either you deploy more ships now, or we will withdraw! We cannot hold this position without additional fleet assets!", 1530) $end_multi_text +AVI Name: Head-CM5 +Wave Name: sm3-01_ph_02.wav $Name: COM- INTRO $Team: -1 $MessageNew: XSTR("Alpha wing, your mission is to assist the Phoenicia. We must hold this node against the Shivan advance. Your objective--", 1531) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_08.wav $Name: COM- Intro 2 $Team: -1 $MessageNew: XSTR("Alpha, your objective is to destroy the juggernaut's forward beam cannons. Target the tip of each of the four arms of the Sathanas. ", 1532) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_09.wav $Name: A2- INtro $Team: -1 $MessageNew: XSTR("You must order the Phoenicia to withdraw, Command. The destroyer will not survive this engagement.", 1533) $end_multi_text +Persona: Wingman 6 +AVI Name: Head-VP1 +Wave Name: sm3-01_a2_01.wav $Name: COM- INTRO 3 $Team: -1 $MessageNew: XSTR("Neither will the Colossus if you fail your mission! You have your orders! Do it now!", 1534) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_10.wav $Name: A2- Intro 4 $Team: -1 $MessageNew: XSTR("Delta wing, disable the forward flak guns or we'll be ripped to shreds. Alpha, focus on the main cannons.", 1535) $end_multi_text +Persona: Wingman 6 +AVI Name: Head-VP1 +Wave Name: sm3-01_a2_02.wav $Name: D1- Intro $Team: -1 $MessageNew: XSTR("Acknowledged. Targeting flak guns now.", 1536) $end_multi_text +Persona: Wingman 7 +AVI Name: Head-VP2 +Wave Name: sm3-01_d1_01.wav $Name: COM- WD1 $Team: -1 $MessageNew: XSTR("Well done, Alpha. The Thebes will be in system momentarily to secure the node. Rearm and repair quickly. More enemy warships are inbound. Gamma wing deployed.", 1537) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_11.wav $Name: COM-WD2 $Team: -1 $MessageNew: XSTR("The Shivans will attempt to consolidate their gains in Gamma Draconis. We must hold them off at all costs. Failure is not an option here.", 1538) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_12.wav $Name: XXX-Hello $Team: -1 $MessageNew: XSTR("This is the Thebes. We have emerged within a large debris field, Command. ", 1539) $end_multi_text +AVI Name: Head-VC +Wave Name: sm3-01_th_01.wav $Name: COM- deb 1 $Team: -1 $MessageNew: XSTR("Alpha wing just resolved a tactical engagement, Thebes. Recon has sited a Demon-class destroyer, designation Beleth. The warship will be upon us momentarily.", 1540) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_13.wav $Name: COM deb 2 $Team: -1 $MessageNew: XSTR("Alpha and Gamma, you will be tasked with destroying the Demon's beam cannons. The Thebes will provide fire support. Reinforcements are standing by.", 1541) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_14.wav $Name: G1- here they are $Team: -1 $MessageNew: XSTR("A Demon-class destroyer has jumped in. Command is well-informed.", 1542) $end_multi_text +AVI Name: Head-VP2 +Wave Name: sm3-01_g1_01.wav $Name: A2- if alive $Team: -1 $MessageNew: XSTR("Then they must know this mission is suicide.", 1543) $end_multi_text +AVI Name: Head-VP1 +Wave Name: sm3-01_a2_03.wav $Name: COM- WD1a $Team: -1 $MessageNew: XSTR("Your performance was less than satisfactory, pilot. The Thebes will be in system momentarily to secure the node. Rearm and repair quickly. More enemy warships are inbound. Gamma wing deployed.", 1544) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_15.wav $Name: COM V Mop $Team: -1 $MessageNew: XSTR("Excellent work, pilots. We have destroyed the Beleth. Secure the area and return to base. We need you in the Capella system.", 1545) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_16.wav $Name: COM V No Mop $Team: -1 $MessageNew: XSTR("Excellent work, pilots. Return to base pronto. We need you in the Capella system.", 1546) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_17.wav $Name: COM- Good work $Team: -1 $MessageNew: XSTR("Good work.", 1547) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_18.wav $Name: RTB $Team: -1 $MessageNew: XSTR("Return to base, pilots. We need you to assist the Colossus in the Capella system.", 1548) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_19.wav $Name: COM- Intro 2a $Team: -1 $MessageNew: XSTR("The Phoenicia will hold back the Sathanas until you complete your objectives.", 1549) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_20.wav $Name: COM 1 of 3 $Team: -1 $MessageNew: XSTR("We have neutralized the first beam cannon!", 1550) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_21.wav $Name: COM 2 of 3 $Team: -1 $MessageNew: XSTR("Good work. The Demon has only one beam turret operational.", 1551) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_22.wav $Name: COM 3 of 3 $Team: -1 $MessageNew: XSTR("We've destroyed the last of the main guns. Excellent job. Concentrate now on the anti-fighter beams and flak cannons.", 1552) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_23.wav $Name: COM WARNING $Team: -1 $MessageNew: XSTR("The Sathanas is engaging its subspace drives. All units, get out of the way now!", 1553) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_24.wav $Name: COM- NoTurrets $Team: -1 $MessageNew: XSTR("You failed this mission, pilot. The Sathanas will be at full strength when it confronts the Colossus. ", 1554) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_25.wav $Name: COM- Failure $Team: -1 $MessageNew: XSTR("The Beleth has entered the Capella system! We have a massacre on our hands, pilot! Your incompetence has endangered millions of innocent lives! Return to base!", 1555) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_26.wav $Name: COM- F Flak war $Team: -1 $MessageNew: XSTR("The forward flak cannons are down. Good work.", 1556) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_27.wav $Name: COM- Beleth escape $Team: -1 $MessageNew: XSTR("The Beleth is engaging its jump drive! All units, stand clear!", 1557) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-01_ac_29.wav #Reinforcements ;! 1 total $Name: Epsilon $Type: Attack/Protect $Num times: 1 +Arrival Delay: 0 +No Messages: ( ) +Yes Messages: ( ) #Background bitmaps ;! 34 total $Num stars: 654 $Ambient light level: 0 $Sun: SunWhite +Angles: 0.209439 0.000000 5.759582 +Scale: 1.000000 $Starbitmap: dneb04 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb05 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 0.000000 1.308996 0.558505 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb04 +Angles: 6.021381 0.890117 5.794488 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 5.951568 2.740165 5.602502 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 0.000000 0.000000 5.951568 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 5.881755 5.009091 5.532689 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.585049 0.383972 5.393063 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 0.558505 0.628318 6.126101 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb15 +Angles: 5.218530 0.000000 5.218530 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 5.009091 5.585049 5.218530 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 5.585049 5.585049 0.925024 +ScaleX: 2.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 5.777035 2.321286 0.802851 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 6.021381 4.468040 0.628318 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 5.585049 0.575958 0.925024 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb04 +Angles: 5.358157 2.740165 0.628318 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 5.131264 5.951568 0.506145 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 4.991638 0.855211 0.418879 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb05 +Angles: 4.764745 1.692968 0.191986 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb04 +Angles: 5.253437 3.455749 1.117010 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb06 +Angles: 5.078904 1.256636 1.308996 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 3.508109 0.383972 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb06 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 4.886918 4.276053 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb05 +Angles: 4.345866 0.366519 2.216566 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 3.874628 1.570795 2.408552 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb06 +Angles: 4.031707 0.558505 0.959930 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb15 +Angles: 4.345866 1.797688 0.715584 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb04 +Angles: 4.520399 2.146753 0.541052 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb15 +Angles: 3.961894 1.570795 0.506145 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 #Asteroid Fields #Music $Event Music: 4: Numbers $Briefing Music: Brief4 #End #Mission Info $Version: 0.10 $Name: XSTR("High Noon", 1558) $Author: James Agay @ V $Created: 06/14/99 at 14:59:27 $Modified: 10/08/99 at 11:57:48 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("The Colossus and the Sathanas face off in the Capella system. ", 1559) $end_multi_text +Game Type Flags: 1 +Flags: 0 +Red Alert: 0 +Scramble: 1 +Disallow Support: 0 +Player Entry Delay: 2.000000 +Viewer pos: 28751.802734, 6563.433594, 13932.421875 +Viewer orient: 0.000596, 0.000000, 1.000000, -0.184846, 0.982768, 0.000110, -0.982767, -0.184846, 0.000586 +SquadReassignName: 203rd Scorpions +SquadReassignLogo: vasudan1.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Sexp_variables $Variables: ( 94 "SJD Sathanas 19" "10000" "block" 95 "SJD Sathanas 19" "10000" "block" 96 "SJD Sathanas 19" "10000" "block" 97 "SJD Sathanas 19" "8500" "block" 98 "SJD Sathanas 19" "1" "block" 99 "SJD Sathanas 19" "5000" "block" ) #Command Briefing #Briefing $start_briefing $num_stages: 2 $start_stage $multi_text XSTR("The $h Satahanas entered the Capella system and obliterated the line of defense we had established to intercept it. We now have no choice but to send in the $f Colossus. With its beam cannons still operational, the $h Sathanas has sufficient firepower to win this engagement. Your wing will be scrambled immediately. There is no time to select your ship or armaments. Your mission is to neutralize these remaining beam cannons as quickly as possible. If you fail, we risk losing the $f Colossus and the Capella system. ", 1560) $end_multi_text $voice: sm302_mb_01.wav $camera_pos: 36143.382813, 8628.259766, 14244.781250 $camera_orient: -0.007269, 0.000000, 0.999974, -0.049678, 0.998765, -0.000361, -0.998739, -0.049679, -0.007260 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( is-previous-event-false "sm3-01" "All beams dead" ( true ) ) $start_icon $type: 31 $team: Hostile $class: SJ Sathanas $pos: -526068.937500, 1354.967407, 101978.710938 $label: Sathanas +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 25 $team: Friendly $class: GVB Bakha $pos: -307123.156250, 381.901611, -83092.250000 $label: Alpha 4 +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The $h Satahanas has entered the Capella system and engaged the $f Colossus. Your exceptional performance in Gamma Draconis has significantly improved the odds for the Alliance. We are deploying your wing to provide bomber support for the $f Colossus. Eliminate any target of opportunity, but do not take unnecessary risks.", 1561) $end_multi_text $voice: sm302_mb_02.wav $camera_pos: 36016.648438, 8628.259766, 21203.224609 $camera_orient: -0.012841, 0.000000, 0.999918, -0.049675, 0.998765, -0.000638, -0.998683, -0.049679, -0.012825 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( is-previous-event-true "sm3-01" "All beams dead" ( false ) ) $start_icon $type: 31 $team: Hostile $class: SJ Sathanas $pos: -271010.343750, 1354.967163, 96657.890625 $label: Sathanas +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 25 $team: Friendly $class: GVB Bakha $pos: -30004.244141, 381.900970, 20146.687500 $label: Alpha 4 +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 31 $team: Friendly $class: GTVA Colossus $pos: -188032.171875, 3992.035156, -39814.222656 $label: Colossus +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 5 $Formula: ( and ( is-event-true-delay "May Continue" 0 ) ( or ( is-event-true-delay "All 4 down C in it" 0 ) ( is-event-true-delay "Easy INTRO" 0 ) ) ) $Multi text XSTR("With the destruction of the SJ Sathanas, Allied Command has declared a decisive victory. In the months ahead, we will isolate and eradicate the remnants of the Shivan fleet. This operation could not have succeeded without your intervention, pilot. By neutralizing the forward beam cannons of the Sathanas, you gave the Colossus the advantage it required to win the battle. For your outstanding record of service, you are hereby awarded the Nebula Campaign Victory Star. This medal recognizes your contributions to our mission of exploration and containment, from your first engagement in Gamma Draconis to our victory in the Capella system. Most notably, we commend you for three successful sorties against the Shivan Juggernaut Sathanas. Congratulations, Terran.", 1562) $end_multi_text $Voice: sm302_db_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-event-true-delay "May Continue" 0 ) ( is-event-false-delay "All 4 down C in it" 0 ) ( is-event-false-delay "Easy INTRO" 0 ) ) $Multi text XSTR("With the destruction of the SJ Sathanas, Allied Command has declared a decisive victory. In the months ahead, we will isolate and eradicate the remnants of the Shivan fleet. The outcome of this operation would have been more favorable had you completed your objectives. Though the Colossus won the engagement, neutralizing the Juggernaut's forward beam cannons would have reduced the damage it sustained. ", 1563) $end_multi_text $Voice: sm302_db_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( is-event-true-delay "All 4 down C out" 0 ) $Multi text XSTR("The GTVA Colossus, the largest Terran-Vasudan warship ever constructed, over twenty years in the making, has been destroyed. Thirty thousand perished in the Juggernaut's attack, and millions more are in jeopardy. Though you neutralized the four beam cannons, you completed your objectives too late. ", 1564) $end_multi_text $Voice: sm302_db_03.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Colossus" ) ( not ( is-destroyed-delay 0 "Sathanas" ) ) ( is-event-true-delay "RTB 1" 0 ) ) $Multi text XSTR("The GTVA Colossus, the largest Terran-Vasudan warship ever constructed, over twenty years in the making, has been destroyed. Thirty thousand perished in the Juggernaut's attack, and millions more are in jeopardy. You failed to neutralize the forward beam cannons, pilot, and now we will all pay the price of that failure.", 1565) $end_multi_text $Voice: sm302_db_04.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( not ( is-event-true-delay "RTB 1" 0 ) ) $Multi text XSTR("A Vasudan never leaves the field of battle without authorization from a superior officer. Your cowardice jeopardized the lives of our brothers and sisters. You are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance. You will be taken into custody and handed over to the Terran 3rd Battle Group authority, where you will face a court martial. You are a disgrace to your species, Terran.", 1318) $end_multi_text $Voice: 8_vjoe.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( ) +Weaponry Pool: ( "Mekhu HL-7" 4 "Akheton SDG" 4 "Trebuchet" 92 "TAG-B" 100 "Stiletto II" 8 "Helios" 16 ) #Objects ;! 10 total $Name: Alpha 1 ;! Object #0 $Class: GVB Bakha $Team: Friendly $Location: 5330.712891, 381.899872, 25443.349609 $Orientation: -0.989534, 0.000000, -0.144303, -0.011077, 0.997049, 0.075959, 0.143877, 0.076762, -0.986614 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Akheton SDG" ) +Secondary Banks: ( "Trebuchet" "Helios" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GVB Bakha $Team: Friendly $Location: 5360.211914, 381.901978, 25655.841797 $Orientation: -0.990004, 0.000000, -0.141041, -0.010759, 0.997086, 0.075522, 0.140630, 0.076285, -0.987119 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-destroy-subsystem "Sathanas" "turret01" 50 ) ( ai-destroy-subsystem "Sathanas" "turret02" 33 ) ( ai-destroy-subsystem "Sathanas" "turret03" 22 ) ( ai-destroy-subsystem "Sathanas" "turret04" 11 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Akheton SDG" ) +Secondary Banks: ( "Trebuchet" "Helios" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 1 +Score: 10 $Name: Alpha 3 ;! Object #2 $Class: GVB Bakha $Team: Friendly $Location: 5213.750000, 381.901947, 25589.123047 $Orientation: -0.988212, 0.000000, -0.153092, -0.011719, 0.997066, 0.075649, 0.152643, 0.076551, -0.985312 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-destroy-subsystem "Sathanas" "turret01" 50 ) ( ai-destroy-subsystem "Sathanas" "turret02" 33 ) ( ai-destroy-subsystem "Sathanas" "turret03" 22 ) ( ai-destroy-subsystem "Sathanas" "turret04" 11 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Akheton SDG" ) +Secondary Banks: ( "Trebuchet" "Helios" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 1 +Score: 10 $Name: Alpha 4 ;! Object #3 $Class: GVB Bakha $Team: Friendly $Location: 5435.906738, 381.901978, 25534.189453 $Orientation: -0.990641, 0.000000, -0.136495, -0.010520, 0.997025, 0.076353, 0.136089, 0.077074, -0.987694 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-destroy-subsystem "Sathanas" "turret01" 50 ) ( ai-destroy-subsystem "Sathanas" "turret02" 33 ) ( ai-destroy-subsystem "Sathanas" "turret03" 22 ) ( ai-destroy-subsystem "Sathanas" "turret04" 11 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Akheton SDG" ) +Secondary Banks: ( "Trebuchet" "Helios" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 1 +Score: 10 $Name: Sathanas ;! Object #4 $Class: SJ Sathanas $Team: Hostile $Location: 7498.005371, 1355.000000, 12968.264648 $Orientation: 0.984596, 0.000000, 0.174847, 0.024569, 0.990078, -0.138353, -0.173112, 0.140518, 0.974827 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 +Subsystem: turret27 +Subsystem: turret28 +Subsystem: turret29 +Subsystem: turret30 +Subsystem: turret31 +Subsystem: turret32 +Subsystem: turret33 +Subsystem: turret34 +Subsystem: turret35 +Subsystem: turret36 +Subsystem: turret37 +Subsystem: turret38 +Subsystem: turret39 +Subsystem: turret40 +Subsystem: turret41 +Subsystem: turret42 +Subsystem: turret43 +Subsystem: turret44 +Subsystem: turret45 +Subsystem: turret46 +Subsystem: turret47 +Subsystem: turret48 +Subsystem: turret49 +Subsystem: turret50 +Subsystem: turret51 +Subsystem: turret52 +Subsystem: turret53 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "escort" "red-alert-carry" )+Respawn priority: 0 +Escort priority: 3 +Group: 0 +Score: 10000 $Name: Colossus ;! Object #5 $Class: GTVA Colossus $Team: Friendly $Location: 3905.276855, 3992.035400, 31358.669922 $Orientation: -0.998462, -0.034167, -0.043676, -0.029340, 0.993853, -0.106756, 0.047055, -0.105310, -0.993326 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-chase "Sathanas" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03a +Subsystem: turret04a +Subsystem: turret05a +Subsystem: turret06a +Subsystem: turret07a +Subsystem: turret08a +Subsystem: turret09a +Subsystem: turret10a +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 +Subsystem: turret27 +Subsystem: turret28 +Subsystem: turret29 +Subsystem: turret30 +Subsystem: turret31 +Subsystem: turret32 +Subsystem: turret33 +Subsystem: turret34 +Subsystem: turret35 +Subsystem: turret36 +Subsystem: turret37 +Subsystem: turret38 +Primary Banks: ( "AAAf" ) +Subsystem: turret39 +Primary Banks: ( "AAAf" ) +Subsystem: turret40 +Subsystem: turret41 +Subsystem: turret42 +Primary Banks: ( "AAAf" ) +Subsystem: turret43 +Primary Banks: ( "ULTRA Anti-Fighter Beam" ) +Subsystem: turret44 +Primary Banks: ( "ULTRA Anti-Fighter Beam" ) +Subsystem: turret45 +Primary Banks: ( "ULTRA Anti-Fighter Beam" ) +Subsystem: turret46 +Primary Banks: ( "ULTRA Anti-Fighter Beam" ) +Subsystem: turret47 +Primary Banks: ( "LRBGreen" ) +Subsystem: turret48 +Primary Banks: ( "LRBGreen" ) +Subsystem: turret49 +Primary Banks: ( "LRBGreen" ) +Subsystem: turret50 +Primary Banks: ( "TerSlash" ) +Subsystem: turret51 +Primary Banks: ( "LRBGreen" ) +Subsystem: turret52 +Primary Banks: ( "LRBGreen" ) +Subsystem: turret53 +Primary Banks: ( "LRBGreen" ) +Subsystem: turret54 +Primary Banks: ( "LRBGreen" ) +Subsystem: turret55 +Primary Banks: ( "LRBGreen" ) +Subsystem: turret56 +Primary Banks: ( "LRBGreen" ) +Subsystem: turret57 +Primary Banks: ( "LRBGreen" ) +Subsystem: turret58 +Primary Banks: ( "LRBGreen" ) +Subsystem: turret59 +Primary Banks: ( "LRBGreen" ) +Subsystem: turret60 +Primary Banks: ( "LRBGreen" ) +Subsystem: turret61 +Subsystem: turret62 +Subsystem: turret63 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 5 +Group: 0 +Score: 10000 $Name: Cancer 1 ;! Object #6 $Class: SF Basilisk $Team: Hostile $Location: 13689.147461, 0.000528, 14477.152344 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 2 ;! Object #7 $Class: SF Basilisk $Team: Hostile $Location: 13848.122070, 0.000432, 14799.845703 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 3 ;! Object #8 $Class: SF Basilisk $Team: Hostile $Location: 14448.145508, 0.001558, 14184.900391 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 4 ;! Object #9 $Class: SF Basilisk $Team: Hostile $Location: 14499.143555, 0.000916, 14580.364258 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 #Wings ;! 2 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) $AI Goals: ( goals ( ai-guard "Alpha 1" 50 ) ) +Hotkey: 0 +Flags:( ) $Name: Cancer $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Sathanas $Arrival Cue: ( has-time-elapsed 23 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Cancer 1" "Cancer 2" "Cancer 3" "Cancer 4" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 5 +Wave Delay Max: 9 #Events ;! 38 total $Formula: ( when ( true ) ( beam-free-all "Sathanas" ) ( cap-waypoint-speed "Sathanas" 15 ) ) +Name: Armed and Hammered +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Destroy Cancer +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Cancer" ) ) ( is-destroyed-delay 0 "Sathanas" ) ( not ( is-destroyed-delay 0 "Colossus" ) ) ) ( send-message "#Command" "High" "COM Mop" ) ) +Name: Mop up +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( and ( is-destroyed-delay 0 "Cancer" ) ( is-destroyed-delay 0 "Sathanas" ) ) ( is-event-true-delay "All 4 down C out" 3 ) ) ( do-nothing ) ) +Name: RTB 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: RTB +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( is-previous-goal-true "SM3-01" "GUN 1" ( true ) ) ( set-subsystem-strength "Sathanas" "turret01" 0 ) ) +Name: Beam 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-previous-goal-true "SM3-01" "GUN 2" ( false ) ) ( set-subsystem-strength "Sathanas" "turret02" 0 ) ) +Name: Beam 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-previous-goal-true "SM3-01" "GUN 3" ( true ) ) ( set-subsystem-strength "Sathanas" "turret03" 0 ) ) +Name: Beam 3 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-previous-goal-true "SM3-01" "GUN 4" ( false ) ) ( set-subsystem-strength "Sathanas" "turret04" 0 ) ) +Name: Beam 4 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-previous-event-true "sm3-01" "Flak 49" ( false ) ) ( set-subsystem-strength "Sathanas" "turret49" 0 ) ) +Name: Flak 49 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-previous-event-true "sm3-01" "Flak 50" ( false ) ) ( set-subsystem-strength "Sathanas" "turret50" 0 ) ) +Name: Flak 50 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-previous-event-true "sm3-01" "Beam 48" ( false ) ) ( set-subsystem-strength "Sathanas" "turret48" 0 ) ) +Name: Beam 48 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-previous-event-true "sm3-01" "4 of 4 down" ( false ) ) ( send-message "#Command" "High" "INTRO- Easy" ) ( set-subsystem-strength "Sathanas" "Hull" ( rand 91 95 ) ) ) +Name: Easy INTRO +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( and ( is-subsystem-destroyed-delay "Sathanas" "turret01" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret03" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) ) ( is-destroyed-delay 0 "Sathanas" ) ) ( do-nothing ) ) +Name: Destroy beams +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Beams", 1566) $Formula: ( when ( is-previous-goal-false "sm3-01" "GUN 1" ( true ) ) ( validate-goal "GUN 1b" ) ) +Name: Gun goal 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-previous-goal-false "sm3-01" "GUN 2" ( false ) ) ( validate-goal "GUN 2b" ) ) +Name: Gun goal 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-previous-goal-false "sm3-01" "GUN 3" ( true ) ) ( validate-goal "GUN 3b" ) ) +Name: Gun goal 3 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-previous-goal-false "sm3-01" "GUN 4" ( true ) ) ( validate-goal "GUN 4b" ) ) +Name: Gun goal 4 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( beam-free-all "Colossus" ) ) +Name: C Armed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Colossus" ) 80 ) ( send-message "Colossus" "High" "COL 80" ) ) +Name: Col 80 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Colossus" ) 50 ) ( send-message "Colossus" "High" "COL 50" ) ) +Name: Col 50 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Colossus" ) 20 ) ( send-message "Colossus" "High" "COL 20" ) ) +Name: Col 20 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Colossus" ) ( send-message "#Command" "High" "COM COL Dead" ) ) +Name: Col 0 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Sathanas" ) 70 ) ( send-message-list "#Command" "High" "SAM 70 a" 0 "Colossus" "High" "SAM 70 b" 4544 ) ) +Name: SAM 70 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Sathanas" ) 45 ) ( send-message-list "#Command" "High" "SAM 45 a" 0 "Colossus" "High" "SAM 45 b" 4544 ) ) +Name: SAM 45 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Sathanas" ) 20 ) ( send-message-list "#Command" "High" "SAM 20 a" 0 "Colossus" "High" "SAM 20 b" 4544 ) ) +Name: SAM 20 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Sathanas" ) ( send-message "#Command" "High" "COM SAM Dead" ) ) +Name: SAM 0 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-previous-event-true "sm3-01" "2 of 4 down" ( true ) ) ( is-previous-event-false "sm3-01" "3 of 4 down" ( true ) ) ) ( send-message "#Command" "High" "INTRO 2 to Kill" ) ( set-subsystem-strength "Sathanas" "Hull" ( rand 95 97 ) ) ) +Name: 2 Beams INTRO +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( or ( and ( is-subsystem-destroyed-delay "Sathanas" "turret01" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret03" 0 ) ) ( and ( is-subsystem-destroyed-delay "Sathanas" "turret01" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) ) ( and ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret03" 0 ) ) ( and ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret01" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret03" 0 ) ) ) ( not ( is-destroyed-delay 0 "Colossus" ) ) ) ( send-message "#Command" "High" "1 to go" ) ) +Name: 1 of 2 to go +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( and ( is-previous-event-true "sm3-01" "3 of 4 down" ( false ) ) ( is-previous-event-false "sm3-01" "4 of 4 down" ( false ) ) ) ( send-message "#Command" "High" "INTRO 1 To Kill" ) ( set-subsystem-strength "Sathanas" "Hull" ( rand 93 96 ) ) ) +Name: 1 Beam INTRO +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-subsystem-destroyed-delay "Sathanas" "turret01" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret03" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) ( not ( is-destroyed-delay 0 "Colossus" ) ) ( and ( is-event-true-delay "1 of 2 to go" 0 ) ( is-event-true-delay "1 Beam INTRO" 0 ) ) ) ( send-message "#Command" "High" "All down" ) ) +Name: All 4 down C in it +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-subsystem-destroyed-delay "Sathanas" "turret01" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret03" 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) ( is-destroyed-delay 0 "Colossus" ) ( is-event-true-delay "1 of 2 to go" 0 ) ) ( send-message "#Command" "High" "All down C dead" ) ) +Name: All 4 down C out +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Cancer" ) ( send-message "#Command" "High" "COM Cancer" ) ) +Name: Cancer Attacks +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 3 "Cancer" ) ( send-message "#Command" "High" "COM Cancer dead" ) ) +Name: Cancer dead +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Sathanas" ) ( grant-medal "Nebula Campaign Victory Star" ) ) +Name: Medal +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 0 "Sathanas" ) ( not ( is-destroyed-delay 0 "Colossus" ) ) ( is-event-true-delay "RTB 1" 0 ) ) ( do-nothing ) ) +Name: May Continue +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 1 ) ( invalidate-goal "Assist in the kill" ) ) +Name: Goal fiddle +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( allow-weapon "Circe" ) ( tech-add-weapons "Circe" ) ) +Name: New Stuff +Repeat Count: 1 +Interval: 1 #Goals ;! 5 total $Type: Primary +Name: GUN 1b $MessageNew: XSTR("Destroy Sathanas forward beam cannon 1", 1567) $end_multi_text $Formula: ( or ( = ( hits-left-subsystem "Sathanas" "turret01" ) 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret01" 0 ) ) +Invalid $Type: Primary +Name: GUN 2b $MessageNew: XSTR("Destroy Sathanas forward beam cannon 2", 1568) $end_multi_text $Formula: ( or ( = ( hits-left-subsystem "Sathanas" "turret02" ) 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret02" 0 ) ) +Invalid $Type: Primary +Name: GUN 3b $MessageNew: XSTR("Destroy Sathanas forward beam cannon 3", 1569) $end_multi_text $Formula: ( or ( = ( hits-left-subsystem "Sathanas" "turret03" ) 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret03" 0 ) ) +Invalid $Type: Primary +Name: GUN 4b $MessageNew: XSTR("Destroy Sathanas forward beam cannon 4", 1570) $end_multi_text $Formula: ( or ( = ( hits-left-subsystem "Sathanas" "turret04" ) 0 ) ( is-subsystem-destroyed-delay "Sathanas" "turret04" 0 ) ) +Invalid $Type: Primary +Name: Assist in the kill $MessageNew: XSTR("Help the Colossus neutralize the Sathanas", 1571) $end_multi_text $Formula: ( is-destroyed-delay 0 "Sathanas" ) #Waypoints ;! 1 lists total $Jump Node: 4744.500000, 0.000000, 9450.900391 $Jump Node Name: Gamma Draconis $Jump Node: -3137.150391, -11088.758789, -21666.789063 $Jump Node Name: Vega $Name: Waypoint path 1 $List: ( ;! 1 points in list ( -51584.738281, 2083.418213, 100050.437500 ) ) #Messages ;! 227 total $Name: COM Mop $Team: -1 $MessageNew: XSTR("Well done, secure the area and our work here will finished.", 1572) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-02_ac_01.wav $Name: COL 80 $Team: -1 $MessageNew: XSTR("Colossus here. We have sustained moderate damage. Hull breach on forward decks 140 through 200. Damage control reports auxiliary systems compromised.", 1573) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm3-02_co_01.wav $Name: Col 50 $Team: -1 $MessageNew: XSTR("Command, this is the Colossus. Hull integrity dropping. Multiple systems approaching critical. Casualty rate escalating.", 1574) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm3-02_co_02.wav $Name: COL 20 $Team: -1 $MessageNew: XSTR("Colossus here! Our hull will not sustain another salvo! We must withdraw immediately, Command!", 1575) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm3-02_co_03.wav $Name: COM COL Dead $Team: -1 $MessageNew: XSTR("We've lost the Colossus! Abort mission, Alpha. Return to base. ", 1576) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-02_ac_02.wav $Name: INTRO 2 to Kill $Team: -1 $MessageNew: XSTR("You have two forward beam cannons to neutralize. Acquire your target and engage!", 1577) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-02_ac_05.wav $Name: INTRO 1 To Kill $Team: -1 $MessageNew: XSTR("You have only one forward beam cannon to neutralize. Acquire your target and engage!", 1578) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-02_ac_06.wav $Name: INTRO- Easy $Team: -1 $MessageNew: XSTR("Listen up, Alpha. Eliminate targets of opportunity, but be careful. It's all up to the Colossus now.", 1579) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-02_ac_07.wav $Name: COM SAM Dead $Team: -1 $MessageNew: XSTR("The Sathanas is going down! All units, stand clear!", 1580) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-02_ac_08.wav $Name: SAM 70 a $Team: -1 $MessageNew: XSTR("Colossus, the Juggernaut has sustained only moderate damage. You need to direct more energy through your main guns!", 1581) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-02_ac_09.wav $Name: SAM 70 b $Team: -1 $MessageNew: XSTR("We're having difficulty stabilizing the power grid, Command. Shutting down non-essential systems.", 1582) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm3-02_co_04.wav $Name: SAM 45 a $Team: -1 $MessageNew: XSTR("More firepower, Colossus! The hull integrity of the Sathanas has fallen below fifty percent. ", 1583) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-02_ac_10.wav $Name: SAM 45 b $Team: -1 $MessageNew: XSTR("Heat sinks were not made for this kind of abuse, Command! We'll melt down our cannons if we push any harder.", 1584) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm3-02_co_05.wav $Name: SAM 20 a $Team: -1 $MessageNew: XSTR("We're almost there, Colossus! Target has gone critical! The war must end here and now!", 1585) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-02_ac_11.wav $Name: SAM 20 b $Team: -1 $MessageNew: XSTR("Secondary and Tertiary reactors are down! Fire control is on the verge of redline! We're giving it all we got!", 1586) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm3-02_co_06.wav $Name: 1 to go $Team: -1 $MessageNew: XSTR("One cannon left! We are running out of time, Alpha! ", 1587) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-02_ac_14.wav $Name: All down $Team: -1 $MessageNew: XSTR("All cannons are down! Repeat! All cannons are down! Eliminate targets of opportunity, but be careful. It's all up to the Colossus now.", 1588) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-02_ac_15.wav $Name: All down C dead $Team: -1 $MessageNew: XSTR("You completed your mission too late, pilot. The battle has been lost. Return to base.", 1589) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-02_ac_16.wav $Name: COM Cancer $Team: -1 $MessageNew: XSTR("The Shivans have scrambled a wing of fighters, designation Cancer. Do not let them impede your mission, Alpha.", 1590) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-02_ac_17.wav $Name: COM Cancer dead $Team: -1 $MessageNew: XSTR("We have eliminated Cancer wing.", 1591) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-02_ac_18.wav ;t be good.", -1) #Reinforcements ;! 0 total #Background bitmaps ;! 35 total $Num stars: 399 $Ambient light level: 0 $Sun: SunGold +Angles: 0.000000 0.000000 4.625119 +Scale: 2.000000 $Starbitmap: dneb03 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb11 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 0.000000 1.308996 0.558505 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb03 +Angles: 6.021381 0.890117 5.794488 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 5.951568 2.740165 5.602502 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 0.000000 0.000000 5.951568 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 5.881755 5.009091 5.532689 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb03 +Angles: 5.585049 0.383972 5.393063 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 0.558505 0.628318 6.126101 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb10 +Angles: 5.218530 0.000000 5.218530 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 5.009091 5.585049 5.218530 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 5.585049 5.585049 0.925024 +ScaleX: 2.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 5.777035 2.321286 0.802851 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 6.021381 4.468040 0.628318 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 5.585049 0.575958 0.925024 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb03 +Angles: 5.358157 2.740165 0.628318 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 5.131264 5.951568 0.506145 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.991638 0.855211 0.418879 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: neb11 +Angles: 4.764745 1.692968 0.191986 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb03 +Angles: 5.253437 3.455749 1.117010 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 5.078904 1.256636 1.308996 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 3.508109 0.383972 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb13 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.886918 4.276053 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 4.345866 0.366519 2.216566 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 3.874628 1.570795 2.408552 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb13 +Angles: 4.031707 0.558505 0.959930 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.345866 1.797688 0.715584 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 4.520399 2.146753 0.541052 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 3.961894 1.570795 0.506145 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: planete +Angles: 0.000000 0.000000 2.879791 +ScaleX: 2.500000 +ScaleY: 2.500000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 2: Exodus $Briefing Music: Brief3 #End #Mission Info $Version: 0.10 $Name: XSTR("Return to Babel", 1592) $Author: Brad Johnson $Created: 07/28/99 at 18:05:02 $Modified: 09/14/99 at 21:16:27 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("The 203rd must capture the NTF Iceni, Admiral Bosch's command ship. ", 1593) $end_multi_text +Game Type Flags: 1 +Flags: 4 +NebAwacs: 3000.000000 +Storm: s_standard +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 775.416016, 3690.816650, -4113.252441 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 +SquadReassignName: 203rd Scorpions +SquadReassignLogo: vasudan1.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing $Stage Text: XSTR("Colossus Triumphant At 0345 hours, the GTVA Colossus destroyed the Shivan juggernaut Sathanas near the Gamma Draconis jump node in Capella. This victory proves without a doubt our technological superiority over our Great War nemesis. For the second time, the Alliance defeated a species which has annihilated entire civilizations across this galaxy. With the Colossus, we will have nothing more to fear.", 1594) $end_multi_text $Ani Filename: +Wave Filename: SM303_CB_01.wav $Stage Text: XSTR("Damage Control We still have much to accomplish, however. The Sathanas inflicted moderate damage against the Colossus, though its systems remain 80% operational. Terran and Vasudan engineers anticipate it will take several months to fully repair the warship's hull. Until we completely secure the nebula, our evacuation of Capella's civilian population will proceed as planned.", 1595) $end_multi_text $Ani Filename: cb_sm3-03_b.ani +Wave Filename: SM303_CB_02.wav $Stage Text: XSTR("Chasing the Iceni With the immediate Shivan threat neutralized, we must now focus on capturing Admiral Bosch. Recon units are scouring the nebula for any sign of his command ship. The Psamtik will lead a task force assigned to recover the Iceni once its position has been determined. Command has disclosed new information concerning the NTF's secret agenda.", 1596) $end_multi_text $Ani Filename: cb_sm2-10_c.ani +Wave Filename: SM303_CB_03.wav $Stage Text: XSTR("ETAK We now know that Admiral Bosch has developed a Shivan communication technology that transmits and modulates quantum pulses. Bosch secretly resurrected a defunct GTI project involving captured Shivan specimen, terminated after the GTI's Hades rebellion in 2335. Bosch referred to his project as ETAK, short for Etamnanki, the tower that may have inspired the story of Babel.", 1597) $end_multi_text $Ani Filename: cb_sm2-10_a.ani +Wave Filename: SM303_CB_04.wav $Stage Text: XSTR("Stealing History Through a rigorous study of Ancient archeology, Bosch learned the location of the Knossos subspace device, the portal to the region of the galaxy where the Ancients first encountered the Shivans. His genocidal war was a smoke screen to cover his plunder of Ancient sites in Vasudan systems. In Deneb, he learned how to activate the portal and deployed the Trinity to power up the device.", 1598) $end_multi_text $Ani Filename: cb_sm1-05_d.ani +Wave Filename: SM303_CB_05.wav $Stage Text: XSTR("An Infernal Pact Integral to Bosch's vision of Neo-Terra was an alliance with the Shivans upon their return to our systems. When Bosch realized his regime was on the brink of collapse, he ordered his forces into the nebula to make contact with the enemy. Interrogation of rebel prisoners reveals that only Bosch's immediate subordinates had access to the ETAK project. No further details are available at your level of clearance.", 1599) $end_multi_text $Ani Filename: cb_sm1-01_b.ani +Wave Filename: SM303_CB_06.wav $Stage Text: XSTR("Circe You are now authorized to use the GTW-19 Circe. Derived from advanced EM weaponry, the Circe disrupts shield systems by directing a barrage of fluctuating EM harmonics on the target. This energy is completely ineffective against armor plating or insulated subsystems. For this reason, the Circe is best paired with a weapon such as the Maxim or the Prometheus, which inflict heavy hull damage.", 1600) $end_multi_text $Ani Filename: Tech_GTW-Circe.ani +Wave Filename: SM303_CB_07.wav #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("Reconnaissance has located the NTF Iceni. Bosch has made contact with the Shivans a second time. An Azrael-class transport is currently docked with the vessel. A second transport appears to be waiting nearby. We do not know if the Shivans are boarding the Iceni, or if Bosch and his followers are boarding the transports.", 1601) $end_multi_text $voice: SM303_MB_01.wav $camera_pos: 775.416016, 3204.856445, -3271.545410 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 28 $team: Neutral $class: NTF Iceni $pos: 436.658569, 187.898392, 1636.391357 $label: Iceni +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 34 $team: Hostile $class: ST Azrael $pos: 335.465118, 251.206619, 2699.783203 $label: Azrael +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Our objective is to capture the $h Iceni and the ETAK technology. Two Shivan cruisers are guarding the vessel, the $h Azmedaj and the $h Sammael. Once the cruisers have been destroyed, we will deploy a Special Forces unit to board and secure the rebel command ship. Your second objective will be to defend our transport, the $f GVT $f Qeb.", 1602) $end_multi_text $voice: SM303_MB_02.wav $camera_pos: 775.416016, 3690.816650, -4113.252441 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 4 $Flags: 0 $Formula: ( true ) $start_icon $type: 28 $team: Neutral $class: NTF Iceni $pos: 436.658569, 187.898392, 1636.391357 $label: Iceni +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 34 $team: Hostile $class: ST Azrael $pos: 335.465118, 251.206619, 2699.783203 $label: Azrael +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: SC Rakshasa $pos: 2811.892578, 527.870422, 3197.956787 $label: Sammael +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: SC Cain $pos: -1390.625732, -178.956894, 1383.297363 $label: Azmedaj +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("To our knowledge, the $h Iceni holds the only example of the ETAK technology in existence. Bosch took extraordinary measures to destroy all evidence of his research. If we fail, we have little hope of rebuilding the device. Command has absolute faith in your ability to succeed in this endeavor.", 1603) $end_multi_text $voice: SM303_MB_03.wav $camera_pos: 436.658569, 2756.769775, -2813.022705 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 28 $team: Neutral $class: NTF Iceni $pos: 436.658569, 187.898392, 1636.391357 $label: Iceni +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 6 $Formula: ( and ( not ( is-event-true-delay "Return To Base" 0 ) ) ( not ( is-event-true-delay "Qeb Destroyed" 0 ) ) ( not ( is-event-true-delay "Iceni Destroyed" 0 ) ) ) $Multi text XSTR("A Vasudan never leaves the field of battle without authorization from a superior officer. Your cowardice jeopardized the lives of our brothers and sisters. You are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance. You will be taken into custody and handed over to the Terran 3rd Battle Group authority, where you will face a court martial. You are a disgrace to your species, Terran.", 1318) $end_multi_text $Voice: 8_VJOE.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-event-true-delay "Qeb Destroyed" 0 ) ( not ( has-docked-delay "Qeb" "Iceni" 1 0 ) ) ) $Multi text XSTR("Our transport failed to dock with the Iceni. The NTF survivors and our boarding party are now dead, and we lost the communication technology. All evidence of Bosch's ETAK project has been destroyed. I regret to inform you that your participation in the officer exchange program has been terminated by order of Vasudan Tactical Command. I petitioned in your favor but to no avail. You faced overwhelming odds, and many of our own Vasudan pilots died in the struggle. However, Command failed to anticipate the intensity of the Shivan attack. You must not blame yourself, pilot. You are, after all, only human.", 1604) $end_multi_text $Voice: SM303_DB_02.wav $Recommendation text: XSTR("Use your squadmates to cover multiple objectives.", 1605) $end_multi_text $Formula: ( and ( has-departed-delay 0 "Qeb" ) ( has-docked-delay "Qeb" "Iceni" 1 0 ) ) $Multi text XSTR("The GVT Qeb rescued the survivors of the Iceni and retrieved the specifications for Bosch's ETAK device. Command has classified these materials Level Omega, accessible only by persons specially authorized by the GTVA Security Council. Be advised that divulging any information regarding this operation is punishable under the GTVA Security Act, Antares Convention, Section 15-5-7. We arrived too late to stop the Azrael transport carrying Admiral Bosch and his immediate subordinates. Our questioning of the survivors reveals the encounter had been violent. The motives of the Shivans cannot be determined, though it seems Bosch's experiment attracted their attention. Reconnaissance is now searching for the Shivan transport. Against overwhelming odds, you destroyed the Shivan cruisers, protected the Iceni, and escorted the transport safely home. It is indeed an honor to serve with a pilot of your caliber.", 1606) $end_multi_text $Voice: SM303_DB_03.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Qeb" ) ( has-docked-delay "Qeb" "Iceni" 1 0 ) ( not ( has-undocked-delay "Qeb" "Iceni" 1 0 ) ) ) $Multi text XSTR("The Shivans destroyed the GVT Qeb while the transport was still docked with the Iceni. The NTF survivors and our boarding party are now dead, and all evidence of Bosch's ETAK project has been destroyed. I regret to inform you that your participation in the officer exchange program has been terminated by order of Vasudan Tactical Command. I petitioned in your favor but to no avail. You faced overwhelming odds, and many of our own Vasudan pilots died in the struggle. However, Command failed to anticipate the intensity of the Shivan attack. You must not blame yourself, pilot. You are, after all, only human.", 1607) $end_multi_text $Voice: SM303_DB_04.wav $Recommendation text: XSTR("Use your squadmates to cover multiple objectives.", 1605) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Qeb" ) ( has-undocked-delay "Qeb" "Iceni" 1 0 ) ) $Multi text XSTR("We were almost there, pilot. Our transport was mere seconds away from jumping to safety. The NTF survivors and our boarding party are now dead, and all evidence of Bosch's ETAK project has been destroyed. I regret to inform you that your participation in the officer exchange program has been terminated by order of Vasudan Tactical Command. I petitioned in your favor but to no avail. You faced overwhelming odds, and many of our own Vasudan pilots died in the struggle. However, Command failed to anticipate the intensity of the Shivan attack. You must not blame yourself, pilot. You are, after all, only human.", 1608) $end_multi_text $Voice: SM303_DB_05.wav $Recommendation text: XSTR("Use your squadmates to cover multiple objectives.", 1605) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Iceni" ) ( not ( is-destroyed-delay 0 "Qeb" ) ) ( not ( has-docked-delay "Qeb" "Iceni" 1 0 ) ) ) $Multi text XSTR("Our transport failed to dock with the Iceni, and we lost the ETAK technology. All evidence of Bosch's research has been destroyed. I regret to inform you that your participation in the officer exchange program has been terminated by order of Vasudan Tactical Command. I petitioned in your favor but to no avail. You faced overwhelming odds, and many of our own Vasudan pilots died in the struggle. However, Command failed to anticipate the intensity of the Shivan attack. You must not blame yourself, pilot. You are, after all, only human.", 1609) $end_multi_text $Voice: SM303_DB_06.wav $Recommendation text: XSTR("Use your squadmates to cover multiple objectives.", 1605) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GVF Seth" 8 "GVF Horus" 8 "GVF Thoth" 8 "GVF Serapis" 4 "GVF Tauret" 4 ) +Weaponry Pool: ( "Mekhu HL-7" 20 "Akheton SDG" 12 "Morning Star" 16 "Prometheus S" 24 "Maxim" 20 "Circe" 16 "Lamprey" 16 "Rockeye" 500 "Tempest" 500 "Hornet" 940 "Tornado" 980 "Harpoon" 500 "Trebuchet" 500 "TAG-B" 500 "Piranha" 500 "Stiletto II" 100 "Infyrno" 100 "EMP Adv." 500 ) #Objects ;! 50 total $Name: Alpha 1 ;! Object #0 $Class: GVF Serapis $Team: Friendly $Location: 0.000000, 0.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Prometheus S" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GVF Serapis $Team: Friendly $Location: -104.343102, -0.000014, -88.425842 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Prometheus S" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 5 $Name: Alpha 3 ;! Object #2 $Class: GVF Serapis $Team: Friendly $Location: 100.300179, 0.000000, -97.219742 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Prometheus S" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 +Persona Index: 5 $Name: Alpha 4 ;! Object #3 $Class: GVF Serapis $Team: Friendly $Location: -1.506319, 0.000014, -198.526108 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Prometheus S" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Azrael ;! Object #4 $Class: ST Azrael $Team: Hostile $Location: 322.020538, 251.206451, 2148.029053 $Orientation: -0.255193, -0.965925, -0.043185, 0.951951, -0.258820, 0.163719, -0.169317, 0.000670, 0.985562 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( has-undocked-delay "Azrael" "Iceni" 1 10 ) $Determination: 10 +Flags: ( "no-shields" "red-alert-carry" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Azmedaj ;! Object #5 $Class: SC Cain $Team: Hostile $Location: -864.800110, -178.956573, 2859.088135 $Orientation: -0.778573, 0.000000, -0.627554, 0.000000, 1.000000, 0.000000, 0.627554, 0.000000, -0.778573 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret08 +Sbank Ammo: ( 0 ) +Subsystem: turret09 +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 150 $Name: Sammael ;! Object #6 $Class: SC Rakshasa $Team: Hostile $Location: 1391.774536, 527.870605, 3360.893311 $Orientation: -0.750755, 0.000000, 0.660581, 0.000000, 1.000000, 0.000000, -0.660581, 0.000000, -0.750755 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Primary Banks: ( "Shivan Turret Laser" ) +Subsystem: turret03 +Primary Banks: ( "Shivan Turret Laser" ) +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 150 $Name: Qeb ;! Object #7 $Class: GTT Argo $Team: Friendly $Location: 360.871033, 472.644989, -671.987854 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-dock "Iceni" "Frontside dock" "RightDock" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( and ( or ( and ( is-destroyed-delay 10 "Azmedaj" "Sammael" ) ( is-event-true-delay "Now Deploying" 10 ) ) ( and ( is-destroyed-delay 10 "Azmedaj" "Sammael" ) ( is-event-true-delay "Eliminate Cruisers" 0 ) ) ) ( not ( is-destroyed-delay 0 "Iceni" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( or ( < ( distance "Qeb" "Waypoint path 1:1" ) 100 ) ( is-destroyed-delay 3 "Iceni" ) ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 98 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 15 $Name: Aries 1 ;! Object #8 $Class: SF Mara $Team: Hostile $Location: 196.464859, -0.000113, 1808.599121 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 2 ;! Object #9 $Class: SF Mara $Team: Hostile $Location: 98.879089, -0.000114, 1702.835815 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 3 ;! Object #10 $Class: SF Mara $Team: Hostile $Location: 301.517059, -0.000121, 1705.760498 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aquarius 1 ;! Object #11 $Class: SB Nephilim $Team: Hostile $Location: 998.210632, -0.000088, 2029.341431 $Orientation: 0.343646, 0.000000, 0.939099, 0.000000, 1.000000, 0.000000, -0.939099, 0.000000, 0.343646 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Aquarius 2 ;! Object #12 $Class: SB Nephilim $Team: Hostile $Location: 1086.194702, -0.000072, 1893.818115 $Orientation: 0.343646, 0.000000, 0.939099, 0.000000, 1.000000, 0.000000, -0.939099, 0.000000, 0.343646 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Aquarius 3 ;! Object #13 $Class: SB Nephilim $Team: Hostile $Location: 1154.759033, -0.000061, 2081.187256 $Orientation: 0.343646, 0.000000, 0.939099, 0.000000, 1.000000, 0.000000, -0.939099, 0.000000, 0.343646 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Cancer 1 ;! Object #14 $Class: SB Nahema $Team: Hostile $Location: -500.338104, -0.000044, 1715.920166 $Orientation: -0.469923, 0.000000, -0.882707, 0.000000, 1.000000, 0.000000, 0.882707, 0.000000, -0.469923 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Cancer 2 ;! Object #15 $Class: SB Nahema $Team: Hostile $Location: -554.332397, -0.000074, 1861.038818 $Orientation: -0.469923, 0.000000, -0.882707, 0.000000, 1.000000, 0.000000, 0.882707, 0.000000, -0.469923 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Cancer 3 ;! Object #16 $Class: SB Nahema $Team: Hostile $Location: -649.457947, -0.000051, 1682.354736 $Orientation: -0.469923, 0.000000, -0.882707, 0.000000, 1.000000, 0.000000, 0.882707, 0.000000, -0.469923 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Beta 1 ;! Object #17 $Class: GVF Tauret $Team: Friendly $Location: 404.775055, -0.000069, -0.485728 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" "Mekhu HL-7" ) +Secondary Banks: ( "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 +Persona Index: 6 $Name: Beta 2 ;! Object #18 $Class: GVF Tauret $Team: Friendly $Location: 297.748474, -0.000050, -96.718948 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" "Mekhu HL-7" ) +Secondary Banks: ( "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 +Persona Index: 6 $Name: Beta 3 ;! Object #19 $Class: GVF Tauret $Team: Friendly $Location: 501.435974, -0.000066, -93.966385 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" "Mekhu HL-7" ) +Secondary Banks: ( "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 $Name: Beta 4 ;! Object #20 $Class: GVF Tauret $Team: Friendly $Location: 401.216492, -0.000047, -197.953918 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus S" "Mekhu HL-7" ) +Secondary Banks: ( "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 $Name: Virgo 1 ;! Object #21 $Class: SF Basilisk $Team: Hostile $Location: 2020.543457, -0.000018, 2002.816528 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 2 ;! Object #22 $Class: SF Basilisk $Team: Hostile $Location: 2008.257935, -0.000069, 1831.366089 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 3 ;! Object #23 $Class: SF Basilisk $Team: Hostile $Location: 2200.290039, 0.000103, 1950.418457 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 1 ;! Object #24 $Class: SF Mara $Team: Hostile $Location: 1998.841797, 0.000051, 1005.298523 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 2 ;! Object #25 $Class: SF Mara $Team: Hostile $Location: 1896.706665, -0.000054, 811.887085 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 3 ;! Object #26 $Class: SF Mara $Team: Hostile $Location: 2089.735840, 0.000076, 806.743469 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 4 ;! Object #27 $Class: SF Mara $Team: Hostile $Location: 2006.638306, -0.000081, 698.390381 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 1 ;! Object #28 $Class: SF Astaroth $Team: Hostile $Location: 537.945313, 354.947754, 3596.066162 $Orientation: -0.999999, 0.000000, 0.001593, 0.000000, 1.000000, 0.000000, -0.001593, 0.000000, -0.999999 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 2 ;! Object #29 $Class: SF Astaroth $Team: Hostile $Location: 640.389221, 354.947662, 3789.316162 $Orientation: -0.999999, 0.000000, 0.001593, 0.000000, 1.000000, 0.000000, -0.001593, 0.000000, -0.999999 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 3 ;! Object #30 $Class: SF Astaroth $Team: Hostile $Location: 447.366638, 354.947784, 3794.766357 $Orientation: -0.999999, 0.000000, 0.001593, 0.000000, 1.000000, 0.000000, -0.001593, 0.000000, -0.999999 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 1 ;! Object #31 $Class: SF Astaroth $Team: Hostile $Location: 1672.809937, 0.000133, 2370.942383 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 2 ;! Object #32 $Class: SF Astaroth $Team: Hostile $Location: 1597.872559, 0.000171, 2199.064697 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 3 ;! Object #33 $Class: SF Astaroth $Team: Hostile $Location: 1798.931641, 0.000157, 2116.308350 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 4 ;! Object #34 $Class: SF Astaroth $Team: Hostile $Location: 1728.730225, 0.000125, 2008.294678 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 1 ;! Object #35 $Class: SF Astaroth $Team: Hostile $Location: 1998.098145, 0.000112, 399.510834 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 2 ;! Object #36 $Class: SF Astaroth $Team: Hostile $Location: 1898.787964, 0.000085, 300.216400 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 3 ;! Object #37 $Class: SF Astaroth $Team: Hostile $Location: 2101.031006, 0.000132, 293.297455 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 4 ;! Object #38 $Class: SF Astaroth $Team: Hostile $Location: 1997.560303, 0.000152, 202.054123 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 1 ;! Object #39 $Class: SF Mara $Team: Hostile $Location: 1981.218262, -0.000057, -177.409760 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 2 ;! Object #40 $Class: SF Mara $Team: Hostile $Location: 1879.083130, -0.000162, -370.821228 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 3 ;! Object #41 $Class: SF Mara $Team: Hostile $Location: 2072.112305, -0.000032, -375.964844 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 4 ;! Object #42 $Class: SF Mara $Team: Hostile $Location: 1989.014771, -0.000189, -484.317932 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Sagittarius 1 ;! Object #43 $Class: SB Seraphim $Team: Hostile $Location: 2465.597168, 0.000006, 2986.005127 $Orientation: -0.452176, 0.000000, 0.891929, 0.000000, 1.000000, 0.000000, -0.891929, 0.000000, -0.452176 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Cyclops" "Trebuchet" "Rockeye" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Sagittarius 2 ;! Object #44 $Class: SB Seraphim $Team: Hostile $Location: 2596.601807, -0.000045, 3133.071777 $Orientation: -0.452176, 0.000000, 0.891929, 0.000000, 1.000000, 0.000000, -0.891929, 0.000000, -0.452176 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Cyclops" "Trebuchet" "Rockeye" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Capricorn 1 ;! Object #45 $Class: SF Basilisk $Team: Hostile $Location: 1931.624512, 0.000206, 3176.817871 $Orientation: -0.452176, 0.000000, 0.891929, 0.000000, 1.000000, 0.000000, -0.891929, 0.000000, -0.452176 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Capricorn 2 ;! Object #46 $Class: SF Basilisk $Team: Hostile $Location: 2137.593262, 0.000042, 3171.449219 $Orientation: -0.452176, 0.000000, 0.891929, 0.000000, 1.000000, 0.000000, -0.891929, 0.000000, -0.452176 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Capricorn 3 ;! Object #47 $Class: SF Basilisk $Team: Hostile $Location: 2103.655518, 0.000204, 3355.730469 $Orientation: -0.452176, 0.000000, 0.891929, 0.000000, 1.000000, 0.000000, -0.891929, 0.000000, -0.452176 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Sagittarius 3 ;! Object #48 $Class: SB Seraphim $Team: Hostile $Location: 2631.662598, -0.000062, 2918.479004 $Orientation: -0.563985, 0.000000, 0.825785, 0.000000, 1.000000, 0.000000, -0.825785, 0.000000, -0.563985 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Iceni ;! Object #49 $Class: NTF Iceni $Team: Neutral $Location: 449.819061, 187.898468, 2193.659668 $Orientation: 0.975898, 0.000000, 0.218230, 0.000000, 1.000000, 0.000000, -0.218230, 0.000000, 0.975898 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Survivors", 1610) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11a +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21a +Subsystem: turret22a +Subsystem: turret23a +Subsystem: turret24a +Subsystem: turret25a $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" )+Respawn priority: 0 +Docked With: Azrael $Docker Point: dockpoint 1 $Dockee Point: RightDock +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 #Wings ;! 13 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Aries $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aries 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Aries 1" "Aries 2" "Aries 3" ) $AI Goals: ( goals ( ai-guard "Azrael" 89 ) ( ai-guard "Azmedaj" 50 ) ( ai-guard "Sammael" 50 ) ) +Flags:( ) $Name: Aquarius $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aquarius 1 $Arrival Location: Near Ship +Arrival Distance: 1040 $Arrival Anchor: Iceni $Arrival Cue: ( and ( is-event-true-delay "Iceni Under Attack" 18 ) ( or ( is-destroyed-delay 7 "Sammael" ) ( is-destroyed-delay 7 "Azmedaj" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Aquarius 1" "Aquarius 2" "Aquarius 3" ) $AI Goals: ( goals ( ai-chase "Iceni" 89 ) ) +Flags:( ) $Name: Cancer $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Near Ship +Arrival Distance: 1040 $Arrival Anchor: Iceni $Arrival Cue: ( is-destroyed-delay 10 "Aquarius" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Cancer 1" "Cancer 2" "Cancer 3" ) $AI Goals: ( goals ( ai-chase "Iceni" 89 ) ) +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Virgo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Near Ship +Arrival Distance: 1500 $Arrival Anchor: Iceni $Arrival Cue: ( and ( has-arrived-delay 12 "Qeb" ) ( is-destroyed-delay 8 "Leo" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Virgo 1" "Virgo 2" "Virgo 3" ) $AI Goals: ( goals ( ai-chase "Qeb" 89 ) ( ai-chase "Iceni" 50 ) ( ai-chase-any 50 ) ) +Flags:( ) $Name: Scorpio $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Scorpio 1 $Arrival Location: Near Ship +Arrival Distance: 1500 $Arrival Anchor: Iceni $Arrival Cue: ( is-destroyed-delay 8 "Virgo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Scorpio 1" "Scorpio 2" "Scorpio 3" "Scorpio 4" ) $AI Goals: ( goals ( ai-chase "Qeb" 89 ) ( ai-chase "Iceni" 50 ) ( ai-chase-any 50 ) ) +Flags:( ) $Name: Leo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Leo 1 $Arrival Location: Near Ship +Arrival Distance: 2000 $Arrival Anchor: Iceni $Arrival Cue: ( is-destroyed-delay 5 "Aries" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Leo 1" "Leo 2" "Leo 3" ) $AI Goals: ( goals ( ai-guard "Azmedaj" 89 ) ( ai-guard "Sammael" 89 ) ( ai-chase-any 50 ) ) +Flags:( ) $Name: Taurus $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: Near Ship +Arrival Distance: 1040 $Arrival Anchor: Iceni $Arrival Cue: ( and ( has-undocked-delay "Qeb" "Iceni" 1 3 ) ( is-destroyed-delay 6 "Pisces" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Taurus 1" "Taurus 2" "Taurus 3" "Taurus 4" ) $AI Goals: ( goals ( ai-chase "Qeb" 89 ) ( ai-chase "Iceni" 50 ) ) +Flags:( ) $Name: Libra $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Libra 1 $Arrival Location: Near Ship +Arrival Distance: 1500 $Arrival Anchor: Iceni $Arrival Cue: ( is-destroyed-delay 9 "Scorpio" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Libra 1" "Libra 2" "Libra 3" "Libra 4" ) $AI Goals: ( goals ( ai-chase "Qeb" 89 ) ( ai-chase-any 50 ) ) +Flags:( ) $Name: Pisces $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Pisces 1 $Arrival Location: Near Ship +Arrival Distance: 1500 $Arrival Anchor: Iceni $Arrival Cue: ( is-destroyed-delay 8 "Libra" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Pisces 1" "Pisces 2" "Pisces 3" "Pisces 4" ) $AI Goals: ( goals ( ai-chase "Qeb" 89 ) ( ai-chase-any 50 ) ) +Flags:( ) $Name: Sagittarius $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Sagittarius 1 $Arrival Location: Near Ship +Arrival Distance: 1200 $Arrival Anchor: Iceni $Arrival Cue: ( has-docked-delay "Qeb" "Iceni" 1 13 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Sagittarius 1" "Sagittarius 2" "Sagittarius 3" ) $AI Goals: ( goals ( ai-chase "Iceni" 50 ) ) +Flags:( ) $Name: Capricorn $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Capricorn 1 $Arrival Location: Near Ship +Arrival Distance: 300 $Arrival Anchor: Sagittarius 1 $Arrival Cue: ( has-arrived-delay 0 "Sagittarius" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Capricorn 1" "Capricorn 2" "Capricorn 3" ) $AI Goals: ( goals ( ai-guard-wing "Sagittarius" 50 ) ) +Flags:( ) +Wave Delay Min: 7 +Wave Delay Max: 12 #Events ;! 71 total $Formula: ( when ( true ) ( good-secondary-time "Hostile" 100 "Cyclops" "Iceni" ) ) +Name: Guardian Azrael +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( beam-free-all "Azmedaj" ) ( beam-free-all "Sammael" ) ) +Name: Beam Free All +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 4 ) ( add-goal "Azrael" ( ai-undock 89 ) ) ) +Name: Azrael Undocks +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( has-departed-delay 0 "Azrael" ) ( is-destroyed-delay 0 "Azrael" ) ) ( unprotect-ship "Iceni" ) ) +Name: Azrael Departs +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Iceni Under Attack" ) ) +Name: Iceni Under Attack +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( true ) ( send-message "Iceni" "High" "Extraction" ) ( change-iff "Friendly" "Iceni" ) ( add-goal "Beta" ( ai-guard "Iceni" 89 ) ) ) +Name: Protect Iceni +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( percent-ships-destroyed 50 "Alpha 2" "Alpha 3" "Alpha 4" ) ( do-nothing ) ) +Name: Alpha Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-docked-delay "Qeb" "Iceni" 1 3 ) ( send-message "Qeb" "High" "Qeb Docked" ) ) +Name: Rebels Aboard +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-undocked-delay "Qeb" "Iceni" 1 3 ) ( add-goal "Qeb" ( ai-waypoints-once "Waypoint path 1" 89 ) ) ) +Name: Transport Undock +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 3 ) ( send-message "" "High" "Hostiles Detected" ) ) +Name: Hostiles Detected +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "" "Iceni" ) 1501 ) ( send-message "" "High" "Iceni In View" ) ( add-remove-escort "Iceni" 99 ) ) +Name: Iceni In View +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( > ( is-ship-visible "Aries 1" ) 0 ) ( do-nothing ) ) +Name: Aries Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Aries" ) ( do-nothing ) ) +Name: Destroy Aries +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Aries", 14) $Formula: ( when ( > ( is-ship-visible "Aquarius 1" ) 0 ) ( do-nothing ) ) +Name: Aquarius Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Aquarius" ) ( do-nothing ) ) +Name: Destroy Aquarius +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Aquarius", 103) $Formula: ( when ( > ( is-ship-visible "Cancer 1" ) 0 ) ( do-nothing ) ) +Name: Cancer Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Destroy Cancer +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( is-destroyed-delay 2 "Azmedaj" "Sammael" ) ( send-message "#Command" "High" "Both Cruisers Destroyed" ) ) +Name: Both Cruisers Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 0 "Azmedaj" ) ( not ( is-destroyed-delay 0 "Sammael" ) ) ) ( send-message "#Command" "High" "Cain Destroyed" ) ) +Name: Cain Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 0 "Sammael" ) ( not ( is-destroyed-delay 0 "Azmedaj" ) ) ) ( send-message "#Command" "High" "Lilith Destroyed" ) ) +Name: Lilith Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 0 "Iceni" ) ( not ( has-undocked-delay "Qeb" "Iceni" 1 0 ) ) ) ( send-message "#Command" "High" "Iceni Destroyed" ) ) +Name: Iceni Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Bad Return To Base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( true ) ( do-nothing ) ) +Name: Virgo Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Destroy Virgo +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( > ( is-ship-visible "Scorpio 1" ) 0 ) ( do-nothing ) ) +Name: Scorpio Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Scorpio" ) ( do-nothing ) ) +Name: Destroy Scorpio +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Scorpio", 61) $Formula: ( when ( true ) ( do-nothing ) ) +Name: Leo Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Leo" ) ( do-nothing ) ) +Name: Destroy Leo +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Leo", 15) $Formula: ( when ( and ( and ( has-departed-delay 10 "Qeb" ) ( has-docked-delay "Qeb" "Iceni" 1 0 ) ) ( is-destroyed-delay 8 "Iceni" ) ) ( send-message "#Command" "High" "Mission Accomplished" ) ) +Name: Return To Base +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base 3 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( > ( is-ship-visible "Taurus 1" ) 0 ) ( do-nothing ) ) +Name: Taurus Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Taurus" ) ( do-nothing ) ) +Name: Destroy Taurus +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Taurus", 19) $Formula: ( when ( has-arrived-delay 3 "Aquarius" ) ( send-message "#Command" "High" "Bombers" ) ) +Name: Bombers +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Aquarius" ) ( send-message "#Command" "High" "Aquarius Down" ) ) +Name: Aquarius Down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 3 "Cancer" ) ( send-message "#Command" "High" "Cancer Incoming" ) ) +Name: Cancer Incoming +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Cancer" ) ( send-message "#Command" "High" "Cancer Nullified" ) ) +Name: Cancer Nullified +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Azrael" ) ( send-message "#Command" "High" "Azrael Destroyed" ) ) +Name: Azrael Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( or ( < ( distance "" "Azmedaj" ) 1500 ) ( < ( distance "" "Sammael" ) 1500 ) ) ( is-event-true-delay "Iceni In View" 8 ) ) ( send-message "" "High" "Cruisers In Range" ) ( add-remove-escort "Azmedaj" 90 ) ( add-remove-escort "Sammael" 90 ) ) +Name: Cruisers In Range +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Destroy Cruisers" ) ) +Name: Destroy Cruisers +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( is-destroyed-delay 0 "Azmedaj" "Sammael" ) ( do-nothing ) ) +Name: Destroy Cruisers 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Cruisers", 1611) $Formula: ( when ( has-arrived-delay 1 "Qeb" ) ( send-message "#Command" "High" "Qeb Enters" ) ) +Name: Qeb Enters +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Qeb" "Iceni" ) 500 ) ( send-message "Qeb" "High" "Qeb In Position" ) ) +Name: Qeb In Position +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( < ( hits-left "Iceni" ) 40 ) ( not ( has-undocked-delay "Qeb" "Iceni" 1 0 ) ) ) ( send-message "Iceni" "High" "Iceni Hurt" ) ) +Name: Iceni Hurt +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 2 "Qeb" ) ( not ( has-docked-delay "Qeb" "Iceni" 1 0 ) ) ( not ( is-destroyed-delay 0 "Iceni" ) ) ) ( send-message "#Command" "High" "Qeb Destroyed" ) ) +Name: Qeb Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( not ( is-destroyed-delay 0 "Iceni" ) ) ( send-message "Iceni" "Normal" "Out Of Time" ) ) +Name: Out Of Time +Repeat Count: 1 +Interval: 1 +Chained: 16 $Formula: ( when ( not ( is-destroyed-delay 0 "Iceni" ) ) ( send-message "#Command" "High" "Redeem Yourself" ) ) +Name: Redeem Yourself +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( not ( is-destroyed-delay 0 "Iceni" ) ) ( send-message "Iceni" "Normal" "Secret To Hell" ) ) +Name: Secret To Hell +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( or ( is-event-true-delay "Out Of Time" 30 ) ( has-undocked-delay "Qeb" "Iceni" 1 35 ) ) ( self-destruct "Iceni" ) ) +Name: Self Destruct Iceni +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Protect Iceni" 8 ) ( send-message "#Command" "High" "Status" ) ) +Name: Status +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Iceni" "High" "Killed" ) ) +Name: Killed +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( send-message "#Command" "High" "Wheres Bosch" ) ) +Name: Wheres Bosch +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "Iceni" "High" "Out Of Here Now" ) ) +Name: Out Of Here Now +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( true ) ( send-message "#Command" "High" "Tech On Board" ) ) +Name: Tech On Board +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "Iceni" "High" "Listen To Me" ) ) +Name: Listen To Me +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( send-message "#Command" "High" "Transmit" ) ) +Name: Transmit +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( send-message "Iceni" "High" "No Can Do" ) ) +Name: No Can Do +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( and ( is-destroyed-delay 0 "Azmedaj" "Sammael" ) ( not ( is-event-true-delay "Eliminate Cruisers" 0 ) ) ) ( send-message "#Command" "High" "Now Deploying" ) ) +Name: Now Deploying +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( and ( is-event-true-delay "No Can Do" 7 ) ( or ( not ( is-destroyed-delay 0 "Azmedaj" ) ) ( not ( is-destroyed-delay 0 "Sammael" ) ) ) ) ( send-message "#Command" "High" "Eliminate Cruisers" ) ) +Name: Eliminate Cruisers +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( not ( is-destroyed-delay 0 "Azmedaj" ) ) ( not ( is-destroyed-delay 0 "Sammael" ) ) ) ( send-message "Iceni" "High" "No Time" ) ) +Name: No Time +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( or ( is-event-true-delay "Out Of Time" 20 ) ( has-undocked-delay "Qeb" "Iceni" 1 25 ) ) ( send-message "#Command" "High" "Stay Clear" ) ) +Name: Stay Clear +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-undocked-delay "Azrael" "Iceni" 1 0 ) ( send-message "#Command" "High" "Azrael Undocked" ) ) +Name: Azrael Undocked +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 1 "Azrael" ) ( send-message "" "High" "Azrael Departed" ) ) +Name: Azrael Departed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Rebels Aboard" 8 ) ( send-message "Iceni" "High" "Slaughterhouse" ) ) +Name: Slaughterhouse +Repeat Count: 1 +Interval: 1 $Formula: ( when ( not ( is-destroyed-delay 0 "Qeb" ) ) ( send-message "Qeb" "Normal" "Survivors On Board" ) ( transfer-cargo "Iceni" "Qeb" ) ( add-goal "Qeb" ( ai-undock 89 ) ) ) +Name: Survivors On Board +Repeat Count: 1 +Interval: 1 +Chained: 18 $Formula: ( when ( < ( distance "Qeb" "Waypoint path 1:1" ) 115 ) ( send-message "Qeb" "Normal" "Qeb Jump" ) ) +Name: Qeb Jump +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 2 "Qeb" ) ( has-docked-delay "Qeb" "Iceni" 1 0 ) ) ( send-message "#Command" "High" "Qeb Destroyed 2" ) ) +Name: Qeb Destroyed 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Libra" ) ( do-nothing ) ) +Name: Destroy Libra +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Libra", 18) $Formula: ( when ( is-destroyed-delay 0 "Pisces" ) ( do-nothing ) ) +Name: Destroy Pisces +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Pisces", 22) $Formula: ( when ( is-destroyed-delay 0 "Sagittarius" ) ( do-nothing ) ) +Name: Destroy Sagittarius +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Sagittarius", 63) $Formula: ( when ( is-destroyed-delay 0 "Capricorn" ) ( do-nothing ) ) +Name: Destroy Capricorn +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Capricorn", 963) #Goals ;! 3 total $Type: Primary +Name: Capture The Iceni $MessageNew: XSTR("Capture the Iceni and the ETAK technology", 1612) $end_multi_text $Formula: ( and ( has-departed-delay 1 "Qeb" ) ( has-undocked-delay "Qeb" "Iceni" 1 0 ) ( not ( is-destroyed-delay 0 "Qeb" ) ) ( not ( is-event-true-delay "Secret To Hell" 8 ) ) ) $Type: Secondary +Name: Destroy The Sammael $MessageNew: XSTR("Destroy the Sammael", 1613) $end_multi_text $Formula: ( is-destroyed-delay 0 "Sammael" ) $Type: Secondary +Name: Destroy The Azmedaj $MessageNew: XSTR("Destroy the Azmedaj", 1614) $end_multi_text $Formula: ( is-destroyed-delay 0 "Azmedaj" ) #Waypoints ;! 1 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( -376.290039, 1008.074524, 2202.606445 ) ) #Messages ;! 249 total $Name: Iceni Under Attack $Team: -1 $MessageNew: XSTR("The Shivans are attacking the command ship! Changing IFF status to friendly. Defend the Iceni, pilots. We must retrieve that technology!", 1615) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-03_AC_25.wav $Name: Stay Clear $Team: -1 $MessageNew: XSTR("Get out of there, pilots! Stand clear of the Iceni! Self-destruction is imminent!", 1616) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-03_AC_01.wav $Name: Iceni In View $Team: -1 $MessageNew: XSTR("I am now reading the Iceni at 1200 meters. The Azrael is docked with the command ship. The first Shivan transport has departed, Command.", 1617) $end_multi_text +Persona: Wingman 6 +AVI Name: Head-VP1 +Wave Name: SM3-03_Any_02.wav $Name: Both Cruisers Destroyed $Team: -1 $MessageNew: XSTR("Both cruisers are down. We are sending in the boarding party.", 1618) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-03_AC_02.wav $Name: Cain Destroyed $Team: -1 $MessageNew: XSTR("Cain class cruiser has been destroyed.", 1619) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-03_AC_03.wav $Name: Lilith Destroyed $Team: -1 $MessageNew: XSTR("The Sammael has been destroyed.", 1620) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-03_AC_04.wav $Name: Iceni Destroyed $Team: -1 $MessageNew: XSTR("The Iceni has been destroyed. Return to base.", 1621) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-03_AC_05.wav $Name: Hostiles Detected $Team: -1 $MessageNew: XSTR("I have detected hostile fighters. Iceni is not yet on sensors.", 1622) $end_multi_text +Persona: Wingman 7 +AVI Name: Head-VP2 +Wave Name: SM3-03_Any_03.wav $Name: Cruisers In Range $Team: -1 $MessageNew: XSTR("Shivan cruisers now in range.", 1623) $end_multi_text +Persona: Wingman 6 +AVI Name: Head-VP1 +Wave Name: SM3-03_Any_04.wav $Name: Destroy Cruisers $Team: -1 $MessageNew: XSTR("Destroy the cruisers, pilots. We must secure the area before we send in the boarding party.", 1624) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-03_AC_06.wav $Name: Azrael Departed $Team: -1 $MessageNew: XSTR("The Azrael has departed. We had no chance of stopping the transport, Command.", 1625) $end_multi_text +Persona: Wingman 7 +AVI Name: Head-VP2 +Wave Name: SM3-03_Any_05.wav $Name: Bombers $Team: -1 $MessageNew: XSTR("A wing of Nephilim bombers is heading for the Iceni! Stop them before they launch their warheads!", 1626) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-03_AC_07.wav $Name: Aquarius Down $Team: -1 $MessageNew: XSTR("Aquarius wing is down!", 1627) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-03_AC_08.wav $Name: Cancer Incoming $Team: -1 $MessageNew: XSTR("Cancer wing has arrived. We've got three Nahema bombers closing in. Intercept and destroy!", 1628) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-03_AC_09.wav $Name: Cancer Nullified $Team: -1 $MessageNew: XSTR("We have nullified Cancer wing.", 1629) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-03_AC_10.wav $Name: Azrael Destroyed $Team: -1 $MessageNew: XSTR("We have destroyed the Azrael.", 1630) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-03_AC_11.wav $Name: Qeb Enters $Team: -1 $MessageNew: XSTR("The GVT Qeb has entered the field of engagement. Escort the transport until it docks with the Iceni.", 1631) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-03_AC_12.wav $Name: Qeb In Position $Team: -1 $MessageNew: XSTR("This is the GVT Qeb. We are now in position. Commencing docking sequence.", 1632) $end_multi_text +AVI Name: Head-VC +Wave Name: SM3-03_Qe_01.wav $Name: Qeb Docked $Team: -1 $MessageNew: XSTR("Qeb here. Docking point secure. Iceni, stand by for boarding.", 1633) $end_multi_text +AVI Name: Head-VC +Wave Name: SM3-03_Qe_02.wav $Name: Slaughterhouse $Team: -1 $MessageNew: XSTR("This is Victor 3. We've entered a slaughterhouse, Command. Casualty rate in the thousands. Shivan bodies are among the dead. Proceeding now to deck seven.", 1634) $end_multi_text +Wave Name: SM3-03_Ic_01.wav $Name: Survivors On Board $Team: -1 $MessageNew: XSTR("All survivors are now on board the transport. We have the specifications. Undocking now.", 1635) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-03_AC_13.wav $Name: Qeb Jump $Team: -1 $MessageNew: XSTR("This is the Qeb. Now making the jump to subspace.", 1636) $end_multi_text +AVI Name: Head-VC +Wave Name: SM3-03_Qe_03.wav $Name: Mission Accomplished $Team: -1 $MessageNew: XSTR("Mission accomplished, pilots. You are authorized to return to base.", 1637) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-03_AC_14.wav $Name: Extraction $Team: -1 $MessageNew: XSTR("This is Lt. Rusk, NTF Iceni! We need immediate extraction! Please assist!", 1638) $end_multi_text +AVI Name: Head-CM3 +Wave Name: SM303_Ic_02.wav $Name: Status $Team: -1 $MessageNew: XSTR("What's your status, Iceni?", 1639) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-03_AC_15.wav $Name: Killed $Team: -1 $MessageNew: XSTR("The Shivans boarded us! They killed everyone! I've got thirty-three survivors on deck seven. There's got to be more below.", 1640) $end_multi_text +AVI Name: Head-CM3 +Wave Name: SM303_Ic_03.wav $Name: Wheres Bosch $Team: -1 $MessageNew: XSTR("Where's Admiral Bosch?", 1641) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-03_AC_16.wav $Name: Out Of Here Now $Team: -1 $MessageNew: XSTR("They took him away, with Gibson and Sarno and about a dozen others. You've got to get us out of here NOW!", 1642) $end_multi_text +AVI Name: Head-CM3 +Wave Name: SM303_Ic_04.wav $Name: Tech On Board $Team: -1 $MessageNew: XSTR("Is the communication technology on board?", 1643) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-03_AC_17.wav $Name: Listen To Me $Team: -1 $MessageNew: XSTR("Listen to me! Bosch initiated the self-destruct sequence! We have only a few minutes left!", 1644) $end_multi_text +AVI Name: Head-CM3 +Wave Name: SM303_Ic_05.wav $Name: Transmit $Team: -1 $MessageNew: XSTR("Transmit the specifications of the ETAK device now, Iceni.", 1645) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-03_AC_18.wav $Name: No Can Do $Team: -1 $MessageNew: XSTR("No can do. You get us out alive, Command, I'll get you those specs! You understand?", 1646) $end_multi_text +AVI Name: Head-CM3 +Wave Name: SM303_Ic_06.wav $Name: Now Deploying $Team: -1 $MessageNew: XSTR("Acknowledged. Now deploying GVT Qeb. Stand by.", 1647) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-03_AC_19.wav $Name: Eliminate Cruisers $Team: -1 $MessageNew: XSTR("Our fighters must eliminate these cruisers first, Iceni. Stand by.", 1648) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-03_AC_20.wav $Name: No Time $Team: -1 $MessageNew: XSTR("I'm telling you there's no time, Command! Get us out of here now!", 1649) $end_multi_text +AVI Name: Head-CM3 +Wave Name: SM303_Ic_07.wav $Name: Iceni Hurt $Team: -1 $MessageNew: XSTR("Hull integrity has fallen below critical! We're gonna die out here, Command! Get us some fighter cover!", 1650) $end_multi_text +AVI Name: Head-CM3 +Wave Name: SM303_Ic_08.wav $Name: Qeb Destroyed $Team: -1 $MessageNew: XSTR("Iceni, we've lost the GVT Qeb. We're deploying a second transport.", 1651) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-03_AC_21.wav $Name: Out Of Time $Team: -1 $MessageNew: XSTR("Self-destruct in thirty seconds, Command! You're out of time.", 1652) $end_multi_text +AVI Name: Head-CM3 +Wave Name: SM303_Ic_09.wav $Name: Redeem Yourself $Team: -1 $MessageNew: XSTR("Transmit the specs, Lieutenant. This is your last chance to redeem yourself.", 1653) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-03_AC_22.wav $Name: Secret To Hell $Team: -1 $MessageNew: XSTR("Sorry, Command. We're taking that secret to hell with us. Believe me. You don't want to know. Rusk out.", 1654) $end_multi_text +AVI Name: Head-CM3 +Wave Name: SM303_Ic_10.wav $Name: Azrael Undocked $Team: -1 $MessageNew: XSTR("The Azrael has undocked with the Iceni. The vessel is preparing to engage its subspace drive.", 1655) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-03_AC_23.wav $Name: Qeb Destroyed 2 $Team: -1 $MessageNew: XSTR("We've lost the transport! Repeat! We've lost the transport!", 1656) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-03_AC_24.wav #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 500 $Ambient light level: 0 +Neb2: nbackpurp2 +Neb2Flags: 62 $Sun: SunBlue +Angles: 0.680678 0.000000 1.745328 +Scale: 1.000000 #Asteroid Fields #Music $Event Music: 7: Revelation $Briefing Music: Brief7 #End #Mission Info $Version: 0.10 $Name: XSTR("Straight, No Chaser", 1657) $Author: Brad Johnson $Created: 07/28/99 at 22:17:59 $Modified: 10/13/99 at 15:31:34 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("The 203rd pursues the Shivan Azrael transport to an uncharted region of the nebula.", 1658) $end_multi_text +Game Type Flags: 1 +Flags: 4 +NebAwacs: 3000.000000 +Storm: s_active +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -0.420898, 19995.320313, -16651.923828 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.663661, 0.748033, 0.000000, -0.748033, 0.663661 +SquadReassignName: 203rd Scorpions +SquadReassignLogo: vasudan1.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("At 1640 hours, reconnaissance detected the Shivan transport carrying Admiral Bosch and his subordinates deep within a Shivan-controlled zone of the nebula. A wing of $h Maras repelled our recon unit, but we now have an approximate location. Alpha and Beta, your mission is to find and disable the $h Azrael transport.", 1659) $end_multi_text $voice: SM304_MB_01.wav $camera_pos: -0.420898, 15215.760742, -7174.290039 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.663661, 0.748033, 0.000000, -0.748033, 0.663661 $camera_time: 500 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 34 $team: Hostile $class: ST Azrael $pos: -17.656107, -0.000518, 6082.673340 $label: Transport +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The attack must be executed quickly, before the transport escapes. Once its engines are disabled, defend the transport until the recovery team arrives on $f Lambda $f 1. They will dock with the $h Azrael and haul the vessel back to Gamma Draconis. $f Lambda $f 2 will be standing by in case $f Lambda $f 1 should fail.", 1660) $end_multi_text $voice: SM304_MB_02.wav $camera_pos: 189.329575, 11623.538086, -7420.385742 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.663661, 0.748033, 0.000000, -0.748033, 0.663661 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 34 $team: Hostile $class: ST Azrael $pos: -17.656107, -0.000518, 6082.673340 $label: Transport +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GVF Serapis $pos: -1945.372192, -0.000164, 1627.792725 $label: Alpha 4 +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GVF Serapis $pos: 1570.335449, -0.000030, 836.929565 $label: Beta 4 +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Capturing Bosch and his lieutenants is of the utmost importance. We do not know if they are alive or dead, or what the Shivans intend to do with them.", 1661) $end_multi_text $voice: SM304_MB_03.wav $camera_pos: 189.329575, 11623.538086, -7420.385742 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.663661, 0.748033, 0.000000, -0.748033, 0.663661 $camera_time: 500 $num_lines: 0 $num_icons: 4 $Flags: 0 $Formula: ( true ) $start_icon $type: 34 $team: Hostile $class: ST Azrael $pos: -17.656107, -0.000518, 6082.673340 $label: Transport +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GVF Serapis $pos: -1945.372192, -0.000164, 1627.792725 $label: Alpha 4 +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GVF Serapis $pos: 1570.335449, -0.000030, 836.929565 $label: Beta 4 +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: GVD Hatshepsut $pos: 4304.087402, 0.004419, 3399.272705 $label: Psamtik +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 2 $Formula: ( not ( is-event-true-delay "Jump Out" 0 ) ) $Multi text XSTR("A Vasudan never leaves the field of battle without authorization from a superior officer. Your cowardice jeopardized the lives of our brothers and sisters. You are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance. You will be taken into custody and handed over to the Terran 3rd Battle Group authority, where you will face a court martial. You are a disgrace to your species, Terran.", 1318) $end_multi_text $Voice: 8_VJOE.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( is-event-true-delay "Jump Out" 0 ) $Multi text XSTR("Welcome to the GVD Memphis, Terran. The annihilation of the Psamtik and the thousands on board is a tragedy for all Vasudans. A people birthed in sorrow will die in sorrow, as the old proverb goes. The discovery of the second Knossos portal was of extraordinary significance, but there will be no expedition. Allied forces have sighted multiple Sathanas-class juggernauts converging on our positions throughout the nebular theater. We stand on the brink of a new Shivan resurgence, and our systems are once again in jeopardy. For the second time, Command has ordered a full retreat of all allied vessels from the nebula. We will withdraw immediately to the Capella system, where we will mount our defense. However, not even the Colossus has the firepower to repel a juggernaut fleet. With the disappearance of the Azrael, and the extreme secrecy surrounding the Alliance's handling of the ETAK project, it could be many years before we learn what happened out here.", 1662) $end_multi_text $Voice: SM304_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GVF Seth" 8 "GVF Horus" 8 "GVF Thoth" 8 "GVF Tauret" 8 ) +Weaponry Pool: ( "Mekhu HL-7" 16 "Akheton SDG" 24 "Morning Star" 16 "Prometheus S" 16 "Maxim" 24 "Circe" 16 "Lamprey" 16 "Rockeye" 500 "Tempest" 1460 "Hornet" 500 "Tornado" 884 "Harpoon" 500 "Trebuchet" 500 "TAG-B" 500 "Piranha" 500 "Stiletto II" 500 "Infyrno" 500 "EMP Adv." 500 ) #Objects ;! 50 total $Name: Alpha 1 ;! Object #0 $Class: GVF Serapis $Team: Friendly $Location: 0.000000, 0.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Akheton SDG" ) +Secondary Banks: ( "Tornado" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GVF Serapis $Team: Friendly $Location: -100.919472, -0.000005, -100.312660 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Akheton SDG" ) +Secondary Banks: ( "Tornado" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GVF Serapis $Team: Friendly $Location: 99.542908, 0.000013, -99.062889 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Akheton SDG" ) +Secondary Banks: ( "Tornado" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GVF Serapis $Team: Friendly $Location: 0.000000, -0.000009, -198.794357 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Akheton SDG" ) +Secondary Banks: ( "Tornado" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Knossos ;! Object #4 $Class: Knossos $Team: Hostile $Location: -17.656107, -0.000518, 6082.673340 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Group: 0 +Score: 1000 $Name: Sathanas ;! Object #5 $Class: SJ Sathanas $Team: Hostile $Location: -34.486237, -0.000518, 9021.874023 $Orientation: -0.999984, 0.000000, -0.005726, 0.000000, 1.000000, 0.000000, 0.005726, 0.000000, -0.999984 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 +Subsystem: turret27 +Subsystem: turret28 +Subsystem: turret29 +Subsystem: turret30 +Subsystem: turret31 +Subsystem: turret32 +Subsystem: turret33 +Subsystem: turret34 +Subsystem: turret35 +Subsystem: turret36 +Subsystem: turret37 +Subsystem: turret38 +Subsystem: turret39 +Subsystem: turret40 +Subsystem: turret41 +Subsystem: turret42 +Subsystem: turret43 +Subsystem: turret44 +Subsystem: turret45 +Subsystem: turret46 +Subsystem: turret47 +Subsystem: turret48 +Subsystem: turret49 +Subsystem: turret50 +Subsystem: turret51 +Subsystem: turret52 +Subsystem: turret53 $Arrival Location: Hyperspace $Arrival Cue: ( and ( has-arrived-delay 110 "Psamtik" ) ( < ( distance "Alpha 1" "Psamtik" ) 3000 ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "special-warp" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Scorpio 1 ;! Object #6 $Class: SF Mara $Team: Hostile $Location: -93.022202, 0.000993, 2973.899414 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 2 ;! Object #7 $Class: SF Mara $Team: Hostile $Location: -194.361084, 0.001030, 2882.493408 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 3 ;! Object #8 $Class: SF Mara $Team: Hostile $Location: 9.975962, 0.001030, 2879.849609 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 4 ;! Object #9 $Class: SF Mara $Team: Hostile $Location: -96.092957, 0.000999, 2774.259033 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Dahaka ;! Object #10 $Class: SC Cain $Team: Hostile $Location: 1842.916138, -637.629883, 5672.688965 $Orientation: -0.983558, 0.000000, 0.180596, 0.070328, 0.921062, 0.383016, -0.166341, 0.389419, -0.905917 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 150 $Name: Sephiroth ;! Object #11 $Class: SC Rakshasa $Team: Hostile $Location: -1530.101318, 1621.868286, 5030.246094 $Orientation: 0.435683, 0.000000, 0.900101, 0.107753, 0.992809, -0.052157, -0.893628, 0.119712, 0.432550 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Libra 1 ;! Object #12 $Class: SF Dragon $Team: Hostile $Location: 2971.924072, -0.000629, 5993.794434 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Libra 2 ;! Object #13 $Class: SF Dragon $Team: Hostile $Location: 2819.655762, 0.000219, 5703.724609 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Libra 3 ;! Object #14 $Class: SF Dragon $Team: Hostile $Location: 3102.175293, 0.000272, 5695.813477 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Aries 1 ;! Object #15 $Class: SF Manticore $Team: Hostile $Location: -3013.526367, 778.100281, 6010.119629 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 2 ;! Object #16 $Class: SF Manticore $Team: Hostile $Location: -3098.666504, 778.100464, 5902.546875 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 3 ;! Object #17 $Class: SF Manticore $Team: Hostile $Location: -2901.538818, 778.100525, 5899.916504 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 4 ;! Object #18 $Class: SF Manticore $Team: Hostile $Location: -2999.738525, 778.100464, 5800.123047 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 5 ;! Object #19 $Class: SF Manticore $Team: Hostile $Location: -3103.017090, 778.100464, 5699.193848 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Delta 1 ;! Object #20 $Class: GVF Tauret $Team: Friendly $Location: -2259.859375, 0.002545, 4951.303711 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Prometheus R" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Delta 2 ;! Object #21 $Class: GVF Tauret $Team: Friendly $Location: -2364.517334, 0.002497, 4849.746582 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Prometheus R" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Delta 3 ;! Object #22 $Class: GVF Tauret $Team: Friendly $Location: -2157.814697, 0.002477, 4849.746582 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Prometheus R" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Delta 4 ;! Object #23 $Class: GVF Tauret $Team: Friendly $Location: -2261.780029, 0.002460, 4744.649902 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Mekhu HL-7" "Prometheus R" ) +Secondary Banks: ( "Hornet" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Virgo 1 ;! Object #24 $Class: SF Mara $Team: Hostile $Location: 1399.844849, -0.000720, -4340.242676 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 2 ;! Object #25 $Class: SF Mara $Team: Hostile $Location: 1294.682739, -0.000731, -4433.484863 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 3 ;! Object #26 $Class: SF Mara $Team: Hostile $Location: 1495.397583, -0.000860, -4437.791504 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 4 ;! Object #27 $Class: SF Mara $Team: Hostile $Location: 1301.704224, -0.000721, -4541.766113 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 5 ;! Object #28 $Class: SF Mara $Team: Hostile $Location: 1495.765747, -0.000741, -4537.738770 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 6 ;! Object #29 $Class: SF Mara $Team: Hostile $Location: 1400.460571, -0.000807, -4635.323730 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Psamtik ;! Object #30 $Class: GVD Hatshepsut $Team: Friendly $Location: 57.550156, 0.001260, -7472.681152 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 +Subsystem: turret27 +Subsystem: turret28 +Subsystem: turret29 +Subsystem: turret30 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Deploying Psamtik" 10 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 99 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 $Name: Taurus 1 ;! Object #31 $Class: SF Astaroth $Team: Hostile $Location: 1371.482056, -915.171204, -2278.447998 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 2 ;! Object #32 $Class: SF Astaroth $Team: Hostile $Location: 1264.882935, -915.170593, -2371.617432 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 3 ;! Object #33 $Class: SF Astaroth $Team: Hostile $Location: 1466.453369, -915.170471, -2375.957764 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 4 ;! Object #34 $Class: SF Astaroth $Team: Hostile $Location: 1366.370239, -915.170593, -2479.689209 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 5 ;! Object #35 $Class: SF Astaroth $Team: Hostile $Location: 1270.860474, -915.170593, -2576.669189 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 6 ;! Object #36 $Class: SF Astaroth $Team: Hostile $Location: 1469.228760, -915.170593, -2576.669189 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #37 $Class: GVF Serapis $Team: Friendly $Location: 401.322174, -0.000494, -197.206863 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Akheton SDG" ) +Secondary Banks: ( "Tornado" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 +Persona Index: 5 $Name: Beta 2 ;! Object #38 $Class: GVF Serapis $Team: Friendly $Location: 296.756378, -0.000457, -300.420135 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Akheton SDG" ) +Secondary Banks: ( "Tornado" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 +Persona Index: 5 $Name: Beta 3 ;! Object #39 $Class: GVF Serapis $Team: Friendly $Location: 495.874146, -0.000504, -293.766327 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Akheton SDG" ) +Secondary Banks: ( "Tornado" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 +Persona Index: 6 $Name: Beta 4 ;! Object #40 $Class: GVF Serapis $Team: Friendly $Location: 398.372772, -0.000477, -399.692230 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Akheton SDG" ) +Secondary Banks: ( "Tornado" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 +Persona Index: 6 $Name: Gemini 1 ;! Object #41 $Class: SF Astaroth $Team: Hostile $Location: -1999.850830, -0.000691, -2995.981445 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 2 ;! Object #42 $Class: SF Astaroth $Team: Hostile $Location: -2095.927246, 0.000098, -3095.365967 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 3 ;! Object #43 $Class: SF Astaroth $Team: Hostile $Location: -1905.147095, 0.000139, -3098.909180 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 4 ;! Object #44 $Class: SF Astaroth $Team: Hostile $Location: -2003.850098, 0.000113, -3197.697754 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 5 ;! Object #45 $Class: SF Astaroth $Team: Hostile $Location: -2100.415527, 0.000121, -3298.492920 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Capricorn 1 ;! Object #46 $Class: SF Mara $Team: Hostile $Location: 25.907465, -0.000276, -1551.669189 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Capricorn 2 ;! Object #47 $Class: SF Mara $Team: Hostile $Location: -174.683533, -0.000470, -1652.566162 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Capricorn 3 ;! Object #48 $Class: SF Mara $Team: Hostile $Location: 226.735596, -0.001065, -1554.673828 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Capricorn 4 ;! Object #49 $Class: SF Mara $Team: Hostile $Location: 126.321411, -0.000767, -1752.783447 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Lieutenant $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 #Wings ;! 10 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Jump Out" 10 ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Scorpio $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Scorpio 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Scorpio 1" "Scorpio 2" "Scorpio 3" "Scorpio 4" ) $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 89 ) ) +Flags:( ) $Name: Libra $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Libra 1 $Arrival Location: Hyperspace $Arrival Cue: ( < ( distance "" "Dahaka" ) 2000 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Libra 1" "Libra 2" "Libra 3" ) $AI Goals: ( goals ( ai-guard "Dahaka" 89 ) ( ai-guard "Sephiroth" 50 ) ( ai-guard "Sathanas" 50 ) ) +Flags:( "no-arrival-music" "no-arrival-message" "no-arrival-warp" ) $Name: Aries $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aries 1 $Arrival Location: Hyperspace +Arrival delay: 80 $Arrival Cue: ( < ( distance "" "Sephiroth" ) 2000 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 5 total "Aries 1" "Aries 2" "Aries 3" "Aries 4" "Aries 5" ) $AI Goals: ( goals ( ai-guard "Sephiroth" 89 ) ( ai-guard "Dahaka" 50 ) ( ai-guard "Sathanas" 50 ) ) +Flags:( "no-arrival-music" "no-arrival-message" "no-arrival-warp" ) $Name: Delta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Delta 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Reinforcements" 0 ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Jump Out" 8 ) $Ships: ( ;! 4 total "Delta 1" "Delta 2" "Delta 3" "Delta 4" ) +Flags:( "reinforcement" ) $Name: Virgo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Near Ship +Arrival Distance: 2000 $Arrival Anchor: Psamtik $Arrival Cue: ( and ( is-destroyed-delay 8 "Taurus" ) ( not ( has-arrived-delay 0 "Sathanas" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Virgo 1" "Virgo 2" "Virgo 3" "Virgo 4" "Virgo 5" "Virgo 6" ) $AI Goals: ( goals ( ai-chase "Psamtik" 89 ) ( ai-guard "Sathanas" 50 ) ) +Flags:( ) $Name: Taurus $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: Near Ship +Arrival Distance: 2000 $Arrival Anchor: Psamtik $Arrival Cue: ( is-event-true-delay "Spearhead" 10 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Taurus 1" "Taurus 2" "Taurus 3" "Taurus 4" "Taurus 5" "Taurus 6" ) $AI Goals: ( goals ( ai-disarm-ship "Psamtik" 89 ) ( ai-chase "Psamtik" 50 ) ( ai-guard "Sathanas" 50 ) ) +Flags:( "no-arrival-message" ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Jump Out" 9 ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Gemini $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gemini 1 $Arrival Location: Near Ship +Arrival Distance: 2000 $Arrival Anchor: Psamtik $Arrival Cue: ( and ( is-destroyed-delay 8 "Virgo" ) ( not ( has-arrived-delay 0 "Sathanas" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 5 total "Gemini 1" "Gemini 2" "Gemini 3" "Gemini 4" "Gemini 5" ) $AI Goals: ( goals ( ai-chase "Psamtik" 89 ) ( ai-guard "Sathanas" 50 ) ) +Flags:( ) $Name: Capricorn $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Capricorn 1 $Arrival Location: In front of ship +Arrival Distance: 900 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-event-true-delay "Spearhead" 10 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Capricorn 1" "Capricorn 2" "Capricorn 3" "Capricorn 4" ) $AI Goals: ( goals ( ai-chase-wing "Alpha" 50 ) ) +Flags:( ) #Events ;! 55 total $Formula: ( when ( > ( is-ship-visible "Scorpio 1" ) 1 ) ( do-nothing ) ) +Name: Near Scorpio +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Scorpio" ) ( do-nothing ) ) +Name: Destroy Scorpio +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Scorpio", 61) $Formula: ( when ( has-time-elapsed 35 ) ( send-message "" "High" "Another Belialce" ) ) +Name: Another Belialce +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( > ( is-ship-visible "Sephiroth" ) 1 ) ( is-event-true-delay "Nullify Enemy" 8 ) ( or ( not ( is-event-true-delay "Cain Escort" 0 ) ) ( is-event-true-delay "Cain Escort" 12 ) ) ) ( add-remove-escort "Sephiroth" 90 ) ( send-message "#Command" "High" "Sephiroth On Sensors" ) ( validate-goal "Destroy Sephiroth" ) ) +Name: Rakshasa Escort +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( > ( is-ship-visible "Dahaka" ) 1 ) ( is-event-true-delay "Nullify Enemy" 8 ) ( or ( not ( is-event-true-delay "Rakshasa Escort" 0 ) ) ( is-event-true-delay "Rakshasa Escort" 12 ) ) ) ( add-remove-escort "Dahaka" 90 ) ( send-message "#Command" "High" "Cain On Sensors" ) ( validate-goal "Destroy Dahaka" ) ) +Name: Cain Escort +Repeat Count: 1 +Interval: 1 $Formula: ( when ( > ( is-ship-visible "Libra 1" ) 1 ) ( do-nothing ) ) +Name: Libra Close +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Libra" ) ( do-nothing ) ) +Name: Destroy Libra +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Libra", 18) $Formula: ( when ( > ( is-ship-visible "Aries 1" ) 1 ) ( do-nothing ) ) +Name: Aries Close +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Aries" ) ( do-nothing ) ) +Name: Destroy Aries +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Aries", 14) $Formula: ( when ( and ( has-arrived-delay 109 "Psamtik" ) ( < ( distance "Alpha 1" "Psamtik" ) 3000 ) ) ( send-message "Psamtik" "High" "Apoc Arrives" ) ) +Name: Apoc Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( beam-free-all "Dahaka" ) ( beam-free-all "Sephiroth" ) ) +Name: Beam Free All +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 6 "Sathanas" ) ( fire-beam "Sathanas" "turret01" "Psamtik" ) ( fire-beam "Sathanas" "turret02" "Psamtik" ) ) +Name: Sathanas Fires +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( fire-beam "Sathanas" "turret03" "Psamtik" ) ( fire-beam "Sathanas" "turret04" "Psamtik" ) ) +Name: Fire 2 +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( beam-free-all "Sathanas" ) ) +Name: Beam Free Sathanas +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( has-arrived-delay 1 "Psamtik" ) ( send-message "Psamtik" "High" "Psamtik Arrives" ) ( beam-free-all "Psamtik" ) ) +Name: Psamtik Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 2 "Taurus" ) ( send-message "Psamtik" "High" "Help Psamtik" ) ) +Name: Help Psamtik +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Taurus" ) ( do-nothing ) ) +Name: Destroy Taurus +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Taurus", 19) $Formula: ( when ( has-time-elapsed 4 ) ( send-message "" "High" "Reading Hostile" ) ) +Name: Reading Hostile +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Maintain Course" ) ) +Name: Maintain Course +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( is-event-true-delay "Another Belialce" 9 ) ( send-message "" "High" "Another Knossos 2" ) ) +Name: Another Knossos 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Say Again" ) ) +Name: Say Again +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( send-message "" "High" "Device Activated" ) ) +Name: Device Activated +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( send-message "#Command" "High" "Locate Azrael" ) ) +Name: Locate Azrael +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( true ) ( send-message "" "High" "Negative Transport" ) ) +Name: Negative Transport +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "#Command" "High" "Nullify Enemy" ) ( invalidate-goal "Locate Shivan Transport" ) ( validate-goal "secure the area" ) ) +Name: Nullify Enemy +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( is-destroyed-delay 3 "Dahaka" ) ( send-message "#Command" "High" "Cain Neutralized" ) ) +Name: Cain Neutralized +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 3 "Sephiroth" ) ( send-message "#Command" "High" "Sephiroth Down" ) ) +Name: Sephiroth Down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 15 "Dahaka" "Sephiroth" ) ( send-message "#Command" "High" "Deploying Psamtik" ) ) +Name: Deploying Psamtik +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Psamtik Arrives" 8 ) ( send-message "#Command" "High" "Off Course" ) ) +Name: Off Course +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Psamtik" "High" "Psamtik BS" ) ) +Name: Psamtik BS +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "#Command" "High" "Assist Psamtik" ) ) +Name: Assist Psamtik +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( send-message "#Command" "High" "Spearhead" ) ) +Name: Spearhead +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( is-event-true-delay "Help Psamtik" 5 ) ( send-message "#Command" "High" "Defend Psamtik" ) ) +Name: Defend Psamtik +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( is-event-true-delay "Apoc Arrives" 7 ) ( send-message "#Command" "High" "Identify" ) ) +Name: Identify +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Psamtik" "Normal" "Sathanas Config" ) ( add-remove-escort "Sathanas" 90 ) ) +Name: Sathanas Config +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( not ( is-destroyed-delay 0 "Psamtik" ) ) ( send-message "#Command" "High" "Impossible" ) ) +Name: Impossible +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( is-event-true-delay "Sathanas Fires" 3 ) ( send-message "Psamtik" "Normal" "Psamtik Under Fire" ) ) +Name: Psamtik Under Fire +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( not ( is-destroyed-delay 0 "Psamtik" ) ) ( send-message "#Command" "High" "Get Out Now" ) ) +Name: Get Out Now +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( send-message "Psamtik" "Normal" "Jump Drive" ) ) +Name: Jump Drive +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( is-destroyed-delay 2 "Psamtik" ) ( send-message "#Command" "High" "Come In Psamtik" ) ) +Name: Come In Psamtik +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Jump Out" ) ( tech-add-weapons "UD-8 Kayser" ) ( allow-weapon "UD-8 Kayser" ) ) +Name: Jump Out +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( and ( not ( key-pressed "Alt-J" ) ) ( is-event-true-delay "Jump Out" 45 ) ) ( send-message "#Command" "High" "Jump Out Now" ) ) +Name: Jump Out Now +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( is-event-true-delay "Cain Escort" 7 ) ( is-event-true-delay "Rakshasa Escort" 7 ) ) ( send-message "#Command" "High" "Reinforcements" ) ) +Name: Reinforcements +Repeat Count: 1 +Interval: 1 $Formula: ( when ( > ( is-ship-visible "Virgo 1" ) 1 ) ( do-nothing ) ) +Name: Virgo Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Destroy Virgo +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( > ( is-ship-visible "Gemini 1" ) 1 ) ( do-nothing ) ) +Name: Gemini Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Gemini" ) ( do-nothing ) ) +Name: Destroy Gemini +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Gemini", 16) $Formula: ( when ( is-event-true-delay "Cain Escort" 2 ) ( do-nothing ) ) +Name: Cain Escort 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Dahaka" ) ( do-nothing ) ) +Name: Destroy Dahaka +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Dahaka", 1663) $Formula: ( when ( is-event-true-delay "Rakshasa Escort" 2 ) ( do-nothing ) ) +Name: Rakshasa Escort 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Sephiroth" ) ( do-nothing ) ) +Name: Destroy Sephiroth +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Sephiroth", 1664) $Formula: ( when ( is-destroyed-delay 0 "Dahaka" ) ( add-goal "Beta" ( ai-chase "Sephiroth" 89 ) ) ( add-goal "Delta" ( ai-chase "Sephiroth" 89 ) ) ( add-goal "Alpha" ( ai-chase "Sephiroth" 89 ) ) ) +Name: Dahaka Dead +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Sephiroth" ) ( add-goal "Beta" ( ai-chase "Dahaka" 89 ) ) ( add-goal "Delta" ( ai-chase "Dahaka" 89 ) ) ( add-goal "Alpha" ( ai-chase "Dahaka" 89 ) ) ) +Name: Sephiroth Dead +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Capricorn" ) ( do-nothing ) ) +Name: Destroy Capricorn +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Capricorn", 963) #Goals ;! 4 total $Type: Primary +Name: Locate Shivan Transport $MessageNew: XSTR("Intercept and capture Azrael transport", 1665) $end_multi_text $Formula: ( has-departed-delay 0 "Alpha 1" ) $Type: Primary +Name: secure the area $MessageNew: XSTR("Secure the area", 1666) $end_multi_text $Formula: ( is-destroyed-delay 0 "Scorpio" "Libra" "Aries" "Virgo" "Taurus" "Dahaka" "Sephiroth" "Sathanas" "Capricorn" ) +Invalid $Type: Secondary +Name: Destroy Dahaka $MessageNew: XSTR("Destroy the Dahaka", 1667) $end_multi_text $Formula: ( is-destroyed-delay 1 "Dahaka" ) +Invalid $Type: Secondary +Name: Destroy Sephiroth $MessageNew: XSTR("Destroy the Sephiroth", 1668) $end_multi_text $Formula: ( is-destroyed-delay 1 "Sephiroth" ) +Invalid #Waypoints ;! 1 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( -0.688282, -0.000111, 6082.665527 ) ) #Messages ;! 239 total $Name: Another Belialce $Team: -1 $MessageNew: XSTR("Wait! I am detecting a large object on sensors! Acquiring visual confirmation now!", 1669) $end_multi_text +Persona: Wingman 6 +AVI Name: Head-VP1 +Wave Name: SM3-04_Any_01.wav $Name: Apoc Arrives $Team: -1 $MessageNew: XSTR("Command, we are detecting an incoming jump signature through the subspace portal. ", 1670) $end_multi_text +AVI Name: Head-VC +Wave Name: SM3-04_Ps_01.wav $Name: Psamtik Arrives $Team: -1 $MessageNew: XSTR("This is the GVD Psamtik! We have emerged 9,000 meters from the subspace portal!", 1671) $end_multi_text +AVI Name: Head-VC +Wave Name: SM3-04_Ps_02.wav $Name: Help Psamtik $Team: -1 $MessageNew: XSTR("Command, we are under attack!", 1672) $end_multi_text +AVI Name: Head-VC +Wave Name: SM3-04_Ps_03.wav $Name: Reading Hostile $Team: -1 $MessageNew: XSTR("We are reading hostile indicators on radar. Unable to acquire lock.", 1673) $end_multi_text +Persona: Wingman 7 +AVI Name: Head-VP2 +Wave Name: SM3-04_Any_02.wav $Name: Maintain Course $Team: -1 $MessageNew: XSTR("Maintain your current heading. Recon tracked the Azrael to that position. It must be somewhere nearby.", 1674) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-04_AC_01.wav $Name: Another Knossos 2 $Team: -1 $MessageNew: XSTR("Command, we have encountered a second subspace portal!", 1675) $end_multi_text +Persona: Wingman 6 +AVI Name: Head-VP1 +Wave Name: SM3-04_Any_03.wav $Name: Say Again $Team: -1 $MessageNew: XSTR("Say again, pilot? Another subspace portal?", 1676) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-04_AC_02.wav $Name: Device Activated $Team: -1 $MessageNew: XSTR("Affirmative. The device has been activated.", 1677) $end_multi_text +Persona: Wingman 6 +AVI Name: Head-VP1 +Wave Name: SM3-04_Any_04.wav $Name: Locate Azrael $Team: -1 $MessageNew: XSTR("Can you locate the Azrael?", 1678) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-04_AC_03.wav $Name: Negative Transport $Team: -1 $MessageNew: XSTR("Negative. There is no sign of the Shivan transport.", 1679) $end_multi_text +Persona: Wingman 7 +AVI Name: Head-VP2 +Wave Name: SM3-04_Any_05.wav $Name: Nullify Enemy $Team: -1 $MessageNew: XSTR("All units, secure the area! Nullify all enemy ships! We have a new objective! We must seize control of this portal!", 1680) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-04_AC_04.wav $Name: Cain On Sensors $Team: -1 $MessageNew: XSTR("We are picking up a Cain-class cruiser on sensors, the SC Dahaka!", 1681) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-04_AC_05.wav $Name: Cain Neutralized $Team: -1 $MessageNew: XSTR("Well done. We have neutralized the Dahaka!", 1682) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-04_AC_06.wav $Name: Sephiroth On Sensors $Team: -1 $MessageNew: XSTR("A Rakshasa-class cruiser has come within sensor range! Designation Sephiroth!", 1683) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-04_AC_07.wav $Name: Sephiroth Down $Team: -1 $MessageNew: XSTR("Good work, pilots. We have taken down the Sephiroth!", 1684) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-04_AC_08.wav $Name: Deploying Psamtik $Team: -1 $MessageNew: XSTR("All units, stand by for mission brief. We are deploying the Psamtik.", 1685) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-04_AC_09.wav $Name: Off Course $Team: -1 $MessageNew: XSTR("9,000 meters? You're way off course, Psamtik! What happened?", 1686) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-04_AC_10.wav $Name: Psamtik BS $Team: -1 $MessageNew: XSTR("The subspace field generated by the portal appears to have interfered with our transit.", 1687) $end_multi_text +AVI Name: Head-VC +Wave Name: SM3-04_Ps_04.wav $Name: Assist Psamtik $Team: -1 $MessageNew: XSTR("Pilots, head directly for the Psamtik. We need time to get the ship into position.", 1688) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-04_AC_11.wav $Name: Spearhead $Team: -1 $MessageNew: XSTR("The Psamtik will spearhead our exploration of the region beyond the portal. You will escort the Psamtik until we deploy our expeditionary force.", 1689) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-04_AC_12.wav $Name: Defend Psamtik $Team: -1 $MessageNew: XSTR("All units, defend the Psamtik! Do not allow the Shivan attack to build momentum!", 1690) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-04_AC_13.wav $Name: Identify $Team: -1 $MessageNew: XSTR("What is it, Psamtik? Can you identify?", 1691) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-04_AC_14.wav $Name: Sathanas Config $Team: -1 $MessageNew: XSTR("Affirmative! Sathanas configuration! Repeat! Sathanas configuration!", 1692) $end_multi_text +AVI Name: Head-VC +Wave Name: SM3-04_Ps_05.wav $Name: Impossible $Team: -1 $MessageNew: XSTR("That's impossible, Psamtik!", 1693) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-04_AC_15.wav $Name: Psamtik Under Fire $Team: -1 $MessageNew: XSTR("The Sathanas has opened fire! We are sustaining massive hull damage!", 1694) $end_multi_text +AVI Name: Head-VC +Wave Name: SM3-04_Ps_06.wav $Name: Get Out Now $Team: -1 $MessageNew: XSTR("Psamtik, get out of there! Now! We're pulling you out!", 1695) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-04_AC_16.wav $Name: Jump Drive $Team: -1 $MessageNew: XSTR("Jump drive inoperative! All systems compromised! Catastrophic hull failure imminent!", 1696) $end_multi_text +AVI Name: Head-VC +Wave Name: SM3-04_Ps_07.wav $Name: Come In Psamtik $Team: -1 $MessageNew: XSTR("Psamtik, do you copy? Come in, Psamtik! This is Allied Command! Do you read me?", 1697) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-04_AC_17.wav $Name: Jump Out $Team: -1 $MessageNew: XSTR("Pilots, you will jump to the GVD Memphis. Your nav computer has the coordiantes. Return to base!", 1698) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-04_AC_18.wav $Name: Jump Out Now $Team: -1 $MessageNew: XSTR("Jump out immediately, pilot. We are in full retreat. Allied Command, out.", 1699) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-04_AC_19.wav $Name: Reinforcements $Team: -1 $MessageNew: XSTR("Reinforcements are standing by to assist. Call them in at your discretion!", 1700) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-04_AC_20.wav #Reinforcements ;! 1 total $Name: Delta $Type: Attack/Protect $Num times: 1 +Arrival Delay: 0 +No Messages: ( ) +Yes Messages: ( ) #Background bitmaps ;! 0 total $Num stars: 500 $Ambient light level: 0 +Neb2: nbackpurp1 +Neb2Flags: 45 $Sun: SunRed +Angles: 0.000000 0.000000 1.308996 +Scale: 1.000000 #Asteroid Fields #Music $Event Music: 4: Numbers $Briefing Music: Brief4 #End #Mission Info $Version: 0.10 $Name: XSTR("Argonautica", 1701) $Author: Brad Johnson $Created: 07/28/99 at 22:41:28 $Modified: 10/13/99 at 15:10:16 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("Alpha wing of the 203rd must defend the GTD Aquitaine as it repairs its engines near the Gamma Draconis jump node in the nebula. ", 1702) $end_multi_text +Game Type Flags: 1 +Flags: 4 +NebAwacs: 3400.000000 +Storm: s_standard +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -11335.354492, 5441.892090, 4933.421875 +Viewer orient: -0.003558, -0.000001, -0.999994, 0.552283, 0.833654, -0.001966, 0.833649, -0.552287, -0.002965 +SquadReassignName: 203rd Scorpions +SquadReassignLogo: vasudan1.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 4 $start_stage $multi_text XSTR("At 3320 Vasudan Galactic Time, we received a distress signal from the $f GTD $f Aquitaine. The destroyer came under attack 4,000 meters from the Gamma Draconis jump node. The $h SC $h Urobach and its fighter escort incapacitated the $f Aquitaine's engines and fighterbay.", 1703) $end_multi_text $voice: SM305_MB_01.wav $camera_pos: -11335.354492, 5441.892090, 4933.421875 $camera_orient: -0.003558, -0.000002, -0.999994, 0.552283, 0.833654, -0.001966, 0.833649, -0.552287, -0.002965 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Friendly $class: GTD Hecate $pos: -1094.627197, -0.000034, 2940.668213 $label: Aquitaine +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 33 $team: Friendly $class: GTNB Pharos $pos: -2397.633057, -1188.185791, 6945.157715 $label: Gamma Draconis +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Admiral Petrarch reports that his gunners destroyed the $h Urobach and all but one of the fighter wings. With the entire Shivan armada now heading for Terran-Vasudan space, we must get the $f Aquitaine out as soon as possible. Your mission is to defend the $f Aquitaine until its propulsion systems are restored.", 1704) $end_multi_text $voice: SM305_MB_02.wav $camera_pos: -5191.928711, 2714.432617, 2955.241943 $camera_orient: -0.003558, -0.000002, -0.999994, 0.552283, 0.833654, -0.001966, 0.833649, -0.552287, -0.002965 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Friendly $class: GTD Hecate $pos: -1094.627197, -0.000034, 2940.668213 $label: Aquitaine +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 33 $team: Friendly $class: GTNB Pharos $pos: -2397.633057, -1188.185791, 6945.157715 $label: Gamma Draconis +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("A damage control team is currently en route from Gamma Draconis. The $f GTC $f Agrippa, an Aeolus-class warship, escorts the $f Argo transport carrying the team and the components needed for the repair. When the $f Argo arrives, your objective will be to ensure it docks safely with the damaged destroyer.", 1705) $end_multi_text $voice: SM305_MB_03.wav $camera_pos: -5912.104980, 3232.332764, 3762.261475 $camera_orient: -0.003558, -0.000001, -0.999994, 0.552283, 0.833654, -0.001966, 0.833649, -0.552287, -0.002965 $camera_time: 500 $num_lines: 0 $num_icons: 4 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Friendly $class: GTD Hecate $pos: -1094.627197, -0.000034, 2940.668213 $label: Aquitaine +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 33 $team: Friendly $class: GTNB Pharos $pos: -2397.633057, -1188.185791, 6945.157715 $label: Gamma Draconis +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTC Aeolus $pos: 637.788757, -1067.399658, 4927.394531 $label: Agrippa +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 34 $team: Friendly $class: GTT Argo $pos: 1662.275635, -885.300232, 5540.536621 $label: Argo +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The $f Aquitaine's Engineering Officer estimates that once the damage control team arrives with the required materials, the repair will be accomplished in a matter of minutes. However, this provides the Shivans sufficient time to launch additional wings and threaten the $f Aquitaine.", 1706) $end_multi_text $voice: SM305_MB_04.wav $camera_pos: -11255.395508, 5561.112793, 5206.678223 $camera_orient: -0.003558, -0.000002, -0.999994, 0.552283, 0.833654, -0.001966, 0.833649, -0.552287, -0.002965 $camera_time: 1300 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Friendly $class: GTD Hecate $pos: -3103.852539, 0.000497, 4851.168457 $label: Aquitaine +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 33 $team: Friendly $class: GTNB Pharos $pos: -2397.633057, -1188.185791, 6945.157715 $label: Gamma Draconis +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 4 $Formula: ( is-destroyed-delay 0 "Aquitaine" ) $Multi text XSTR("With sorrow, we remember the 10,000 officers and crew of the GTD Aquitaine. They fought courageously and died with valor. Your next assignment would have been on board the Aquitaine, leading the 70th Blue Lions squadron. However, with these recent developments, you have been reassigned to fly support for the 12th Fleet in the remote Wolf 359 system. Your transport departs at 0150.", 1707) $end_multi_text $Voice: SM305_DB_01.wav $Recommendation text: XSTR("Stay close to the Aquitaine. Use its defenses to your advantage.", 1708) $end_multi_text $Formula: ( has-departed-delay 0 "Aquitaine" ) $Multi text XSTR("Because of your actions, the GTD Aquitaine safely reached the Gamma Draconis system. The damage to the vessel's fighterbay and targeting system is now being repaired. Vasudan Tactical Command has informed us you are to be transferred immediately to the GTD Aquitaine for your next assignment. You will serve as leader of the elite 70th Blue Lions. However, you have also received an urgent transmission from Special Operations Command. Your talents are in demand, pilot. For your exceptional service to the crown of Emperor Khonsu II, Heir of the Dynasty of Ten Thousand Years, you are hereby inducted into the Imperial Order of Vasuda. Rarely is this honor conferred upon those of your species. Congratulations, Terran.", 1709) $end_multi_text $Voice: SM305_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( false ) $Multi text XSTR("Your sighting of the Shivan juggernaut has provided Intelligence with valuable information regarding the potential strength and movements of the enemy fleet.", 1710) $end_multi_text $Voice: SM305_DB_03.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( not ( is-event-true-delay "Aquitaine Destroyed" 0 ) ) ( not ( is-event-true-delay "Well Done" 0 ) ) ) $Multi text XSTR("A Vasudan never leaves the field of battle without authorization from a superior officer. Your cowardice jeopardized the lives of our brothers and sisters. You are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance. You will be taken into custody and handed over to the Terran 3rd Battle Group authority, where you will face a court martial. You are a disgrace to your species, Terran.", 1318) $end_multi_text $Voice: 8_VJOE.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GVF Seth" 4 "GVF Horus" 4 "GVF Thoth" 4 "GVF Tauret" 4 ) +Weaponry Pool: ( "Mekhu HL-7" 108 "Akheton SDG" 16 "Morning Star" 16 "Prometheus S" 16 "Maxim" 24 "Circe" 16 "Lamprey" 16 "Rockeye" 500 "Tempest" 500 "Hornet" 500 "Tornado" 884 "Harpoon" 596 "Trebuchet" 500 "TAG-B" 500 "Piranha" 500 "Stiletto II" 500 "EMP Adv." 500 ) #Objects ;! 73 total $Name: Alpha 1 ;! Object #0 $Class: GVF Serapis $Team: Friendly $Location: 1169.395020, 0.000457, 1709.366089 $Orientation: 0.696707, 0.000000, 0.717356, 0.000000, 1.000000, 0.000000, -0.717356, 0.000000, 0.696707 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Mekhu HL-7" ) +Secondary Banks: ( "Tornado" "Harpoon" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Aquitaine ;! Object #1 $Class: GTD Hecate $Team: Friendly $Location: -1094.627197, -0.000034, 2940.668213 $Orientation: 0.952429, 0.304711, -0.005498, -0.289583, 0.910471, 0.295274, 0.094979, -0.279635, 0.955397 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 32 +Initial Hull: 67 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 $Damage: 100 +Subsystem: turret02 $Damage: 100 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Damage: 100 +Subsystem: turret06 +Subsystem: turret07 $Damage: 100 +Subsystem: turret08 $Damage: 100 +Subsystem: turret09 $Damage: 100 +Subsystem: turret10 $Damage: 100 +Subsystem: turret11 $Damage: 100 +Subsystem: turret12 $Damage: 100 +Subsystem: turret13 +Subsystem: turret14 $Damage: 100 +Subsystem: turret15 +Subsystem: turret16 $Damage: 100 +Subsystem: turret17 $Damage: 100 +Subsystem: turret18 $Damage: 100 +Subsystem: turret19 +Subsystem: turret20 $Damage: 30 +Subsystem: turret21 $Damage: 100 +Subsystem: turret22 $Damage: 20 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 $Damage: 100 +Subsystem: turret27 +Subsystem: weapons $Damage: 100 +Subsystem: engine01 $Damage: 100 +Subsystem: engine02 $Damage: 100 +Subsystem: engine03 $Damage: 100 +Subsystem: engine04 $Damage: 100 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Aquitaine" "Waypoint path 1:1" ) 900 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 99 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 $Name: Alpha 2 ;! Object #2 $Class: GVF Serapis $Team: Friendly $Location: 1169.931641, 0.000443, 1567.217285 $Orientation: 0.696707, 0.000000, 0.717356, 0.000000, 1.000000, 0.000000, -0.717356, 0.000000, 0.696707 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Mekhu HL-7" ) +Secondary Banks: ( "Tornado" "Harpoon" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #3 $Class: GVF Serapis $Team: Friendly $Location: 1311.499268, 0.000443, 1712.980591 $Orientation: 0.696707, 0.000000, 0.717356, 0.000000, 1.000000, 0.000000, -0.717356, 0.000000, 0.696707 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Mekhu HL-7" ) +Secondary Banks: ( "Tornado" "Harpoon" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #4 $Class: GVF Serapis $Team: Friendly $Location: 1312.487915, 0.000457, 1572.227539 $Orientation: 0.696707, 0.000000, 0.717356, 0.000000, 1.000000, 0.000000, -0.717356, 0.000000, 0.696707 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Mekhu HL-7" ) +Secondary Banks: ( "Tornado" "Harpoon" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Aries 1 ;! Object #5 $Class: SF Mara $Team: Hostile $Location: -1951.051880, -248.245102, 3792.574463 $Orientation: -0.705234, 0.000000, -0.708975, 0.000000, 1.000000, 0.000000, 0.708975, 0.000000, -0.705234 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 2 ;! Object #6 $Class: SF Mara $Team: Hostile $Location: -1131.031616, -0.000039, 1577.095459 $Orientation: 0.999644, 0.000000, -0.026688, 0.000000, 1.000000, 0.000000, 0.026688, 0.000000, 0.999644 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 3 ;! Object #7 $Class: SF Mara $Team: Hostile $Location: -334.899994, 0.000000, 3475.600098 $Orientation: -0.575716, 0.000000, 0.817650, 0.000000, 1.000000, 0.000000, -0.817650, 0.000000, -0.575716 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 4 ;! Object #8 $Class: SF Mara $Team: Hostile $Location: -1166.614014, 0.000010, 4404.416016 $Orientation: -0.998793, 0.000000, -0.049120, 0.000000, 1.000000, 0.000000, 0.049120, 0.000000, -0.998793 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 5 ;! Object #9 $Class: SF Mara $Team: Hostile $Location: -2489.254883, 262.390839, 2341.145020 $Orientation: 0.394935, 0.000000, -0.918709, 0.000000, 1.000000, 0.000000, 0.918709, 0.000000, 0.394935 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 6 ;! Object #10 $Class: SF Mara $Team: Hostile $Location: -1114.433594, 1327.221680, 2937.745361 $Orientation: 0.145990, 0.000000, -0.989286, 0.989262, 0.006904, 0.145987, 0.006830, -0.999976, 0.001008 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Abaddon ;! Object #11 $Class: SCv Moloch $Team: Hostile $Location: 1159.936157, -1230.560547, 6102.693848 $Orientation: -0.101503, 0.963558, 0.247493, 0.365624, 0.267499, -0.891496, -0.925212, 0.000000, -0.379452 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Primary Banks: ( "Shivan Turret Laser" ) +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 $Arrival Location: Hyperspace +Arrival Delay: 80 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 98 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Virgo 1 ;! Object #12 $Class: SB Nahema $Team: Hostile $Location: 932.693542, 0.000302, 3327.865234 $Orientation: -0.246632, 0.000000, 0.969109, 0.000000, 1.000000, 0.000000, -0.969109, 0.000000, -0.246632 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Virgo 2 ;! Object #13 $Class: SB Nahema $Team: Hostile $Location: 1260.035400, -0.000125, 3297.215820 $Orientation: -0.246632, 0.000000, 0.969109, 0.000000, 1.000000, 0.000000, -0.969109, 0.000000, -0.246632 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Virgo 3 ;! Object #14 $Class: SB Nahema $Team: Hostile $Location: 1214.048096, -0.000391, 3532.105957 $Orientation: -0.246632, 0.000000, 0.969109, 0.000000, 1.000000, 0.000000, -0.969109, 0.000000, -0.246632 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Virgo 4 ;! Object #15 $Class: SB Nahema $Team: Hostile $Location: 1588.669922, 0.000167, 3520.372559 $Orientation: -0.246632, 0.000000, 0.969109, 0.000000, 1.000000, 0.000000, -0.969109, 0.000000, -0.246632 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Agrippa ;! Object #16 $Class: GTC Aeolus $Team: Friendly $Location: -2646.300049, -1067.400024, 7400.299805 $Orientation: -0.994634, 0.000000, -0.103455, -0.033555, 0.945940, 0.322601, 0.097862, 0.324341, -0.940864 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 2" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Time Has Elapsed" 10 ) $Departure Location: Hyperspace $Departure Cue: ( and ( is-event-true-delay "Aquitaine Online" 0 ) ( < ( distance "Agrippa" "Waypoint path 3:2" ) 700 ) ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 97 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Argo ;! Object #17 $Class: GTT Argo $Team: Friendly $Location: -2238.100098, -885.299988, 6739.500000 $Orientation: -0.957561, 0.000000, -0.288232, -0.062776, 0.975994, 0.208555, 0.281313, 0.217798, -0.934573 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-dock "Aquitaine" "Frontside dock" "Dock01" 89 ) ) $Cargo 1: XSTR("Repair Crew", 1711) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 1 "Agrippa" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 98 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Hermes 01 ;! Object #18 $Class: GTEP Hermes $Team: Friendly $Location: -1294.352295, -0.002201, 7993.555664 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Aquitaine $Arrival Cue: ( is-event-true-delay "Noncritical Personnel" 4 ) $Departure Location: Hyperspace $Departure Cue: ( has-arrived-delay 8 "Hermes 01" ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Hermes 02 ;! Object #19 $Class: GTEP Hermes $Team: Friendly $Location: -1388.688477, -0.002241, 7994.598633 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Aquitaine $Arrival Cue: ( is-event-true-delay "Noncritical Personnel" 4 ) $Departure Location: Hyperspace $Departure Cue: ( has-arrived-delay 8 "Hermes 01" ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Hermes 03 ;! Object #20 $Class: GTEP Hermes $Team: Friendly $Location: -1493.730713, -0.002151, 8005.694824 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Aquitaine $Arrival Cue: ( has-arrived-delay 10 "Hermes 01" ) $Departure Location: Hyperspace $Departure Cue: ( has-arrived-delay 8 "Hermes 03" ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Hermes 04 ;! Object #21 $Class: GTEP Hermes $Team: Friendly $Location: -1593.703247, -0.002131, 7999.312012 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Aquitaine $Arrival Cue: ( has-arrived-delay 10 "Hermes 01" ) $Departure Location: Hyperspace $Departure Cue: ( has-arrived-delay 8 "Hermes 03" ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Hermes 05 ;! Object #22 $Class: GTEP Hermes $Team: Friendly $Location: -1296.385010, -0.002270, 8112.158203 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Aquitaine $Arrival Cue: ( has-departed-delay 2 "Hermes 04" ) $Departure Location: Hyperspace $Departure Cue: ( has-arrived-delay 8 "Hermes 05" ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Hermes 06 ;! Object #23 $Class: GTEP Hermes $Team: Friendly $Location: -1390.721191, -0.002310, 8113.201172 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Aquitaine $Arrival Cue: ( has-departed-delay 2 "Hermes 04" ) $Departure Location: Hyperspace $Departure Cue: ( has-arrived-delay 8 "Hermes 05" ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Hermes 07 ;! Object #24 $Class: GTEP Hermes $Team: Friendly $Location: -1495.763428, -0.002220, 8124.297363 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Aquitaine $Arrival Cue: ( has-departed-delay 2 "Hermes 05" ) $Departure Location: Hyperspace $Departure Cue: ( has-arrived-delay 8 "Hermes 07" ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Hermes 08 ;! Object #25 $Class: GTEP Hermes $Team: Friendly $Location: -1595.735962, -0.002200, 8117.914551 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Aquitaine $Arrival Cue: ( has-departed-delay 2 "Hermes 05" ) $Departure Location: Hyperspace $Departure Cue: ( has-arrived-delay 8 "Hermes 07" ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Libra 1 ;! Object #26 $Class: SB Taurvi $Team: Hostile $Location: -2787.899902, 0.000000, 2906.300049 $Orientation: 0.020293, 0.000000, -0.999794, 0.000000, 1.000000, 0.000000, 0.999794, 0.000000, 0.020293 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Libra 2 ;! Object #27 $Class: SB Taurvi $Team: Hostile $Location: -2912.297852, -0.000093, 3070.227783 $Orientation: -0.071097, 0.000000, -0.997469, 0.000000, 1.000000, 0.000000, 0.997469, 0.000000, -0.071097 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Libra 3 ;! Object #28 $Class: SB Taurvi $Team: Hostile $Location: -2982.853516, -0.000270, 2823.574707 $Orientation: 0.061894, 0.000000, -0.998083, 0.000000, 1.000000, 0.000000, 0.998083, 0.000000, 0.061894 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Libra 4 ;! Object #29 $Class: SB Taurvi $Team: Hostile $Location: -3180.783691, -0.000121, 2975.975586 $Orientation: -0.016922, 0.000000, -0.999857, 0.000000, 1.000000, 0.000000, 0.999857, 0.000000, -0.016922 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Scorpio 1 ;! Object #30 $Class: SF Astaroth $Team: Hostile $Location: -896.625977, -0.000235, 5198.782715 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 2 ;! Object #31 $Class: SF Astaroth $Team: Hostile $Location: -796.750427, 0.000153, 5097.145996 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 3 ;! Object #32 $Class: SF Astaroth $Team: Hostile $Location: -997.845459, 0.000203, 5100.669922 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 4 ;! Object #33 $Class: SF Astaroth $Team: Hostile $Location: -900.718689, 0.000200, 5001.127441 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 5 ;! Object #34 $Class: SF Astaroth $Team: Hostile $Location: -795.580261, 0.000164, 4896.518066 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 1 ;! Object #35 $Class: SF Mara $Team: Hostile $Location: -1996.687134, 0.000112, 998.137756 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 2 ;! Object #36 $Class: SF Mara $Team: Hostile $Location: -1902.651001, 0.000242, 891.448730 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 3 ;! Object #37 $Class: SF Mara $Team: Hostile $Location: -2102.629395, 0.000241, 901.390869 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 4 ;! Object #38 $Class: SF Mara $Team: Hostile $Location: -1996.425903, 0.000242, 792.534424 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 1 ;! Object #39 $Class: SB Nephilim $Team: Hostile $Location: -999.209106, -0.000156, -6.468758 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" "Helios" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Taurus 2 ;! Object #40 $Class: SB Nephilim $Team: Hostile $Location: -895.001099, 0.000106, -109.940079 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" "Helios" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Taurus 3 ;! Object #41 $Class: SB Nephilim $Team: Hostile $Location: -1095.311768, 0.000116, -103.801445 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" "Helios" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Taurus 4 ;! Object #42 $Class: SB Nephilim $Team: Hostile $Location: -1002.095886, 0.000102, -204.158981 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" "Helios" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Leo 1 ;! Object #43 $Class: SF Basilisk $Team: Hostile $Location: -1994.841064, -0.000286, 6010.246094 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 2 ;! Object #44 $Class: SF Basilisk $Team: Hostile $Location: -2102.294189, -0.000444, 5898.501953 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 3 ;! Object #45 $Class: SF Basilisk $Team: Hostile $Location: -1889.306274, -0.000442, 5902.288574 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 1 ;! Object #46 $Class: SF Astaroth $Team: Hostile $Location: -1592.182007, -0.000290, 6326.371094 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 2 ;! Object #47 $Class: SF Astaroth $Team: Hostile $Location: -1699.635254, -0.000448, 6214.626953 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 3 ;! Object #48 $Class: SF Astaroth $Team: Hostile $Location: -1486.647217, -0.000446, 6218.413574 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aquarius 1 ;! Object #49 $Class: SB Nahema $Team: Hostile $Location: 902.518250, 0.000245, 4012.040039 $Orientation: -0.246632, 0.000000, 0.969109, 0.000000, 1.000000, 0.000000, -0.969109, 0.000000, -0.246632 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Aquarius 2 ;! Object #50 $Class: SB Nahema $Team: Hostile $Location: 1229.860229, -0.000182, 3981.390625 $Orientation: -0.246632, 0.000000, 0.969109, 0.000000, 1.000000, 0.000000, -0.969109, 0.000000, -0.246632 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Aquarius 3 ;! Object #51 $Class: SB Nahema $Team: Hostile $Location: 1183.872925, -0.000448, 4216.281250 $Orientation: -0.246632, 0.000000, 0.969109, 0.000000, 1.000000, 0.000000, -0.969109, 0.000000, -0.246632 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Aquarius 4 ;! Object #52 $Class: SB Nahema $Team: Hostile $Location: 1558.494751, 0.000110, 4204.547852 $Orientation: -0.246632, 0.000000, 0.969109, 0.000000, 1.000000, 0.000000, -0.969109, 0.000000, -0.246632 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Capricorn 1 ;! Object #53 $Class: SB Taurvi $Team: Hostile $Location: -3749.587158, -0.000232, 3351.769043 $Orientation: -0.153019, 0.000000, -0.988223, 0.000000, 1.000000, 0.000000, 0.988223, 0.000000, -0.153019 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Capricorn 2 ;! Object #54 $Class: SB Taurvi $Team: Hostile $Location: -3868.899902, 0.000000, 3400.600098 $Orientation: -0.163552, 0.000000, -0.986535, 0.000000, 1.000000, 0.000000, 0.986535, 0.000000, -0.163552 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Capricorn 3 ;! Object #55 $Class: SB Taurvi $Team: Hostile $Location: -3800.024170, 0.000036, 3218.367676 $Orientation: -0.102110, 0.000000, -0.994773, 0.000000, 1.000000, 0.000000, 0.994773, 0.000000, -0.102110 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Capricorn 4 ;! Object #56 $Class: SB Taurvi $Team: Hostile $Location: -3887.600098, -0.000066, 3220.286377 $Orientation: -0.099617, 0.000000, -0.995026, 0.000000, 1.000000, 0.000000, 0.995026, 0.000000, -0.099617 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Capricorn 5 ;! Object #57 $Class: SB Taurvi $Team: Hostile $Location: -4087.636719, -0.000070, 3205.341553 $Orientation: -0.088087, 0.000000, -0.996113, 0.000000, 1.000000, 0.000000, 0.996113, 0.000000, -0.088087 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Sagittarius 1 ;! Object #58 $Class: SB Nahema $Team: Hostile $Location: -4494.111328, 0.000244, 3590.550049 $Orientation: -0.187770, 0.000000, -0.982213, 0.000000, 1.000000, 0.000000, 0.982213, 0.000000, -0.187770 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Sagittarius 2 ;! Object #59 $Class: SB Nahema $Team: Hostile $Location: -4598.472168, 0.000000, 3503.215088 $Orientation: -0.158521, 0.000000, -0.987356, 0.000000, 1.000000, 0.000000, 0.987356, 0.000000, -0.158521 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Sagittarius 3 ;! Object #60 $Class: SB Nahema $Team: Hostile $Location: -4396.200195, 0.000000, 3499.899902 $Orientation: -0.167005, 0.000000, -0.985956, 0.000000, 1.000000, 0.000000, 0.985956, 0.000000, -0.167005 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Sagittarius 4 ;! Object #61 $Class: SB Nahema $Team: Hostile $Location: -4496.947266, 0.000005, 3398.164795 $Orientation: -0.133267, 0.000000, -0.991080, 0.000000, 1.000000, 0.000000, 0.991080, 0.000000, -0.133267 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Sagittarius 5 ;! Object #62 $Class: SB Nahema $Team: Hostile $Location: -4595.608887, -0.000014, 3313.342285 $Orientation: -0.105850, 0.000000, -0.994382, 0.000000, 1.000000, 0.000000, 0.994382, 0.000000, -0.105850 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Delta 1 ;! Object #63 $Class: GTF Perseus $Team: Friendly $Location: -4057.652588, 0.000236, 6160.963379 $Orientation: -0.577973, 0.000000, -0.816056, 0.000000, 1.000000, 0.000000, 0.816056, 0.000000, -0.577973 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Delta 2 ;! Object #64 $Class: GTF Perseus $Team: Friendly $Location: -4054.033936, 0.000037, 6263.163086 $Orientation: -0.597094, 0.000000, -0.802172, 0.000000, 1.000000, 0.000000, 0.802172, 0.000000, -0.597094 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Delta 3 ;! Object #65 $Class: GTF Perseus $Team: Friendly $Location: -4151.484375, 0.000055, 6166.047852 $Orientation: -0.566693, 0.000000, -0.823929, 0.000000, 1.000000, 0.000000, 0.823929, 0.000000, -0.566693 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Epsilon 1 ;! Object #66 $Class: GTF Perseus $Team: Friendly $Location: -4297.855957, -0.000125, 6101.426758 $Orientation: -0.666276, 0.000000, -0.745705, 0.000000, 1.000000, 0.000000, 0.745705, 0.000000, -0.666276 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Epsilon 2 ;! Object #67 $Class: GTF Perseus $Team: Friendly $Location: -4376.107422, -0.000131, 6168.406738 $Orientation: -0.666276, 0.000000, -0.745705, 0.000000, 1.000000, 0.000000, 0.745705, 0.000000, -0.666276 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Epsilon 3 ;! Object #68 $Class: GTF Perseus $Team: Friendly $Location: -4306.941895, -0.000102, 6244.154785 $Orientation: -0.666276, 0.000000, -0.745705, 0.000000, 1.000000, 0.000000, 0.745705, 0.000000, -0.666276 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Beta 1 ;! Object #69 $Class: GVF Serapis $Team: Friendly $Location: 1963.271484, 0.000535, 1885.028076 $Orientation: 0.696707, 0.000000, 0.717356, 0.000000, 1.000000, 0.000000, -0.717356, 0.000000, 0.696707 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Mekhu HL-7" ) +Secondary Banks: ( "Tornado" "Harpoon" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #70 $Class: GVF Serapis $Team: Friendly $Location: 1963.808105, 0.000521, 1742.879272 $Orientation: 0.696707, 0.000000, 0.717356, 0.000000, 1.000000, 0.000000, -0.717356, 0.000000, 0.696707 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Mekhu HL-7" ) +Secondary Banks: ( "Tornado" "Harpoon" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #71 $Class: GVF Serapis $Team: Friendly $Location: 2105.375732, 0.000521, 1888.642578 $Orientation: 0.696707, 0.000000, 0.717356, 0.000000, 1.000000, 0.000000, -0.717356, 0.000000, 0.696707 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Mekhu HL-7" ) +Secondary Banks: ( "Tornado" "Harpoon" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #72 $Class: GVF Serapis $Team: Friendly $Location: 2106.364014, 0.000535, 1747.889526 $Orientation: 0.696707, 0.000000, 0.717356, 0.000000, 1.000000, 0.000000, -0.717356, 0.000000, 0.696707 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Maxim" "Mekhu HL-7" ) +Secondary Banks: ( "Tornado" "Harpoon" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 #Wings ;! 15 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Aries $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aries 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Aries 1" "Aries 2" "Aries 3" "Aries 4" "Aries 5" "Aries 6" ) $AI Goals: ( goals ( ai-disarm-ship "Aquitaine" 89 ) ( ai-chase "Aquitaine" 50 ) ( ai-chase-any 50 ) ) +Flags:( ) $Name: Virgo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Hyperspace +Arrival delay: 80 $Arrival Cue: ( is-destroyed-delay 8 "Aries" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Virgo 1" "Virgo 2" "Virgo 3" "Virgo 4" ) $AI Goals: ( goals ( ai-chase "Aquitaine" 89 ) ) +Flags:( "no-arrival-message" ) $Name: Libra $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Libra 1 $Arrival Location: Near Ship +Arrival Distance: 2324 $Arrival Anchor: Aquitaine $Arrival Cue: ( is-destroyed-delay 20 "Virgo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Libra 1" "Libra 2" "Libra 3" "Libra 4" ) $AI Goals: ( goals ( ai-chase "Aquitaine" 89 ) ) +Flags:( ) $Name: Scorpio $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Scorpio 1 $Arrival Location: Near Ship +Arrival Distance: 2324 $Arrival Anchor: Aquitaine $Arrival Cue: ( is-destroyed-delay 20 "Aries" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 5 total "Scorpio 1" "Scorpio 2" "Scorpio 3" "Scorpio 4" "Scorpio 5" ) $AI Goals: ( goals ( ai-disarm-ship "Aquitaine" 89 ) ( ai-chase "Aquitaine" 50 ) ) +Flags:( ) $Name: Pisces $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Pisces 1 $Arrival Location: Near Ship +Arrival Distance: 2324 $Arrival Anchor: Aquitaine $Arrival Cue: ( is-destroyed-delay 10 "Scorpio" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Pisces 1" "Pisces 2" "Pisces 3" "Pisces 4" ) $AI Goals: ( goals ( ai-disarm-ship "Aquitaine" 89 ) ( ai-chase "Aquitaine" 50 ) ( ai-chase-any 50 ) ) +Flags:( ) $Name: Taurus $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: Near Ship +Arrival Distance: 2324 $Arrival Anchor: Aquitaine $Arrival Cue: ( is-destroyed-delay 15 "Libra" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Taurus 1" "Taurus 2" "Taurus 3" "Taurus 4" ) $AI Goals: ( goals ( ai-chase "Aquitaine" 89 ) ) +Flags:( ) $Name: Leo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Leo 1 $Arrival Location: Near Ship +Arrival Distance: 1200 $Arrival Anchor: Argo $Arrival Cue: ( has-arrived-delay 10 "Argo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Leo 1" "Leo 2" "Leo 3" ) $AI Goals: ( goals ( ai-chase "Argo" 89 ) ( ai-chase "Agrippa" 50 ) ( ai-disarm-ship "Aquitaine" 50 ) ( ai-chase "Aquitaine" 50 ) ) +Flags:( ) $Name: Gemini $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gemini 1 $Arrival Location: Near Ship +Arrival Distance: 1400 $Arrival Anchor: Argo $Arrival Cue: ( is-destroyed-delay 15 "Leo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Gemini 1" "Gemini 2" "Gemini 3" ) $AI Goals: ( goals ( ai-chase "Argo" 89 ) ( ai-chase "Agrippa" 50 ) ( ai-disarm-ship "Aquitaine" 50 ) ( ai-chase "Aquitaine" 50 ) ) +Flags:( ) $Name: Aquarius $Waves: 6 $Wave Threshold: 0 $Special Ship: 0 ;! Aquarius 1 $Arrival Location: Near Ship +Arrival Distance: 2324 $Arrival Anchor: Aquitaine $Arrival Cue: ( and ( has-docked-delay "Argo" "Aquitaine" 1 60 ) ( is-destroyed-delay 10 "Sagittarius" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Aquarius 1" "Aquarius 2" "Aquarius 3" "Aquarius 4" ) $AI Goals: ( goals ( ai-chase "Aquitaine" 89 ) ) +Flags:( ) +Wave Delay Min: 8 +Wave Delay Max: 12 $Name: Capricorn $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Capricorn 1 $Arrival Location: Near Ship +Arrival Distance: 2324 $Arrival Anchor: Aquitaine $Arrival Cue: ( and ( is-event-true-delay "Engine 01" 9 ) ( is-destroyed-delay 8 "Libra" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 5 total "Capricorn 1" "Capricorn 2" "Capricorn 3" "Capricorn 4" "Capricorn 5" ) $AI Goals: ( goals ( ai-chase "Aquitaine" 89 ) ) +Flags:( ) $Name: Sagittarius $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Sagittarius 1 $Arrival Location: Near Ship +Arrival Distance: 2324 $Arrival Anchor: Aquitaine $Arrival Cue: ( and ( is-destroyed-delay 8 "Capricorn" ) ( not ( is-destroyed-delay 0 "Aquitaine" ) ) ( not ( has-departed-delay 0 "Aquitaine" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 5 total "Sagittarius 1" "Sagittarius 2" "Sagittarius 3" "Sagittarius 4" "Sagittarius 5" ) $AI Goals: ( goals ( ai-chase "Aquitaine" 89 ) ) +Flags:( ) +Wave Delay Min: 8 +Wave Delay Max: 12 $Name: Delta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Delta 1 $Arrival Location: Hyperspace $Arrival Cue: ( and ( is-event-true-delay "Cavalry" 10 ) ( not ( is-destroyed-delay 0 "Aquitaine" ) ) ( not ( has-departed-delay 0 "Aquitaine" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( or ( has-departed-delay 14 "Aquitaine" ) ( is-destroyed-delay 14 "Aquitaine" ) ) $Ships: ( ;! 3 total "Delta 1" "Delta 2" "Delta 3" ) $AI Goals: ( goals ( ai-guard "Aquitaine" 89 ) ) +Flags:( ) $Name: Epsilon $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Epsilon 1 $Arrival Location: Near Ship +Arrival Distance: 900 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-destroyed-delay 17 "Delta" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Epsilon 1" "Epsilon 2" "Epsilon 3" ) $AI Goals: ( goals ( ai-guard "Alpha 1" 50 ) ) +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Near Ship +Arrival Distance: 1345 $Arrival Anchor: Aquitaine $Arrival Cue: ( is-event-true-delay "Aquitaine In Pain" 9 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) $AI Goals: ( goals ( ai-guard "Aquitaine" 50 ) ( ai-chase-any 23 ) ) +Hotkey: 1 +Flags:( ) #Events ;! 63 total $Formula: ( when ( true ) ( subsys-set-random "Aquitaine" 10 80 "engine01" "engine02" "engine03" "engine04" "turret01" "turret05" "turret07" "turret08" "turret10" "turret12" "turret14" "turret17" "turret18" "turret20" "turret22" "turret26" "weapons" "turret09" "turret11" "turret16" "turret21" ) ( beam-free-all "Aquitaine" ) ( sabotage-subsystem "Aquitaine" "turret01" 100 ) ( good-secondary-time "Hostile" 100 "Cyclops" "Abaddon" ) ) +Name: Aquitaine Set Random +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 280 ) ( send-message "Aquitaine" "High" "Transport Ready" ) ) +Name: Time Has Elapsed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( has-docked-delay "Argo" "Aquitaine" 1 40 ) ( is-destroyed-delay 120 "Argo" ) ) ( send-message "Aquitaine" "High" "Aquitaine Online" ) ( add-goal "Aquitaine" ( ai-waypoints-once "Waypoint path 1" 89 ) ) ) +Name: Aquitaine Online +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( repair-subsystem "Aquitaine" "engine01" ( rand 5 9 ) ) ) +Name: Engine 01 +Repeat Count: 20 +Interval: 5 +Chained: 0 $Formula: ( when ( > ( hits-left-subsystem "Aquitaine" "engine01" ) 35 ) ( repair-subsystem "Aquitaine" "engine02" ( rand 5 9 ) ) ) +Name: Engine 02 +Repeat Count: 20 +Interval: 5 $Formula: ( when ( > ( is-ship-visible "Aries 1" ) 0 ) ( do-nothing ) ) +Name: Aries Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Aries" ) ( do-nothing ) ) +Name: Destroy Aries +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Aries", 14) $Formula: ( when ( has-arrived-delay 1 "Abaddon" ) ( beam-free-all "Abaddon" ) ( send-message "Aquitaine" "High" "Moloch Arrives" ) ) +Name: Moloch Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Aquitaine" "High" "Take Care" ) ) +Name: Take Care +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( is-destroyed-delay 4 "Abaddon" ) ( send-message "#Command" "High" "Abaddon Nullified" ) ) +Name: Abaddon Nullified +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed ( rand 200 220 ) ) ( send-message "Aquitaine" "High" "Noncritical Personnel" ) ) +Name: Noncritical Personnel +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Abaddon" ) ( do-nothing ) ) +Name: Destroy Moloch +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Abaddon", 1712) $Formula: ( when ( > ( is-ship-visible "Libra 1" ) 0 ) ( do-nothing ) ) +Name: Libra Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Libra" ) ( do-nothing ) ) +Name: Destroy Libra +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Libra", 18) $Formula: ( when ( > ( is-ship-visible "Taurus 1" ) 0 ) ( do-nothing ) ) +Name: Taurus Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Taurus" ) ( do-nothing ) ) +Name: Destroy Taurus +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Taurus", 19) $Formula: ( when ( > ( is-ship-visible "Aries 1" ) 0 ) ( do-nothing ) ) +Name: Aries Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Scorpio" ) ( do-nothing ) ) +Name: Destroy Scorpio +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Scorpio", 61) $Formula: ( when ( > ( is-ship-visible "Pisces 1" ) 0 ) ( do-nothing ) ) +Name: Pisces Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Pisces" ) ( do-nothing ) ) +Name: Destroy Pisces +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Pisces", 22) $Formula: ( when ( > ( hits-left-subsystem "Aquitaine" "engine02" ) 35 ) ( repair-subsystem "Aquitaine" "engine03" ( rand 5 10 ) ) ) +Name: Engine 03 +Repeat Count: 20 +Interval: 5 $Formula: ( when ( > ( hits-left-subsystem "Aquitaine" "engine03" ) 35 ) ( repair-subsystem "Aquitaine" "engine04" ( rand 5 10 ) ) ) +Name: Engine 04 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-docked-delay "Argo" "Aquitaine" 1 5 ) ( transfer-cargo "Argo" "Aquitaine" ) ) +Name: Repair Crew Transfer +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Argo" ) ( validate-goal "Protect Transport" ) ) +Name: Protect Transport +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Hermes 08" ) ( send-message "Aquitaine" "High" "Do Or Die" ) ) +Name: Do Or Die +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 1 "Hermes 01" "Hermes 02" "Hermes 03" "Hermes 04" "Hermes 05" "Hermes 06" "Hermes 07" "Hermes 08" ) ( send-message "#Command" "High" "All Escape Pods" ) ) +Name: All Escape Pods +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( destroyed-or-departed-delay 1 "Hermes 01" "Hermes 02" "Hermes 03" "Hermes 04" "Hermes 05" "Hermes 06" "Hermes 07" "Hermes 08" ) ( or ( is-destroyed-delay 0 "Hermes 01" ) ( is-destroyed-delay 0 "Hermes 02" ) ( is-destroyed-delay 0 "Hermes 03" ) ( is-destroyed-delay 0 "Hermes 04" ) ( is-destroyed-delay 0 "Hermes 05" ) ( is-destroyed-delay 0 "Hermes 06" ) ( is-destroyed-delay 0 "Hermes 07" ) ( is-destroyed-delay 0 "Hermes 08" ) ) ) ( send-message "#Command" "High" "All Surviving Pods" ) ) +Name: All Surviving Pods +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 3 ) ( send-message "" "High" "Position" ) ) +Name: Position +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Megare Maras" ) ) +Name: Megare Maras +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( send-message "Aquitaine" "High" "Thank You" ) ) +Name: Thank You +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( has-arrived-delay 2 "Agrippa" ) ( send-message "Agrippa" "High" "Agrippa Position" ) ) +Name: Agrippa Position +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Agrippa" ) 49 ) ( send-message "Agrippa" "High" "Agrippa Under Attack" ) ) +Name: Agrippa Under Attack +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Agrippa" ) ) ( not ( is-event-true-delay "Aquitaine Online" 0 ) ) ) ( send-message "#Command" "High" "All We Can" ) ) +Name: All We Can +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( is-event-true-delay "Aquitaine Online" 10 ) ( send-message "#Command" "High" "Good Agrippa" ) ) +Name: Good Agrippa +Repeat Count: 1 +Interval: 1 $Formula: ( when ( not ( is-destroyed-delay 0 "Agrippa" ) ) ( add-goal "Agrippa" ( ai-waypoints-once "Waypoint path 3" 89 ) ) ( send-message "Agrippa" "High" "Roger Agrippa" ) ) +Name: Grippa Moves +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( < ( distance "Argo" "Aquitaine" ) 600 ) ( send-message "Argo" "High" "Argo Almost There" ) ) +Name: Argo Almost There +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Argo" ) 90 ) ( send-message "#Command" "High" "Argo Under Attack" ) ) +Name: Argo Under Attack +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-docked-delay "Argo" "Aquitaine" 1 1 ) ( send-message "Argo" "High" "Argo Docked" ) ) +Name: Argo Docked +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Argo" ) ( send-message "#Command" "High" "Argo Lost" ) ) +Name: Argo Lost +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-docked-delay "Argo" "Aquitaine" 1 20 ) ( send-message "#Command" "High" "Status Aquitaine" ) ) +Name: Status Aquitaine +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Aquitaine" "High" "Repairs" ) ) +Name: Repairs +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( < ( distance "Aquitaine" "Waypoint path 1:1" ) 2000 ) ( send-message "Aquitaine" "High" "ETA" ) ) +Name: ETA +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Aquitaine" "Waypoint path 1:1" ) 890 ) ( send-message "Aquitaine" "High" "Aquitaine Jump" ) ) +Name: Aquitaine Jump +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 3 "Aquitaine" ) ( send-message "#Command" "High" "Well Done" ) ( allow-ship "GTF Erinyes" ) ( tech-add-ships "GTF Erinyes" ) ) +Name: Well Done +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( < ( hits-left "Aquitaine" ) 15 ) ( send-message "Aquitaine" "High" "Aquitaine In Pain" ) ) +Name: Aquitaine In Pain +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 5 "Aquitaine" ) ( send-message "#Command" "High" "Aquitaine Destroyed" ) ) +Name: Aquitaine Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( > ( is-ship-visible "Aquarius 1" ) 0 ) ( do-nothing ) ) +Name: Aquarius Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Aquarius" ) ( do-nothing ) ) +Name: Destroy Aquarius +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Aquarius", 103) $Formula: ( when ( > ( is-ship-visible "Capricorn 1" ) 0 ) ( do-nothing ) ) +Name: Capricorn Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Capricorn" ) ( do-nothing ) ) +Name: Destroy Capricorn +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Capricorn", 963) $Formula: ( when ( > ( is-ship-visible "Sagittarius 1" ) 0 ) ( do-nothing ) ) +Name: Sagittarius Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Sagittarius" ) ( do-nothing ) ) +Name: Destroy Sagittarius +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Sagittarius", 63) $Formula: ( when ( > ( is-ship-visible "Gemini 1" ) 0 ) ( do-nothing ) ) +Name: Gemini Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Gemini" ) ( do-nothing ) ) +Name: Destroy Gemini +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Gemini", 16) $Formula: ( when ( > ( is-ship-visible "Leo 1" ) 0 ) ( do-nothing ) ) +Name: Leo Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Leo" ) ( do-nothing ) ) +Name: Destroy Leo +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Leo", 15) $Formula: ( when ( > ( is-ship-visible "Virgo 1" ) 0 ) ( do-nothing ) ) +Name: Virgo Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Destroy Virgo +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( and ( percent-ships-destroyed 50 "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) ( not ( is-destroyed-delay 0 "Aquitaine" ) ) ( not ( has-departed-delay 0 "Aquitaine" ) ) ) ( send-message "#Command" "High" "Cavalry" ) ) +Name: Cavalry +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Aquitaine" ) ( grant-medal "Imperial Order of Vasuda" ) ) +Name: Imperial Order of Vasuda +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( allow-ship "GTF Erinyes" ) ( tech-add-ships "GTF Erinyes" ) ( allow-weapon "UD-8 Kayser" ) ( allow-weapon "Infyrno" ) ( tech-add-weapons "UD-8 Kayser" "Infyrno" ) ) +Name: New Stuff +Repeat Count: 1 +Interval: 1 #Goals ;! 2 total $Type: Primary +Name: Protect the Aquitaine $MessageNew: XSTR("Defend the Aquitaine until it safely departs the nebula", 1713) $end_multi_text $Formula: ( and ( has-departed-delay 1 "Aquitaine" ) ( not ( is-destroyed-delay 0 "Aquitaine" ) ) ) $Type: Primary +Name: Protect Transport $MessageNew: XSTR("Protect the Argo transport", 1714) $end_multi_text $Formula: ( has-docked-delay "Argo" "Aquitaine" 1 6 ) +Invalid #Waypoints ;! 3 lists total $Jump Node: -2397.633057, -1188.185791, 6945.157715 $Jump Node Name: Jump Node 0 $Name: Waypoint path 1 $List: ( ;! 1 points in list ( -2383.983887, -1188.185913, 6860.926758 ) ) $Name: Waypoint path 2 $List: ( ;! 1 points in list ( -2316.253174, 26.459543, 4227.179688 ) ) $Name: Waypoint path 3 $List: ( ;! 2 points in list ( -2822.360840, -307.374176, 4392.236328 ) ( -2378.679688, -1202.146484, 6894.958008 ) ) #Messages ;! 239 total $Name: Aquitaine Online $Team: -1 $MessageNew: XSTR("Command, this is the Aquitaine. Engines are back on line. Setting course for the Gamma Draconis jump node. ETA four minutes.", 1715) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-05_Aq_01.wav $Name: Transport Ready $Team: -1 $MessageNew: XSTR("Transport will emerge from subspace momentarily.", 1716) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-05_Aq_02.wav $Name: Noncritical Personnel $Team: -1 $MessageNew: XSTR("Hull integrity is dropping. We must evacuate all non-essential personnel. Stand by to deploy escape pods.", 1717) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-05_Aq_03.wav $Name: Moloch Arrives $Team: -1 $MessageNew: XSTR("The SCv Abaddon has emerged from subspace.", 1718) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-05_Aq_04.wav $Name: Position $Team: -1 $MessageNew: XSTR("Command, this is Alpha wing. We are now in position. One wing of Mara fighters in range, designation Aries.", 1719) $end_multi_text +Persona: Wingman 7 +AVI Name: Head-VP2 +Wave Name: SM3-05_Any_01.wav $Name: Megare Maras $Team: -1 $MessageNew: XSTR("Negate the Maras, Alpha. Secure this area on the double.", 1720) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-05_AC_01.wav $Name: Thank You $Team: -1 $MessageNew: XSTR("Thank you for your assistance, Alpha wing. The Argo should be here in under five minutes.", 1721) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-05_Aq_05.wav $Name: Do Or Die $Team: -1 $MessageNew: XSTR("Aquitaine here. That's the last of the escape pods. It's do or die for the rest of us.", 1722) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-05_Aq_06.wav $Name: All Surviving Pods $Team: -1 $MessageNew: XSTR("All surviving escape pods have jumped out safely.", 1723) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-05_AC_02.wav $Name: All Escape Pods $Team: -1 $MessageNew: XSTR("All escape pods have jumped out safely.", 1724) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-05_AC_03.wav $Name: Take Care $Team: -1 $MessageNew: XSTR("Alpha, this is the Aquitaine. You take care of the fighters, we'll worry about the Abaddon. Destroy its beam turrets if you get the opportunity.", 1725) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-05_Aq_07.wav $Name: Abaddon Nullified $Team: -1 $MessageNew: XSTR("We have nullified the Abaddon!", 1726) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-05_AC_04.wav $Name: Agrippa Position $Team: -1 $MessageNew: XSTR("This is the GTC Agrippa. We are now in position, Command.", 1727) $end_multi_text +AVI Name: Head-CM5 +Wave Name: SM3-05_Ag_01.wav $Name: Agrippa Under Attack $Team: -1 $MessageNew: XSTR("Agrippa here! We're under attack! You need to deploy more fighters, Command!", 1728) $end_multi_text +AVI Name: Head-CM5 +Wave Name: SM3-05_Ag_02.wav $Name: All We Can $Team: -1 $MessageNew: XSTR("We're doing all we can, Agrippa. Hold your position until the Argo has docked.", 1729) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-05_AC_05.wav $Name: Good Agrippa $Team: -1 $MessageNew: XSTR("Good work. Agrippa, we need to pull you out. Proceed immediately to the Gamma Draconis node.", 1730) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-05_AC_06.wav $Name: Roger Agrippa $Team: -1 $MessageNew: XSTR("Roger that, Command. Good luck, Aquitaine. Agrippa out.", 1731) $end_multi_text +AVI Name: Head-CM5 +Wave Name: SM3-05_Ag_03.wav $Name: Argo Almost There $Team: -1 $MessageNew: XSTR("Argo transport here. Now initiating docking sequence. We're almost there, Aquitaine", 1732) $end_multi_text +AVI Name: Head-CM4 +Wave Name: SM3-05_Ar_01.wav $Name: Argo Under Attack $Team: -1 $MessageNew: XSTR("The Argo is under attack! Alpha, cover that transport or we'll lose the Aquitaine!", 1733) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-05_Ar_02.wav $Name: Argo Docked $Team: -1 $MessageNew: XSTR("This is the Argo. We have secured our dock point. Materials are now being transferred to the Aquitaine.", 1734) $end_multi_text +AVI Name: Head-CM4 +Wave Name: SM3-05_Ar_03.wav $Name: Argo Lost $Team: -1 $MessageNew: XSTR("We've lost the Argo! Repeat! We've lost the Argo!", 1735) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-05_AC_07.wav $Name: Status Aquitaine $Team: -1 $MessageNew: XSTR("What's your status, Aquitaine?", 1736) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-05_AC_08.wav $Name: ETA $Team: -1 $MessageNew: XSTR("Command, we are 2,000 meters from the Gamma Draconis node. ETA one minute.", 1737) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-05_Aq_09.wav $Name: Repairs $Team: -1 $MessageNew: XSTR("Repairs are 50% complete. Core module has been replaced. We are now running diagnostics.", 1738) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-05_Aq_10.wav $Name: Aquitaine Jump $Team: -1 $MessageNew: XSTR("Aquitaine here. Initiating jump drive sequence. See you in Gamma Draconis, Alpha. Thanks for your help.", 1739) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-05_Aq_11.wav $Name: Well Done $Team: -1 $MessageNew: XSTR("Well done, Alpha. Return to base.", 1740) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-05_AC_09.wav $Name: Aquitaine In Pain $Team: -1 $MessageNew: XSTR("This is the Aquitaine. Hull integrity has fallen below critical! We need more fighters out here, or we're not going to make it, Command!", 1741) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-05_Aq_12.wav $Name: Aquitaine Destroyed $Team: -1 $MessageNew: XSTR("We have lost the Aquitaine! All units return to base! Mission aborted!", 1742) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-05_AC_10.wav $Name: Cavalry $Team: -1 $MessageNew: XSTR("We have deployed reinforcements, Alpha. Stand by.", 1743) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-05_AC_11.wav $Name: Repair Status 1 $Team: -1 $MessageNew: XSTR("We've stabilized the engines, but we need more time here, Command.", 1744) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-05_Aq_13.wav $Name: Repair Status 2 $Team: -1 $MessageNew: XSTR("Aquitaine here. Engines will be on line in two minutes.", 1745) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-05_Aq_14.wav $Name: Repair Status 3 $Team: -1 $MessageNew: XSTR("Command, we're initiating drive core power-up sequence now. Give us 60 seconds.", 1746) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-05_Aq_15.wav #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 500 $Ambient light level: 0 +Neb2: nbackpurp1 +Neb2Flags: 63 $Sun: SunBlue +Angles: 0.174533 0.000000 2.251473 +Scale: 1.000000 #Asteroid Fields #Music $Event Music: 5: Deuteronomy $Briefing Music: Brief5 #End #Mission Info $Version: 0.10 $Name: XSTR("Exodus", 1747) $Author: James Agay @ V $Created: 06/16/99 at 09:51:43 $Modified: 11/01/99 at 19:19:07 $Notes: Hello to the FDL gang.$End Notes: $Mission Desc: XSTR("Leading the 70th Blue Lions, GTD Aquitaine, Alpha 1 escorts a convoy as it flees the Capella system.", 1748) $end_multi_text +Game Type Flags: 1 +Flags: 0 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -6576.693848, 292.792725, 685.016052 +Viewer orient: 0.925556, -0.000003, 0.378612, -0.064352, 0.985448, 0.157322, -0.373103, -0.169975, 0.912087 +SquadReassignName: 70th Blue Lions +SquadReassignLogo: lion1.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing $Stage Text: XSTR("70th Blue Lions Welcome back to the Aquitaine. Because of your outstanding service to the Alliance, the GTVA has granted you command of your own elite fighter squadron, the 70th Blue Lions. This is quite an honor, pilot. You'll receive all your briefings directly from quarterdeck. As squadron leader of the Blue Lions, you will be granted the highest priority in ship and weapon selection, but choose your ordnance carefully. Review the techroom database if you have any questions.", 1749) $end_multi_text $Ani Filename: cb_sm3-06_a.ani +Wave Filename: SM306_CB_01.wav $Stage Text: XSTR("The Shivan Armada Nine Sathanas juggernauts have now entered the Capella system, and Intelligence has sighted even more in the nebula, converging on the jump node to Terran-Vasudan space. We are on the threshold of a new apocalypse. Though the juggernauts have not engaged our warships, they have set course for the Capella star. We can only speculate about their intentions, but this development cannot bode well for the Alliance.", 1750) $end_multi_text $Ani Filename: cb_sm3-06_b.ani +Wave Filename: SM306_CB_02.wav $Stage Text: XSTR("Exodus Allied Command is committed to evacuating all non-essential personnel. A contingency plan is in the works to hold the Shivans here, in Capella, and prevent the expansion of the Shivan incursion to other systems of the GTVA. The 70th Blue Lions will provide the fighter cover needed to get our convoys out of the system. Millions of lives are at stake here, pilot. And if we fail, all our worlds and systems will be in jeopardy.", 1751) $end_multi_text $Ani Filename: cb_sm3-06_c.ani +Wave Filename: SM306_CB_03.wav $Stage Text: XSTR("Erinyes Fighter The GTVA has just unveiled the newly developed Erinyes-class heavy assault fighter. With eight gun banks, you'll have sufficient firepower to make short work of enemy targets at close range. The Erinyes can accommodate fire control for up to two different primary systems. You may need to allocate more power to weapons to fight effectively, so make adjustments as needed.", 1752) $end_multi_text $Ani Filename: cb_sm3-06_d.ani +Wave Filename: SM306_CB_04.wav $Stage Text: XSTR("GTW UD-8 Kayser You have also been issued the GTW UD-08 Kayser. For its limited OpEval period, only select units will be authorized to carry this weapon. The Kayser emits focused wavelets of subatomic particles that bombard the target, causing the wave function of the particles to collapse and emit intense zero-point energy microbursts. The Kayser is the product of our research into Shivan weapon technology.", 1753) $end_multi_text $Ani Filename: Tech_GTW_UD-8_Kayser.ani +Wave Filename: SM306_CB_05.wav $Stage Text: XSTR("GTM-11 Infyrno Finally, we have received the new GTM-11 Infyrno, a wide-area fighter suppression warhead. To use the Infyrno, press your secondary trigger once to launch the missile, then press it again to detonate. A HUD indicator will display the distance of the warhead from your ship. Upon detonation, the Infyrno releases multiple submunitions which themselves contain ultra-high explosive charges.", 1754) $end_multi_text $Ani Filename: Tech_GTM-11_Infyrno.ani +Wave Filename: SM306_CB_06.wav #Briefing $start_briefing $num_stages: 4 $start_stage $multi_text XSTR("As we speak, convoys of transports, freighters, and medical ships are heading for the jump nodes to Vega and Epsilon Pegasi. The evacuation of civilian personnel proceeds on schedule, but the enemy offensive has intensified. We have blockaded the Gamma Draconis node, though Shivan forces are swarming into the system.", 1755) $end_multi_text $voice: SM306_mB_01.wav $camera_pos: -483.999817, 442.720856, 63353.480469 $camera_orient: 0.999976, -0.000004, 0.006994, -0.002398, 0.939172, 0.343439, -0.006570, -0.343447, 0.939149 $camera_time: 1000 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 33 $team: Friendly $class: GTF Ulysses $pos: -492.914825, 125.585678, 64387.023438 $label: Gamma Draconis +id: 16 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The 53rd will relieve the 309th at the Gamma Draconis node, and we'll deploy the 19th to hold down the fort at 3rd Fleet Headquarters as we evacuate non-essential personnel. Command needs a closer look at the Juggernauts, so we'll be sending in the 91st. 70th Blue Lions will be sortied to the Epsilon Pegasi node.", 1756) $end_multi_text $voice: SM306_mB_02.wav $camera_pos: 59.892708, 7978.801270, 39777.628906 $camera_orient: 0.999997, -0.000004, 0.002487, -0.002487, 0.024092, 0.999707, -0.000064, -0.999710, 0.024092 $camera_time: 1000 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 33 $team: Friendly $class: GTF Ulysses $pos: -27.367813, 125.585808, 40010.003906 $label: Gamma Draconis +id: 16 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Blue Lions, your mission is to escort a four-ship convoy to Epsilon Pegasi. The group consists of civilian transports $f Lambda $f 1 and $f 2, $f GTFr $f Sulla, and the medical ship $f GTM $f Vesalius. All have minimal armaments and vulnerable hull plating. $f GVCv $f Nebtuu leads the escort.", 1757) $end_multi_text $voice: SM306_mB_03.wav $camera_pos: 9163.455078, 7667.714844, 4125.337402 $camera_orient: 0.002187, -0.000003, 0.999998, -0.351786, 0.936080, 0.000772, -0.936078, -0.351787, 0.002046 $camera_time: 1000 $num_lines: 0 $num_icons: 10 $Flags: 0 $Formula: ( true ) $start_icon $type: 33 $team: Friendly $class: GTF Hercules Mark II $pos: 5445.813477, 1328.723877, 2793.748535 $label: Gamma Draconis +id: 8 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Hostile $class: SC Rakshasa $pos: 1041.275146, -0.000109, 4730.284668 $label: Juesaes +id: 13 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Hostile $class: SCv Moloch $pos: 623.017273, 0.001265, 2044.330078 $label: Kemwer +id: 14 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 26 $team: Friendly $class: Knossos $pos: -83.232315, 125.585457, 54519.898438 $label: Knossos Device +id: 16 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 33 $team: Friendly $class: GTF Ulysses $pos: -11147.317383, 356.394775, -3966.170898 $label: Epsilon Pegasi +id: 17 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Friendly $class: GVCv Sobek $pos: -15351.167969, 280.498535, 1327.676147 $label: Nebtuu +id: 18 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTM Hippocrates $pos: -18494.240234, -86.633110, 10668.307617 $label: Vesalius +id: 19 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 34 $team: Friendly $class: GTT Argo $pos: -22166.542969, -147.003845, 5404.346191 $label: Lambda 1 +id: 20 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 34 $team: Friendly $class: GTT Argo $pos: -10187.963867, -130.980286, 4987.581055 $label: Lambda 2 +id: 21 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 12 $team: Friendly $class: GTFR Triton $pos: -8829.456055, 511.473877, 8900.581055 $label: Sulla +id: 23 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("At 1415 hours, the Shivan corvette $h Abraxis and a wing of $h Manticore fighters attacked the convoy. The $f Nebtuu called for assistance, so you're going in. Theta wing will stand by to reinforce your position. Call them in at your discretion. Good luck, pilots. The people of Capella are counting on you.", 1758) $end_multi_text $voice: SM306_mB_04.wav $camera_pos: -3257.809570, 3173.210938, 4152.482910 $camera_orient: 0.002187, -0.000003, 0.999998, -0.325139, 0.945666, 0.000714, -0.945664, -0.325140, 0.002067 $camera_time: 1000 $num_lines: 0 $num_icons: 7 $Flags: 0 $Formula: ( true ) $start_icon $type: 26 $team: Friendly $class: Knossos $pos: -83.232315, 125.585457, 54519.898438 $label: Knossos Device +id: 16 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 34 $team: Friendly $class: GTT Argo $pos: -22166.542969, -147.003845, 5404.346191 $label: Lambda 1 +id: 20 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 34 $team: Friendly $class: GTT Argo $pos: -11439.089844, -130.981064, 4759.235352 $label: Lambda 2 +id: 21 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTM Hippocrates $pos: -18317.720703, -86.632668, 9723.150391 $label: Vesalius +id: 19 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Friendly $class: GVCv Sobek $pos: -13747.049805, 280.498474, 3372.990234 $label: Nebtuu +id: 18 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 28 $team: Hostile $class: SCv Moloch $pos: -14428.750000, -0.001586, 323.405853 $label: Abraxis +id: 22 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 12 $team: Friendly $class: GTFR Triton $pos: -9995.568359, 511.473816, 6757.880859 $label: Sulla +id: 23 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 13 $Formula: ( is-event-false-delay "Jump okay" 0 ) $Multi text XSTR("You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.", 180) $end_multi_text $Voice: 9_joe.wav $Recommendation text: XSTR("Do not jump out until ordered to do so. You should not be making this mistake at this stage of your career.", 1759) $end_multi_text $Formula: ( and ( is-goal-true-delay "Protect Lambdas" 0 ) ( is-goal-true-delay "Protect Sulla" 0 ) ( is-goal-true-delay "Protect Vesalius" 0 ) ( is-goal-true-delay "Destroy Shivan Forces" 0 ) ( is-event-true-delay "Jump okay" 0 ) ) $Multi text XSTR("Excellent work, pilot. Your first sortie as leader of the 70th Blue Lions proved you are just the officer to lead this outfit. The Shivans launched a savage attack, but you and your squadron held them off. Because of your tactical leadership, the entire convoy safely reached Epsilon Pegasi. ", 1760) $end_multi_text $Voice: sm306_db_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( or ( and ( is-event-true-delay "May continue" 0 ) ( not ( and ( is-goal-true-delay "Protect Lambdas" 0 ) ( is-goal-true-delay "Protect Sulla" 0 ) ( is-goal-true-delay "Protect Vesalius" 0 ) ( is-goal-true-delay "Destroy Shivan Forces" 0 ) ( is-event-true-delay "Jump okay" 0 ) ) ) ( is-event-true-delay "Jump okay" 0 ) ) ( and ( is-event-false-delay "May continue" 0 ) ( is-event-true-delay "Jump okay" 0 ) ) ) $Multi text XSTR("The Shivans launched a massive offensive against all our outbound convoys. The death toll has escalated into the hundred of thousands. We do not have the resources to defend every ship escaping this system. Even your elite 70th Blue Lions failed to complete all mission objectives.", 1761) $end_multi_text $Voice: sm306_db_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-event-true-delay "Jump okay" 0 ) ( is-destroyed-delay 0 "Lambda 1" ) ( is-destroyed-delay 0 "Lambda 2" ) ) $Multi text XSTR("Both Lambda transports perished in the Shivan attack. Thousands of civilians were lost.", 1762) $end_multi_text $Voice: sm306_db_03.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-event-true-delay "Jump okay" 0 ) ( is-goal-true-delay "Protect Lambdas" 0 ) ) $Multi text XSTR("Both Lambda transports reached Epsilon Pegasi. Your efforts saved thousands of lives. ", 1763) $end_multi_text $Voice: sm306_db_04.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-event-true-delay "Jump okay" 0 ) ( or ( and ( is-destroyed-delay 0 "Lambda 1" ) ( has-departed-delay 0 "Lambda 2" ) ) ( and ( is-destroyed-delay 0 "Lambda 2" ) ( has-departed-delay 0 "Lambda 1" ) ) ) ) $Multi text XSTR("One of the Lambda transports reached the jump node. Half the civilians perished in the Shivan attack.", 1764) $end_multi_text $Voice: sm306_db_05.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-event-true-delay "Jump okay" 0 ) ( is-destroyed-delay 0 "Sulla" ) ) $Multi text XSTR("Relief workers in Vega and Epsilon Pegasi report a shortage of vital provisions and medical supplies. The loss of the Sulla will only complicate matters.", 1765) $end_multi_text $Voice: sm306_db_06.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-event-true-delay "Jump okay" 0 ) ( has-departed-delay 0 "Sulla" ) ) $Multi text XSTR("We managed to save the GTFr Sulla. The provisions it carried will help alleviate the supply shortages in Epsilon Pegasi.", 1766) $end_multi_text $Voice: SM306_DB_07.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-event-true-delay "Jump okay" 0 ) ( is-destroyed-delay 0 "Vesalius" ) ) $Multi text XSTR("The destruction of the GTM Vesalius is a tragedy. With the casualties the Shivans have inflicted in Capella, every medical vessel is vital to our efforts.", 1767) $end_multi_text $Voice: SM306_DB_08.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-event-true-delay "Jump okay" 0 ) ( has-departed-delay 0 "Vesalius" ) ) $Multi text XSTR("The GTM Vesalius arrived in Epsilon Pegasi. The medical vessel will play a crucial role in handling the influx of refugees from Capella.", 1768) $end_multi_text $Voice: SM306_DB_09.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-event-true-delay "Jump okay" 0 ) ( is-goal-true-delay "Destroy Shivan Forces" 0 ) ) $Multi text XSTR("Your squadron eliminated all hostile targets. If we are to halt the Shivan advance, every effort must be made to diminish the enemy force.", 1769) $end_multi_text $Voice: SM306_DB_10.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-event-true-delay "Jump okay" 0 ) ( is-event-true-delay "May continue" 0 ) ) $Multi text XSTR("We need to deploy your unit to 3rd Fleet Headquarters pronto. Assemble your squadron in the ready room.", 1770) $end_multi_text $Voice: SM306_DB_12.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( is-event-true-delay "Medal" 0 ) $Multi text XSTR("For demonstrating exceptional leadership under fire, you are hereby awarded the Meritorious Unit Commendation.", 1771) $end_multi_text $Voice: 9_MUC.wav $Recommendation text: XSTR("", 10) $end_multi_text #Alternate Types: $Alt: Altea $Alt: #end #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 3 "GTF Hercules Mark II" 3 "GTF Ares" 3 "GTF Perseus" 3 ) +Weaponry Pool: ( "Subach HL-7" 16 "Morning Star" 100 "Prometheus S" 24 "Maxim" 25 "UD-8 Kayser" 29 "Circe" 24 "Lamprey" 24 "Rockeye" 820 "Tempest" 880 "Tornado" 1028 "Trebuchet" 51 "TAG-B" 550 ) #Objects ;! 36 total $Name: Alpha 1 ;! Object #0 $Class: GTF Erinyes $Team: Friendly $Location: -1143.756836, 572.298218, 2904.458496 $Orientation: 0.546617, 0.000000, 0.837383, -0.116722, 0.990238, 0.076192, -0.829208, -0.139389, 0.541280 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Maxim" ) +Secondary Banks: ( "Tempest" "Trebuchet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Erinyes $Team: Friendly $Location: -1129.141602, 572.298218, 2821.047852 $Orientation: 0.563759, 0.000000, 0.825939, -0.113035, 0.990591, 0.077154, -0.818168, -0.136856, 0.558455 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" ) +Secondary Banks: ( "Tempest" "Trebuchet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Alpha 3 ;! Object #2 $Class: GTF Erinyes $Team: Friendly $Location: -1054.433472, 572.298218, 2985.057861 $Orientation: 0.528988, 0.000000, 0.848629, -0.116326, 0.990561, 0.072511, -0.840619, -0.137075, 0.523995 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" ) +Secondary Banks: ( "Tempest" "Trebuchet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Nebtuu ;! Object #3 $Class: GVCv Sobek $Team: Friendly $Location: -1896.148071, 280.498627, 4131.885742 $Orientation: -0.632995, 0.000000, 0.774156, 0.067128, 0.996234, 0.054888, -0.771240, 0.086711, -0.630611 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Jump right" 50 ) ( ai-chase "Abraxis" 66 ) ( ai-chase "Gibborim" 55 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 90 +Initial Hull: 15 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Nebtuu" "center:1" ) 600 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Lambda 1 ;! Object #4 $Class: GTT Argo $Team: Friendly $Location: -291.752167, -147.002899, 5335.378906 $Orientation: -0.642343, 0.000000, 0.766417, 0.087672, 0.993436, 0.073479, -0.761386, 0.114392, -0.638127 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Jump right" 50 ) ) $Cargo 1: XSTR("Civilians", 145) +Initial Velocity: 30 +Initial Hull: 99 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 3 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Lambda 2 ;! Object #5 $Class: GTT Argo $Team: Friendly $Location: 115.036682, -130.979675, 5074.250000 $Orientation: -0.620816, 0.000000, 0.783957, 0.084228, 0.994211, 0.066700, -0.779419, 0.107439, -0.617222 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Jump left" 50 ) ) $Cargo 1: XSTR("Civilians", 145) +Initial Velocity: 30 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 3 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Abraxis ;! Object #6 $Class: SCv Moloch $Team: Hostile $Location: -5455.595215, 0.001153, 2706.962158 $Orientation: 0.286030, 0.019757, -0.958017, -0.033234, 0.999391, 0.010688, 0.957644, 0.028781, 0.286512 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Nebtuu" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 76 +Initial Hull: 24 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Sbank Ammo: ( 0 ) +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Primary Banks: ( "Shivan Weak Turret Laser" ) +Subsystem: turret08 +Subsystem: turret09 +Primary Banks: ( "Shivan Turret Laser" ) +Subsystem: turret10 +Subsystem: turret11 +Primary Banks: ( "Shivan Turret Laser" ) +Subsystem: turret12 +Subsystem: turret13 +Sbank Ammo: ( 0 ) +Subsystem: turret14 +Subsystem: turret15 +Primary Banks: ( "Shivan Turret Laser" ) +Subsystem: turret16 +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 5000 $Name: Scorpio 1 ;! Object #7 $Class: SB Nahema $Team: Hostile $Location: -6318.270508, 0.001677, 2308.927979 $Orientation: -0.824435, 0.000000, -0.565956, 0.000000, 1.000000, 0.000000, 0.565956, 0.000000, -0.824435 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "" "" ) +Sbank Ammo: ( 100 0 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Scorpio 2 ;! Object #8 $Class: SB Nahema $Team: Hostile $Location: -6337.541016, 0.001837, 2099.665771 $Orientation: -0.824435, 0.000000, -0.565956, 0.000000, 1.000000, 0.000000, 0.565956, 0.000000, -0.824435 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "" "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Gibborim ;! Object #9 $Class: SC Cain $Team: Hostile $Location: -10771.341797, -0.000111, -3622.740723 $Orientation: 0.549516, 0.000000, -0.835483, -0.180769, 0.976313, -0.118896, 0.815693, 0.216365, 0.536499 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $AI Goals: ( goals ( ai-chase "Lambda 1" 8 ) ( ai-chase "Lambda 2" 7 ) ( ai-chase "Sulla" 5 ) ( ai-chase "Vesalius" 3 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 35 "Scorpio" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Leo 1 ;! Object #10 $Class: SF Manticore $Team: Hostile $Location: -7462.958008, -0.001344, 2288.567627 $Orientation: -0.824435, 0.000000, -0.565956, 0.000000, 1.000000, 0.000000, 0.565956, 0.000000, -0.824435 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Primary Banks: ( "Shivan Heavy Laser" ) +Sbank Ammo: ( 50 50 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 2 ;! Object #11 $Class: SF Manticore $Team: Hostile $Location: -7439.333984, -0.001351, 2435.747803 $Orientation: -0.824435, 0.000000, -0.565956, 0.000000, 1.000000, 0.000000, 0.565956, 0.000000, -0.824435 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Primary Banks: ( "Shivan Heavy Laser" ) +Sbank Ammo: ( 50 50 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 1 ;! Object #12 $Class: SF Manticore $Team: Hostile $Location: -5629.295410, -0.001555, -697.878296 $Orientation: 0.668510, 0.000000, -0.743703, 0.000000, 1.000000, 0.000000, 0.743703, 0.000000, 0.668510 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Primary Banks: ( "Shivan Heavy Laser" ) +Sbank Ammo: ( 50 100 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 2 ;! Object #13 $Class: SF Manticore $Team: Hostile $Location: -5777.348145, -0.001562, -680.511597 $Orientation: 0.661050, 0.000000, -0.750342, 0.000000, 1.000000, 0.000000, 0.750342, 0.000000, 0.661050 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Primary Banks: ( "Shivan Heavy Laser" ) +Sbank Ammo: ( 50 100 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Theta 1 ;! Object #14 $Class: GTF Erinyes $Team: Friendly $Location: -938.532532, 0.001047, 4885.864746 $Orientation: -0.824435, 0.000000, -0.565956, 0.000000, 1.000000, 0.000000, 0.565956, 0.000000, -0.824435 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" ) +Secondary Banks: ( "Trebuchet" "Trebuchet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Theta 2 ;! Object #15 $Class: GTF Erinyes $Team: Friendly $Location: -898.894836, 0.000906, 4965.569824 $Orientation: -0.824435, 0.000000, -0.565956, 0.000000, 1.000000, 0.000000, 0.565956, 0.000000, -0.824435 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" ) +Secondary Banks: ( "Trebuchet" "Trebuchet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Theta 3 ;! Object #16 $Class: GTF Erinyes $Team: Friendly $Location: -1096.660522, 0.001027, 5049.334961 $Orientation: -0.824435, 0.000000, -0.565956, 0.000000, 1.000000, 0.000000, 0.565956, 0.000000, -0.824435 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" ) +Secondary Banks: ( "Trebuchet" "Trebuchet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Theta 4 ;! Object #17 $Class: GTF Erinyes $Team: Friendly $Location: -1007.719116, 0.000949, 5121.322266 $Orientation: -0.824435, 0.000000, -0.565956, 0.000000, 1.000000, 0.000000, 0.565956, 0.000000, -0.824435 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" ) +Secondary Banks: ( "Trebuchet" "Trebuchet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Cancer 1 ;! Object #18 $Class: SB Seraphim $Team: Hostile $Location: -5770.104004, -0.003560, -547.862183 $Orientation: 0.654454, 0.000000, -0.756102, 0.000000, 1.000000, 0.000000, 0.756102, 0.000000, 0.654454 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "" "" ) +Sbank Ammo: ( 100 100 0 0 ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Cancer 2 ;! Object #19 $Class: SB Seraphim $Team: Hostile $Location: -5823.621582, -75.776939, -577.761108 $Orientation: 0.638522, 0.000000, -0.769604, 0.000000, 1.000000, 0.000000, 0.769604, 0.000000, 0.638522 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "" "" ) +Sbank Ammo: ( 100 100 40 100 ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Gemini 1 ;! Object #20 $Class: SB Nahema $Team: Hostile $Location: -9516.513672, -0.009916, -412.533203 $Orientation: -0.824435, 0.000000, -0.565956, 0.000000, 1.000000, 0.000000, 0.565956, 0.000000, -0.824435 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Piranha" "Cyclops" ) +Sbank Ammo: ( 100 66 100 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Libra 1 ;! Object #21 $Class: SF Mara $Team: Hostile $Location: -9577.439453, -0.009314, -507.827148 $Orientation: -0.824435, 0.000000, -0.565956, 0.000000, 1.000000, 0.000000, 0.565956, 0.000000, -0.824435 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Shivan Light Laser" "Shivan Heavy Laser" ) +Secondary Banks: ( "Rockeye" "" ) +Sbank Ammo: ( 50 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 2 ;! Object #22 $Class: SF Mara $Team: Hostile $Location: -9622.529297, -0.009248, -495.319824 $Orientation: -0.824435, 0.000000, -0.565956, 0.000000, 1.000000, 0.000000, 0.565956, 0.000000, -0.824435 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Shivan Light Laser" "Shivan Heavy Laser" ) +Secondary Banks: ( "Rockeye" "" ) +Sbank Ammo: ( 50 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Vesalius ;! Object #23 $Class: GTM Hippocrates $Team: Friendly $Location: -507.898041, -86.629425, 4274.311035 $Orientation: -0.634491, 0.000000, 0.772930, 0.082153, 0.994335, 0.067439, -0.768552, 0.106288, -0.630897 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "center" 89 ) ) $Cargo 1: XSTR("Troops", 1772) +Initial Velocity: 98 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 2 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Sulla ;! Object #24 $Class: GTFR Triton $Team: Friendly $Location: 117.576187, 511.474457, 4026.876953 $Orientation: 0.620810, 0.000002, -0.783962, -0.100303, -0.991781, -0.079430, -0.777519, 0.127944, -0.615708 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Jump left" 50 ) ) $Cargo 1: XSTR("Troops", 1772) +Initial Velocity: 100 +Initial Hull: 99 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 1 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Virgo 1 ;! Object #25 $Class: SB Seraphim $Team: Hostile $Location: -3234.565186, 0.000181, 8715.843750 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Rockeye" "Rockeye" ) +Sbank Ammo: ( 100 100 50 50 ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Virgo 2 ;! Object #26 $Class: SB Seraphim $Team: Hostile $Location: -3510.725830, -0.000339, 8902.279297 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Rockeye" "Rockeye" ) +Sbank Ammo: ( 100 100 50 50 ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Virgo 3 ;! Object #27 $Class: SB Seraphim $Team: Hostile $Location: -2924.943604, -0.000356, 9054.694336 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Rockeye" "Rockeye" ) +Sbank Ammo: ( 100 100 50 50 ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Taurus 1 ;! Object #28 $Class: SF Mara $Team: Hostile $Location: -9933.773438, 0.000046, -3263.265625 $Orientation: 0.686097, 0.000000, -0.727510, 0.000000, 1.000000, 0.000000, 0.727510, 0.000000, 0.686097 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Sbank Ammo: ( 100 50 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 2 ;! Object #29 $Class: SF Mara $Team: Hostile $Location: -9866.669922, 0.000660, -3121.440918 $Orientation: 0.626082, 0.000000, -0.779757, 0.000000, 1.000000, 0.000000, 0.779757, 0.000000, 0.626082 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Sbank Ammo: ( 100 50 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 1 ;! Object #30 $Class: SF Basilisk $Team: Hostile $Location: -11867.142578, 0.005506, -1943.435303 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Sbank Ammo: ( 100 50 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 2 ;! Object #31 $Class: SF Basilisk $Team: Hostile $Location: -11768.670898, 0.005205, -1776.154297 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Sbank Ammo: ( 100 50 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Epsilon 1 ;! Object #32 $Class: GTF Erinyes $Team: Friendly $Location: -606.098694, 0.000573, 2995.831299 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" ) +Secondary Banks: ( "Tempest" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: Epsilon 2 ;! Object #33 $Class: GTF Erinyes $Team: Friendly $Location: -493.073425, 0.000463, 2999.539063 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" ) +Secondary Banks: ( "Tempest" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 15 $Name: TC-TRI 32 ;! Object #34 $Class: TC-TRI $Team: Friendly $Location: -31.149910, 525.739807, 3908.673096 $Orientation: 0.620792, 0.000005, -0.783976, -0.100163, -0.991804, -0.079320, -0.777551, 0.127766, -0.615704 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Foodstuffs", 959) +Initial Velocity: 33 +Initial Hull: 95 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Docked With: Sulla $Docker Point: Cargo Dock01 $Dockee Point: Cargo Dockpoint +Group: 0 $Name: Scorpio 3 ;! Object #35 $Class: SB Nahema $Team: Hostile $Location: -6448.907227, 0.001840, 2311.332031 $Orientation: -0.824435, 0.000000, -0.565956, 0.000000, 1.000000, 0.000000, 0.565956, 0.000000, -0.824435 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "" "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 14 #Wings ;! 12 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Alpha 1" "Alpha 2" "Alpha 3" ) $AI Goals: ( goals ( ai-guard "Alpha 1" 50 ) ) +Hotkey: 0 +Flags:( ) $Name: Scorpio $Waves: 4 $Wave Threshold: 1 $Special Ship: 0 ;! Scorpio 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Scorpio 1" "Scorpio 2" "Scorpio 3" ) $AI Goals: ( goals ( ai-chase "Lambda 1" 50 ) ( ai-chase-any 22 ) ( ai-chase "Nebtuu" 66 ) ) +Flags:( ) +Wave Delay Min: 20 +Wave Delay Max: 25 $Name: Leo $Waves: 3 $Wave Threshold: 1 $Special Ship: 0 ;! Leo 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Leo 1" "Leo 2" ) $AI Goals: ( goals ( ai-chase-wing "Alpha" 50 ) ) +Flags:( ) +Wave Delay Min: 15 +Wave Delay Max: 20 $Name: Aries $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aries 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 18 "Leo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Aries 1" "Aries 2" ) $AI Goals: ( goals ( ai-guard-wing "Cancer" 50 ) ( ai-chase "Lambda 1" 40 ) ( ai-chase "Lambda 2" 33 ) ) +Flags:( ) $Name: Theta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Theta 1 $Arrival Location: Near Ship +Arrival Distance: 2345 $Arrival Anchor: $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Theta 1" "Theta 2" "Theta 3" "Theta 4" ) $AI Goals: ( goals ( ai-guard "Vesalius" 50 ) ) +Hotkey: 1 +Flags:( "reinforcement" ) $Name: Cancer $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 10 "Aries" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Cancer 1" "Cancer 2" ) $AI Goals: ( goals ( ai-chase "Lambda 2" 50 ) ( ai-chase-any 33 ) ) +Flags:( ) $Name: Gemini $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gemini 1 $Arrival Location: Hyperspace $Arrival Cue: ( or ( < ( distance "Lambda 1" "center:1" ) 1400 ) ( < ( distance "Lambda 2" "center:1" ) 1400 ) ( < ( distance "Vesalius" "center:1" ) 1400 ) ( < ( distance "Sulla" "center:1" ) 1400 ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 1 total "Gemini 1" ) $AI Goals: ( goals ( ai-chase "Lambda 1" 50 ) ( ai-chase "Lambda 2" 50 ) ) +Flags:( ) $Name: Libra $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Libra 1 $Arrival Location: Hyperspace $Arrival Cue: ( or ( < ( distance "Lambda 1" "center:1" ) 1400 ) ( < ( distance "Lambda 2" "center:1" ) 1400 ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Libra 1" "Libra 2" ) $AI Goals: ( goals ( ai-guard-wing "Gemini" 50 ) ) +Flags:( ) $Name: Virgo $Waves: 1 $Wave Threshold: 1 $Special Ship: 0 ;! Virgo 1 $Arrival Location: In front of ship +Arrival Distance: 814 $Arrival Anchor: Nebtuu $Arrival Cue: ( is-destroyed-delay 16 "Abraxis" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Virgo 1" "Virgo 2" "Virgo 3" ) $AI Goals: ( goals ( ai-chase "Nebtuu" 50 ) ( ai-chase-any 3 ) ) +Flags:( ) $Name: Taurus $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 2 "Gibborim" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Taurus 1" "Taurus 2" ) $AI Goals: ( goals ( ai-guard "Gibborim" 50 ) ) +Flags:( ) +Wave Delay Min: 35 +Wave Delay Max: 55 $Name: Pisces $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Pisces 1 $Arrival Location: Hyperspace $Arrival Cue: ( and ( is-destroyed-delay 24 "Gibborim" ) ( not ( has-arrived-delay 0 "Gemini 1" ) ) ( skill-level-at-least "Hard" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Pisces 1" "Pisces 2" ) +Flags:( ) $Name: Epsilon $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Epsilon 1 $Arrival Location: Near Ship +Arrival Distance: 900 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-destroyed-delay 13 "Alpha 2" "Alpha 3" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Epsilon 1" "Epsilon 2" ) $AI Goals: ( goals ( ai-guard "Alpha 1" 50 ) ) +Flags:( ) #Events ;! 59 total $Formula: ( when ( < ( distance "Sulla" "Jump left:1" ) 400 ) ( add-goal "Sulla" ( ai-warp-out 89 ) ) ) +Name: Cargo ship escapes +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Vesalius" "center:1" ) 400 ) ( add-goal "Vesalius" ( ai-warp-out 89 ) ) ) +Name: Medical ship escapes +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Lambda 1" "Jump right:1" ) 400 ) ( add-goal "Lambda 1" ( ai-warp-out 89 ) ) ) +Name: Troop Convoy 2 Escapes +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Lambda 2" "Jump left:1" ) 400 ) ( add-goal "Lambda 2" ( ai-warp-out 89 ) ) ) +Name: Troop Convoy 3 Escapes +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 16 ) ( beam-free-all "Abraxis" ) ) +Name: Beams Free +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 4 "Abraxis" ) ( send-message-list "Nebtuu" "High" "Hey we are almost dead" 1000 "Alpha 2" "High" "Oh so sorry to hear that" 5000 ) ) +Name: Converastion +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 3 "Scorpio" ) ( send-message "#Command" "High" "Kali Altert" ) ) +Name: Kali Alert +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Nebtuu" ) 2 ) ( send-message "Nebtuu" "High" "Oh poo we ARE dead" ) ) +Name: Convoy one lost +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( self-destruct "Nebtuu" ) ) +Name: Bang +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( is-destroyed-delay 2 "Gibborim" ) ( send-message "#Command" "High" "Psoloc is toast" ) ) +Name: Psoloc Down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-departed-delay 0 "Lambda 1" ) ( has-departed-delay 0 "Lambda 2" ) ) ( do-nothing ) ) +Name: Escort Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Protect Convoy", 1773) $Formula: ( when ( is-destroyed-delay 0 "Scorpio" ) ( do-nothing ) ) +Name: Scorpio Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Scorpio", 61) $Formula: ( when ( is-destroyed-delay 0 "Aries" ) ( do-nothing ) ) +Name: Aries Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aries", 14) $Formula: ( when ( is-destroyed-delay 0 "Leo" ) ( do-nothing ) ) +Name: Leo Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Leo", 15) $Formula: ( when ( has-time-elapsed 1 ) ( fire-beam "Nebtuu" "turret09" "Abraxis" ) ( fire-beam "Nebtuu" "turret14" "Abraxis" ) ) +Name: Kablaam +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( fire-beam "Nebtuu" "turret09" "Abraxis" ) ( fire-beam "Nebtuu" "turret14" "Abraxis" ) ) +Name: Boom +Repeat Count: 4 +Interval: 5 +Chained: 5 $Formula: ( when ( and ( is-goal-true-delay "Destroy Shivan Forces" 3 ) ( is-goal-true-delay "Protect Lambdas" 3 ) ( is-goal-true-delay "Protect Vesalius" 3 ) ( is-goal-true-delay "Protect Sulla" 3 ) ) ( send-message "#Command" "High" "Fin" ) ) +Name: Fin +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: RTB +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( and ( is-goal-true-delay "Protect Lambdas" 2 ) ( is-goal-incomplete "Destroy Shivan Forces" ) ( is-goal-true-delay "Protect Vesalius" 0 ) ( is-goal-true-delay "Protect Sulla" 0 ) ) ( send-message "#Command" "High" "Convoy makes it" ) ) +Name: Convoy Makes it +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Cancer" ) ( send-message "#Command" "High" "New bombers" ) ) +Name: New Bombers +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( or ( > ( distance "Alpha 1" "Lambda 1" ) 4500 ) ( > ( distance "Alpha 1" "Lambda 2" ) 4500 ) ) ( or ( not ( < ( distance "center:1" "Lambda 1" ) 1000 ) ) ( not ( < ( distance "center:1" "Lambda 2" ) 1000 ) ) ) ) ( send-random-message "#Command" "High" "Keep up 1" "Keep up 2" "Keep up 3" "Keep up 4" "Keep up 5" ) ) +Name: Keep up logic +Repeat Count: 12 +Interval: 45 $Formula: ( when ( has-time-elapsed 1 ) ( send-message "#Command" "High" "Intro Event" ) ) +Name: Intro Event +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Libra" ) ( do-nothing ) ) +Name: Libra Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Libra", 18) $Formula: ( when ( is-destroyed-delay 0 "Gemini" ) ( do-nothing ) ) +Name: Gemini Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Gemini", 16) $Formula: ( when ( true ) ( do-nothing ) ) +Name: Sachen Makes it +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Gibborim" ) ( beam-free-all "Gibborim" ) ) +Name: Beam on Shivan 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Intro Event" 3 ) ( cap-waypoint-speed "Lambda 1" 22 ) ( cap-waypoint-speed "Lambda 2" 22 ) ) +Name: Speed Limit +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( ship-guardian "Nebtuu" ) ) +Name: Twink +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Abraxis" ) ( ship-no-guardian "Nebtuu" ) ) +Name: Twinkle +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 12 "Gibborim" ) ( send-message "#Command" "High" "Cain Arrives" ) ) +Name: Cain Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Lambda 1" ) 50 ) ( send-message "Lambda 1" "High" "Scioio Low Hull" ) ) +Name: #1 Low Hull +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Lambda 2" ) 50 ) ( send-message "Lambda 2" "High" "Severius L H" ) ) +Name: #2 Low Hull +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Vesalius" ) 50 ) ( send-message "Vesalius" "High" "Sachan L H" ) ) +Name: #3 Low Hull +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Sulla" ) 50 ) ( send-message "Sulla" "High" "Sulla L H" ) ) +Name: #4 Low Hull +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Lambda 1" ) 15 ) ( send-message "Lambda 1" "High" "Scioio Critical Hull" ) ) +Name: #1 Critical Hull +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Lambda 2" ) 10 ) ( send-message "Lambda 2" "High" "Severius C H" ) ) +Name: #2 Critical Hull +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Lambda 1" ) 10 ) ( send-message "Lambda 1" "High" "Sachan C H" ) ) +Name: #3 Critical Hull +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Lambda 1" ) 10 ) ( send-message "Sulla" "High" "SullaCH" ) ) +Name: #4 Critical Hull +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Taurus" ) ( do-nothing ) ) +Name: Aeshma Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Taurus", 19) $Formula: ( when ( and ( is-subsystem-destroyed-delay "Gibborim" "turret07" 0 ) ( is-subsystem-destroyed-delay "Gibborim" "turret01" 0 ) ) ( do-nothing ) ) +Name: Cain Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Gibborim Beams", 1774) $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Virgo Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( is-destroyed-delay 0 "Pisces" ) ( do-nothing ) ) +Name: Pisces Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Pisces", 22) $Formula: ( when ( and ( is-destroyed-delay 2 "Sulla" ) ( or ( not ( is-destroyed-delay 0 "Lambda 1" ) ) ( not ( is-destroyed-delay 0 "Lambda 2" ) ) ( not ( is-destroyed-delay 0 "Vesalius" ) ) ) ) ( send-message "#Command" "High" "Sulla Lost" ) ) +Name: Sulla lost but not last +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 2 "Lambda 2" ) ( or ( not ( is-destroyed-delay 0 "Lambda 1" ) ) ( not ( is-destroyed-delay 2 "Sulla" ) ) ( not ( is-destroyed-delay 0 "Vesalius" ) ) ) ) ( send-message "#Command" "High" "Severius Lost" ) ) +Name: Severius Lost but not last +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 0 "Lambda 1" ) ( or ( not ( is-destroyed-delay 0 "Sulla" ) ) ( not ( is-destroyed-delay 0 "Lambda 2" ) ) ( not ( is-destroyed-delay 0 "Vesalius" ) ) ) ) ( send-message "#Command" "High" "Scipio Lost" ) ) +Name: Scipio Lost but not last +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 0 "Vesalius" ) ( or ( not ( is-destroyed-delay 0 "Lambda 1" ) ) ( not ( is-destroyed-delay 0 "Lambda 2" ) ) ( not ( is-destroyed-delay 0 "Sulla" ) ) ) ) ( send-message "#Command" "High" "Sachan Lost" ) ) +Name: Sachan lost but not last +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 10 "Nebtuu" ) ( send-message "#Command" "High" "Nebtuu Lost" ) ) +Name: Nebtuu lost +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-departed-delay 0 "Sulla" ) ( or ( not ( destroyed-or-departed-delay 0 "Lambda 1" ) ) ( not ( destroyed-or-departed-delay 0 "Lambda 2" ) ) ( not ( destroyed-or-departed-delay 0 "Vesalius" ) ) ) ) ( send-message "#Command" "High" "Sulla Jumps out" ) ) +Name: Sulla Jumps not last +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( and ( not ( destroyed-or-departed-delay 0 "Lambda 2" ) ) ( has-departed-delay 4 "Lambda 1" ) ) ( and ( not ( destroyed-or-departed-delay 0 "Lambda 1" ) ) ( has-departed-delay 4 "Lambda 2" ) ) ) ( send-message "#Command" "High" "One makes it one pending" ) ) +Name: One pending +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( and-in-sequence ( is-destroyed-delay 0 "Lambda 2" ) ( has-departed-delay 4 "Lambda 1" ) ) ( and-in-sequence ( is-destroyed-delay 0 "Lambda 1" ) ( has-departed-delay 4 "Lambda 2" ) ) ) ( send-message "#Command" "High" "civilians now accounted for" ) ) +Name: There can be only one +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-departed-delay 0 "Vesalius" ) ( or ( not ( destroyed-or-departed-delay 0 "Lambda 1" ) ) ( not ( destroyed-or-departed-delay 0 "Lambda 2" ) ) ( not ( destroyed-or-departed-delay 0 "Sulla" ) ) ) ) ( send-message "#Command" "High" "Sachan Jumps" ) ) +Name: Ves Jump +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( or ( has-departed-delay 0 "Lambda 1" ) ( has-departed-delay 0 "Lambda 2" ) ( has-departed-delay 0 "Vesalius" ) ( has-departed-delay 0 "Sulla" ) ) ( or ( destroyed-or-departed-delay 0 "Lambda 1" "Lambda 2" "Vesalius" ) ( destroyed-or-departed-delay 0 "Lambda 1" "Lambda 2" "Sulla" ) ( destroyed-or-departed-delay 0 "Lambda 1" "Sulla" "Vesalius" ) ( destroyed-or-departed-delay 0 "Sulla" "Lambda 2" "Vesalius" ) ) ( or ( is-destroyed-delay 0 "Lambda 1" ) ( is-destroyed-delay 0 "Lambda 2" ) ( is-destroyed-delay 0 "Vesalius" ) ( is-destroyed-delay 0 "Sulla" ) ) ) ( send-message "#Command" "High" "Last one jumps" ) ) +Name: Last jump out +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: RTB 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( and ( or ( has-departed-delay 0 "Lambda 1" ) ( has-departed-delay 0 "Lambda 2" ) ) ( is-goal-true-delay "Protect Vesalius" 0 ) ) ( do-nothing ) ) +Name: May continue +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 3 "Lambda 1" "Lambda 2" "Vesalius" "Sulla" ) ( send-message "#Command" "High" "Total Fail" ) ) +Name: Total Failure +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: RTB Fail +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( or ( is-event-true-delay "Fin" 0 ) ( is-event-true-delay "Last jump out" 0 ) ( is-event-true-delay "Total Failure" 0 ) ) ( do-nothing ) ) +Name: Jump okay +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Fin" 0 ) ( grant-medal "Meritorious Unit Commendation" ) ) +Name: Medal +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 7 ) ( beam-free-all "Nebtuu" ) ) +Name: Event name +Repeat Count: 1 +Interval: 1 #Goals ;! 4 total $Type: Primary +Name: Protect Lambdas $MessageNew: XSTR("Escort Lambda 1 and Lambda 2 to the Epsilon Pegasi node", 1775) $end_multi_text $Formula: ( and ( has-departed-delay 1 "Lambda 1" ) ( has-departed-delay 1 "Lambda 2" ) ) $Type: Secondary +Name: Destroy Shivan Forces $MessageNew: XSTR("Destroy all hostile targets", 1776) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Leo" "Scorpio" "Aries" "Cancer" "Gemini" "Libra" ) ( or ( is-destroyed-delay 0 "Gibborim" ) ( is-destroyed-delay 0 "Nebtuu" ) ) ) $Type: Primary +Name: Protect Vesalius $MessageNew: XSTR("Protect the medical ship Vesalius", 1777) $end_multi_text $Formula: ( has-departed-delay 1 "Vesalius" ) $Type: Secondary +Name: Protect Sulla $MessageNew: XSTR("Protect the cargo ship Sulla", 1778) $end_multi_text $Formula: ( has-departed-delay 1 "Sulla" ) #Waypoints ;! 6 lists total $Jump Node: -10739.217773, 356.394287, -3609.241699 $Jump Node Name: Epsilon Pegasi $Name: Jump right $List: ( ;! 1 points in list ( -11051.226563, 324.453949, -2989.856445 ) ) $Name: Waypoint path 2 $List: ( ;! 3 points in list ( -5102.843262, 125.588905, 2352.134033 ) ( -6049.687500, 398.327484, 762.812866 ) ( -10139.650391, 41.348351, -3304.639160 ) ) $Name: Waypoint path 3 $List: ( ;! 5 points in list ( -6453.122559, -0.001074, 2791.405762 ) ( -5810.289063, 0.001694, 1514.180420 ) ( -6686.367188, 0.000185, -146.424316 ) ( -7602.166016, 0.000811, -1267.667480 ) ( -10767.408203, 123.203331, -3134.234863 ) ) $Name: Waypoint path 4 $List: ( ;! 3 points in list ( -6593.380859, 0.001208, 702.768921 ) ( -6481.244141, 343.144012, 1358.224365 ) ( -10845.572266, 198.440247, -3995.747314 ) ) $Name: Jump left $List: ( ;! 1 points in list ( -10279.333984, 324.453888, -3966.999023 ) ) $Name: center $List: ( ;! 1 points in list ( -10569.676758, 324.453888, -3467.762695 ) ) #Messages ;! 242 total $Name: Hey we are almost dead $Team: -1 $MessageNew: XSTR("We have destroyed the Abraxis, but the Shivans will not relent!", 1779) $end_multi_text +AVI Name: Head-VC +Wave Name: sm3-06_ne_01.wav $Name: Oh so sorry to hear that $Team: -1 $MessageNew: XSTR("Maintain your escort of the transports. The 70th Blue Lions are here to assist.", 1780) $end_multi_text +Persona: Wingman 5 +AVI Name: Head-TP8 +Wave Name: sm3-06_a2_01.wav $Name: Kali Altert $Team: -1 $MessageNew: XSTR("Nahema bombers inbound, designation Scorpio. Intercept that wing, Alpha!", 1781) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-06_ac_01.wav $Name: Oh poo we ARE dead $Team: -1 $MessageNew: XSTR("We die for nothing if we do not win the day. Avenge us! ", 1782) $end_multi_text +AVI Name: Head-VC +Wave Name: sm3-06_ne_02.wav $Name: Psoloc is toast $Team: -1 $MessageNew: XSTR("We have destroyed the Gibborim! Well done, pilots. Resume your escort.", 1783) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-06_ac_02.wav $Name: Fin $Team: -1 $MessageNew: XSTR("Good work, Alpha. Return to base.", 1784) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-06_ac_03.wav $Name: Convoy makes it $Team: -1 $MessageNew: XSTR("The convoy has entered the jump node. Job well done, Alpha! Secure the area and return to base.", 1785) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-06_ac_04.wav $Name: New bombers $Team: -1 $MessageNew: XSTR("Seraphim bombers with fighter escort have jumped in. Defend those transports, Alpha.", 1786) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-06_ac_05.wav $Name: Keep up 1 $Team: -1 $MessageNew: XSTR("Alpha, you're falling behind the convoy. Hit your burners to catch up.", 1787) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-06_ac_06.wav $Name: Keep up 2 $Team: -1 $MessageNew: XSTR("Stay close to the convoy, Alpha. Get them safely to the node!", 1788) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-06_ac_07.wav $Name: Keep up 3 $Team: -1 $MessageNew: XSTR("Alpha, you're too far from the convoy!", 1789) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-06_ac_08.wav $Name: Keep up 4 $Team: -1 $MessageNew: XSTR("Alpha 1, your job is to protect the convoy. Resume your escort on the double.", 1790) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-06_ac_09.wav $Name: Keep up 5 $Team: -1 $MessageNew: XSTR("Alpha, we need you by the convoy! Don't let the Shivans lure you away!", 1791) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-06_ac_10.wav $Name: Intro Event $Team: -1 $MessageNew: XSTR("Alpha wing, you have your orders. Prioritize enemy bombers!", 1792) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-06_ac_11.wav $Name: Cain Arrives $Team: -1 $MessageNew: XSTR("The Gibborim has emerged from subspace! Take out its turrets before they rip through the convoy!", 1793) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-06_ac_12.wav $Name: Scioio Low Hull $Team: -1 $MessageNew: XSTR("Lambda 1 here. Hull has sustained heavy damage. Requesting fighter protection.", 1794) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm3-06_l1_01.wav $Name: Scioio Critical Hull $Team: -1 $MessageNew: XSTR("This is Lambda 1. Hull integrity now below critical! Hundreds will die if you don't get us out of here!", 1795) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm3-06_l1_02.wav $Name: Severius L H $Team: -1 $MessageNew: XSTR("Lambda 2 requesting fighter cover! We can't take much more of this!", 1796) $end_multi_text +AVI Name: Head-CM3 +Wave Name: sm3-06_l2_01.wav $Name: Severius C H $Team: -1 $MessageNew: XSTR("This is Lambda 2. We're gonna die out here, Command!", 1797) $end_multi_text +AVI Name: Head-CM3 +Wave Name: sm3-06_l2_02.wav $Name: Sachan L H $Team: -1 $MessageNew: XSTR("This is the GTM Vesalius. The Shivans pounded our hull. We need more fighter cover!", 1798) $end_multi_text +AVI Name: Head-CM5 +Wave Name: sm3-06_ve_01.wav $Name: Sachan C H $Team: -1 $MessageNew: XSTR("Vesalius here. Hull breach imminent. Our situation is dire, Command!", 1799) $end_multi_text +AVI Name: Head-CM5 +Wave Name: sm3-06_ve_02.wav $Name: Sulla L H $Team: -1 $MessageNew: XSTR("Command, this is the Sulla. We don't have the firepower to repel this attack!", 1800) $end_multi_text +AVI Name: Head-CM4 +Wave Name: sm3-06_su_01.wav $Name: SullaCH $Team: -1 $MessageNew: XSTR("Command, we need more fighters! We're not going to survive this engagement!", 1801) $end_multi_text +AVI Name: Head-CM4 +Wave Name: sm3-06_su_02.wav $Name: Sulla Lost $Team: -1 $MessageNew: XSTR("The Sulla is down! Stay focused, Alpha. We cannot afford any more losses!", 1802) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-06_ac_13.wav $Name: Severius Lost $Team: -1 $MessageNew: XSTR("We've lost Lambda 2! They're slaughtering us out there!", 1803) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-06_ac_14.wav $Name: Scipio Lost $Team: -1 $MessageNew: XSTR("Lambda 1! Come in, Lambda 1! We've lost your signal! ", 1804) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-06_ac_15.wav $Name: Sachan Lost $Team: -1 $MessageNew: XSTR("The GTM Vesalius has been destroyed. All personnel on board were lost.", 1805) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-06_ac_16.wav $Name: Nebtuu Lost $Team: -1 $MessageNew: XSTR("Alpha, the Nebtuu is gone. All allied warships are currently engaged. You're on your own out there.", 1806) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-06_ac_17.wav $Name: Last one gone $Team: -1 $MessageNew: XSTR("The Shivans wiped out our entire convoy. Return to base, Alpha.", 1807) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-06_ac_18.wav $Name: Sulla Jumps out $Team: -1 $MessageNew: XSTR("The Sulla has engaged its jump drives and is now en route for Epsilon Pegasi.", 1808) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-06_ac_19.wav $Name: civilians now accounted for $Team: -1 $MessageNew: XSTR("The civilians are now all accounted for. 50% survived the engagement. ", 1809) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-06_ac_20.wav $Name: One makes it one pending $Team: -1 $MessageNew: XSTR("The first transport has reached Epsilon Pegasi. ", 1810) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-06_ac_21.wav $Name: Sachan Jumps $Team: -1 $MessageNew: XSTR("The GTM Vesalius has entered the jump node.", 1811) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-06_ac_22.wav $Name: Last one jumps $Team: -1 $MessageNew: XSTR("There's nothing more we can do here, Alpha. The convoy is away. Return to base.", 1812) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm3-06_ac_23.wav $Name: Total Fail $Team: -1 $MessageNew: XSTR("All allied warships have been destroyed. Return to base.", 877) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM107_AC_02.wav #Reinforcements ;! 1 total $Name: Theta $Type: Attack/Protect $Num times: 1 +Arrival Delay: 0 +No Messages: ( ) +Yes Messages: ( ) #Background bitmaps ;! 36 total $Num stars: 399 $Ambient light level: 0 $Sun: SunGold +Angles: 0.000000 0.000000 4.625119 +Scale: 1.000000 $Starbitmap: dneb03 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb11 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb08 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb13 +Angles: 0.000000 1.308996 0.558505 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb03 +Angles: 6.021381 0.890117 5.794488 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb13 +Angles: 5.951568 2.740165 5.602502 +ScaleX: 1.000000 +ScaleY: 1.000000 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$Starbitmap: dneb03 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb13 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb08 +Angles: 4.886918 4.276053 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 4.345866 0.366519 2.216566 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 3.874628 1.570795 2.408552 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb13 +Angles: 4.031707 0.558505 0.959930 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb08 +Angles: 4.345866 1.797688 0.715584 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb03 +Angles: 4.520399 2.146753 0.541052 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb08 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb08 +Angles: 3.961894 1.570795 0.506145 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: planetb +Angles: 0.000000 0.000000 0.000000 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: planetd +Angles: 0.052360 0.174533 0.000000 +ScaleX: 0.250000 +ScaleY: 0.250000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 7: Revelation $Briefing Music: Brief6 #End #Mission Info $Version: 0.10 $Name: XSTR("Dunkerque", 1813) $Author: Brad Johnson $Created: 07/23/99 at 13:48:30 $Modified: 10/18/99 at 11:09:56 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("The 70th Blue Lions assist with the evacuation of 3rd Fleet Headquarters in Capella.", 1814) $end_multi_text +Game Type Flags: 1 +Flags: 0 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 191.157471, 603.340637, 1083.193970 +Viewer orient: 0.999997, -0.000000, -0.002579, 0.001770, 0.727424, 0.686186, 0.001876, -0.686188, 0.727422 +SquadReassignName: 70th Blue Lions +SquadReassignLogo: lion1.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 4 $start_stage $multi_text XSTR("At 2345 hours, Allied Command authorized the immediate evacuation of 3rd Fleet Headquarters in the Capella system. The installation has come under heavy fighter and bomber attack. The Shivans are deploying their wings from the $h SD $h Nebiros, a Ravana-class destroyer. The 19th squadron, assigned to defend headquarters, has been wiped out.", 1815) $end_multi_text $voice: SM307_MB_01.wav $camera_pos: 5.874457, 3355.103271, 713.473145 $camera_orient: 0.999997, -0.000001, -0.002579, 0.001770, 0.727424, 0.686186, 0.001876, -0.686188, 0.727422 $camera_time: 500 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 15 $team: Friendly $class: GTI Arcadia $pos: 15.045661, 0.000033, 4270.190918 $label: 3rd Fleet HQ +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The evacuation will proceed as follows. $f Lambda $f 1, an Argo-class transport, will dock with the installation. Personnel will then board the Argo, which will take them to the $f GTD $f Messana. Command will deploy a second transport to extract the remaining personnel on board the installation. The injured have already been transferred to the medical vessel $f GTM $f Galen.", 1816) $end_multi_text $voice: SM307_MB_02.wav $camera_pos: 5.874457, 3355.103271, 713.473145 $camera_orient: 0.999997, -0.000001, -0.002579, 0.001770, 0.727424, 0.686186, 0.001876, -0.686188, 0.727422 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 15 $team: Friendly $class: GTI Arcadia $pos: 15.045661, 0.000033, 4270.190918 $label: 3rd Fleet HQ +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 34 $team: Friendly $class: GTT Argo $pos: 88.692833, 131.326599, 5170.643066 $label: Lambda 1 +id: 2 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("After $f Lambda $f 2 has docked with the $f Orion, the $f Messana will leave the system, and you will be authorized to return to base. You will take Alpha and Delta wings and provide fighter cover for this operation. You must protect the installation, the $f Messana, and the two transports. Once evacuated, the installation will be destroyed.", 1817) $end_multi_text $voice: SM307_MB_03.wav $camera_pos: -1940.493286, 8573.685547, -2938.200684 $camera_orient: 0.999997, 0.000000, -0.002579, 0.001770, 0.727424, 0.686186, 0.001876, -0.686188, 0.727422 $camera_time: 900 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 15 $team: Friendly $class: GTI Arcadia $pos: 15.045661, 0.000033, 4270.190918 $label: 3rd Fleet HQ +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 34 $team: Friendly $class: GTT Argo $pos: -3970.226807, 53.251637, 6900.512207 $label: Lambda 2 +id: 3 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: GTD Orion $pos: -3899.729736, 2631.788086, 4935.046387 $label: Messana +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("We have already extracted non-essential personnel, so the operation should proceed quickly. With the evacuation of Headquarters, the Alliance is preparing to initiate the final phase of its plan to hold the Shivans in Capella.", 1818) $end_multi_text $voice: SM307_MB_04.wav $camera_pos: 5.874457, 3355.103271, 713.473145 $camera_orient: 0.999997, -0.000001, -0.002579, 0.001770, 0.727424, 0.686186, 0.001876, -0.686188, 0.727422 $camera_time: 700 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 15 $team: Friendly $class: GTI Arcadia $pos: 15.045661, 0.000033, 4270.190918 $label: 3rd Fleet HQ +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: GTD Orion $pos: -3899.729736, 2631.788086, 4935.046387 $label: Messana +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 9 $Formula: ( and ( not ( is-destroyed-delay 0 "Lambda 2" ) ) ( has-docked-delay "Lambda 1" "Messana" 1 0 ) ( has-departed-delay 0 "Messana" ) ) $Multi text XSTR("Outstanding work, pilot. Both Lambda transports safely docked with the GTD Messana. The evacuation of 3rd Fleet Headquarters was a complete success. Under your capable leadership, the 70th Blue Lions upholds its standing among the elite squadrons of the Galactic Terran-Vasudan Alliance. The GTVA Security Council has revealed its strategy for holding the Shivans in the Capella system. I will address the officers and crew of the Aquitaine in one hour. The 70th Blue Lions will play a critical role in the upcoming operation. I know that you and your squadron are up to the challenge.", 1819) $end_multi_text $Voice: SM307_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( has-departed-delay 0 "Lambda 2" "Messana" ) ( is-destroyed-delay 0 "Lambda 1" ) ) $Multi text XSTR("Though we lost the first transport, Lambda 2 safely docked with the GTD Messana. The evacuation of 3rd Fleet Headquarters was only a partial success. Under the circumstances, this outcome is perhaps the best we could hope for. However, may I remind you that elite squadrons earn their status by going above and beyond the call of duty. The GTVA Security Council has revealed its strategy for holding the Shivans in the Capella system. I will address the officers and crew of the Aquitaine in one hour. The 70th Blue Lions will play a critical role in the upcoming operation. I know that you and your squadron are up to the challenge.", 1820) $end_multi_text $Voice: SM307_DB_02.wav $Recommendation text: XSTR("Make sure your squadmates are helping you guard the transports.", 1821) $end_multi_text $Formula: ( and ( has-departed-delay 0 "Lambda 1" "Messana" ) ( is-destroyed-delay 0 "Lambda 2" ) ) $Multi text XSTR("Though we lost the second transport, Lambda 1 safely docked with the GTD Messana. The evacuation of 3rd Fleet Headquarters was only a partial success. Under the circumstances, this outcome is perhaps the best we could hope for. However, may I remind you that elite squadrons earn their status by going above and beyond the call of duty. The GTVA Security Council has revealed its strategy for holding the Shivans in the Capella system. I will address the officers and crew of the Aquitaine in one hour. The 70th Blue Lions will play a critical role in the upcoming operation. I know that you and your squadron are up to the challenge.", 1822) $end_multi_text $Voice: SM307_DB_03.wav $Recommendation text: XSTR("Make sure your squadmates are helping you guard the transports.", 1821) $end_multi_text $Formula: ( is-destroyed-delay 0 "Lambda 1" "Lambda 2" ) $Multi text XSTR("Both Lambda transports were lost. With 3rd Fleet leadership all but annihilated, the outcome of this engagement could not have been more disastrous. The GTVA Security Council has expressed its extreme displeasure with your performance as leader of the 70th Blue Lions, a so-called elite squadron. You have been relieved of command, pilot.", 1823) $end_multi_text $Voice: SM307_DB_04.wav $Recommendation text: XSTR("Make sure your squadmates are helping you guard the transports.", 1821) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Messana" ) ( and ( not ( has-docked-delay "Lambda 1" "Messana" 1 0 ) ) ( not ( has-docked-delay "Lambda 2" "Messana" 1 0 ) ) ) ) $Multi text XSTR("The loss of the GTD Messana is a tragedy. Many friends and colleagues perished today, and we are left only to ask what could we have done to save them. As Commanding Officer of the Aquitaine, I placed my faith in you and your squadron. The 70th Blue Lions have earned a reputation as one of the finest units in the GTVA. But reputations do not save lives. Reputations do not achieve results. I have no choice but to relieve you of your command. You are dismissed, pilot.", 1824) $end_multi_text $Voice: SM307_DB_05.wav $Recommendation text: XSTR("Use your squadmates to protect multiple allied vessels. ", 1825) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Messana" ) ( or ( has-docked-delay "Lambda 1" "Messana" 1 0 ) ( has-docked-delay "Lambda 2" "Messana" 1 0 ) ) ) $Multi text XSTR("We have lost the GTD Messana. With 3rd Fleet leadership all but annihilated, the outcome of this engagement could not have been more disastrous. The GTVA Security Council has expressed its extreme displeasure with your performance as leader of the 70th Blue Lions, a so-called elite squadron. You have been relieved of command, pilot.", 1826) $end_multi_text $Voice: SM307_DB_06.wav $Recommendation text: XSTR("Use your squadmates to protect multiple allied vessels.", 1827) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Aries" "Pisces" "Cancer" "Leo" "Libra" "Capricorn" "Virgo" "Taurus" "Scorpio" "Sagittarius" "Gemini" ) ( or ( and ( not ( is-destroyed-delay 0 "Lambda 2" ) ) ( has-docked-delay "Lambda 1" "Messana" 1 0 ) ( has-departed-delay 0 "Messana" ) ) ( and ( has-departed-delay 0 "Lambda 1" "Messana" ) ( is-destroyed-delay 0 "Lambda 2" ) ) ( and ( has-departed-delay 0 "Lambda 2" "Messana" ) ( is-destroyed-delay 0 "Lambda 1" ) ) ) ) $Multi text XSTR("The perseverance and courage of your unit are well noted, pilot. You eliminated all hostile targets. With our backs against the wall, every advantage we achieve can make the difference between annihilation and victory.", 1828) $end_multi_text $Voice: SM307_DB_07.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( not ( is-event-true-delay "Well Done" 0 ) ) ( not ( is-event-true-delay "Mission Aborted" 0 ) ) ( not ( is-event-true-delay "Return To Base Alpha" 0 ) ) ) $Multi text XSTR("You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.", 180) $end_multi_text $Voice: 9_JOE.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( is-event-true-delay "GTVA Legion of Honor" 0 ) $Multi text XSTR("For conspicuous gallantry at the risk of your own life, you have distinguished yourself above and beyond the call of duty in the highest traditions of military service. You are hereby awarded the GTVA Legion of Honor, the highest decoration awarded by the Galactic Terran-Vasudan Alliance.", 1829) $end_multi_text $Voice: 9_LOH.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 4 "GTF Hercules Mark II" 4 "GTF Ares" 4 "GTF Perseus" 4 "GTF Myrmidon" 4 ) +Weaponry Pool: ( "Subach HL-7" 16 "Akheton SDG" 16 "Morning Star" 16 "Prometheus S" 20 "Maxim" 16 "UD-8 Kayser" 20 "Circe" 16 "Lamprey" 16 "Rockeye" 500 "Tempest" 1140 "Hornet" 1060 "Tornado" 500 "Harpoon" 500 "Trebuchet" 500 "TAG-B" 500 "Piranha" 500 "Stiletto II" 500 "Infyrno" 500 "EMP Adv." 500 ) #Objects ;! 72 total $Name: Alpha 1 ;! Object #0 $Class: GTF Erinyes $Team: Friendly $Location: 1.907603, -0.000118, 812.265808 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Prometheus S" ) +Secondary Banks: ( "Tempest" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Galen ;! Object #1 $Class: GTM Hippocrates $Team: Friendly $Location: -1130.974976, 0.000088, 3142.503418 $Orientation: -0.986888, 0.000000, -0.161405, 0.000000, 1.000000, 0.000000, 0.161405, 0.000000, -0.986888 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 89 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 $Damage: 1 +Subsystem: turret02 $Damage: 33 +Subsystem: turret03 +Subsystem: turret04 $Damage: 96 +Subsystem: turret05 $Damage: 32 +Subsystem: radar_dish $Damage: 12 +Subsystem: sensors $Damage: 42 +Subsystem: communications $Damage: 3 +Subsystem: navigation $Damage: 22 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Galen" "Waypoint path 1:1" ) 400 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 100 $Name: Delta 1 ;! Object #2 $Class: GTF Hercules Mark II $Team: Friendly $Location: -1810.893188, -0.000001, 3472.058350 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 99 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Delta 2 ;! Object #3 $Class: GTF Hercules Mark II $Team: Friendly $Location: -1848.398804, 0.000099, 3066.067627 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 78 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Delta 3 ;! Object #4 $Class: GTF Hercules Mark II $Team: Friendly $Location: -1634.580933, 0.000065, 2976.732910 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 89 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Delta 4 ;! Object #5 $Class: GTF Hercules Mark II $Team: Friendly $Location: -1736.736328, -0.000032, 2721.493164 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 68 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Alpha 2 ;! Object #6 $Class: GTF Erinyes $Team: Friendly $Location: -99.889008, -0.000128, 714.660767 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Prometheus S" ) +Secondary Banks: ( "Tempest" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 +Persona Index: 3 $Name: Alpha 3 ;! Object #7 $Class: GTF Erinyes $Team: Friendly $Location: 102.260605, -0.000116, 712.510132 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Prometheus S" ) +Secondary Banks: ( "Tempest" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Alpha 4 ;! Object #8 $Class: GTF Erinyes $Team: Friendly $Location: 1.907603, -0.000122, 613.533691 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Prometheus S" ) +Secondary Banks: ( "Tempest" "Hornet" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Lambda 1 ;! Object #9 $Class: GTT Argo $Team: Friendly $Location: 88.692833, 131.326599, 5170.643066 $Orientation: 0.107918, 0.139565, 0.984315, -0.991345, -0.059345, 0.117104, 0.074758, -0.988434, 0.131953 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 98 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Lambda 1 Warp" 4 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 97 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Messana ;! Object #10 $Class: GTD Orion $Team: Friendly $Location: -7978.693359, 2631.787842, 3423.085938 $Orientation: -0.246632, 0.000000, -0.969109, 0.000000, 1.000000, 0.000000, 0.969109, 0.000000, -0.246632 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03a +Subsystem: turret04a +Subsystem: turret05a +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 $Arrival Location: Hyperspace +Arrival Delay: 60 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Massana Warp" 8 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 98 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 $Name: Lambda 2 ;! Object #11 $Class: GTT Argo $Team: Friendly $Location: 61.900002, 1282.599976, 5531.899902 $Orientation: -0.999311, 0.000000, 0.037110, -0.026446, 0.701523, -0.712156, -0.026034, -0.712647, -0.701040 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-dock "3rd Fleet HQ" "Frontside dock" "topside docking" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( destroyed-or-departed-delay 10 "Lambda 1" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 97 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Aries 1 ;! Object #12 $Class: SF Manticore $Team: Hostile $Location: 1087.471313, 0.000086, 3531.007080 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 2 ;! Object #13 $Class: SF Manticore $Team: Hostile $Location: 968.212463, -0.000134, 3402.425293 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 3 ;! Object #14 $Class: SF Manticore $Team: Hostile $Location: 175.742554, -0.000156, 3134.454834 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 4 ;! Object #15 $Class: SF Manticore $Team: Hostile $Location: 175.918579, 0.000024, 5139.017090 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Pisces 1 ;! Object #16 $Class: SB Nahema $Team: Hostile $Location: -1892.052856, -0.000118, 7012.420898 $Orientation: -0.965980, 0.000000, -0.258619, 0.000000, 1.000000, 0.000000, 0.258619, 0.000000, -0.965980 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Pisces 2 ;! Object #17 $Class: SB Nahema $Team: Hostile $Location: -1811.903564, -0.000003, 7143.319824 $Orientation: -0.965979, 0.000000, -0.258619, 0.000000, 1.000000, 0.000000, 0.258619, 0.000000, -0.965979 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Pisces 3 ;! Object #18 $Class: SB Nahema $Team: Hostile $Location: -2004.593872, -0.000041, 7098.085938 $Orientation: -0.965979, 0.000000, -0.258619, 0.000000, 1.000000, 0.000000, 0.258619, 0.000000, -0.965979 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Pisces 4 ;! Object #19 $Class: SB Nahema $Team: Hostile $Location: -1931.829712, -0.000032, 7212.424316 $Orientation: -0.965979, 0.000000, -0.258619, 0.000000, 1.000000, 0.000000, 0.258619, 0.000000, -0.965979 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Cancer 1 ;! Object #20 $Class: SB Nephilim $Team: Hostile $Location: -6.922895, 0.000180, 2015.303833 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Cancer 2 ;! Object #21 $Class: SB Nephilim $Team: Hostile $Location: -99.217880, -0.000171, 1851.638184 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Cancer 3 ;! Object #22 $Class: SB Nephilim $Team: Hostile $Location: 174.239212, -0.000196, 1800.031616 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Leo 1 ;! Object #23 $Class: SF Basilisk $Team: Hostile $Location: -2882.246338, 1028.335327, 2787.345947 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 2 ;! Object #24 $Class: SF Basilisk $Team: Hostile $Location: -2953.722900, 1028.335205, 2688.488281 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 3 ;! Object #25 $Class: SF Basilisk $Team: Hostile $Location: -2759.205078, 1028.335205, 2691.127441 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 5 ;! Object #26 $Class: SF Manticore $Team: Hostile $Location: -1484.704468, 0.000841, 3902.607178 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Aries 6 ;! Object #27 $Class: SF Manticore $Team: Hostile $Location: 207.435989, 0.000171, 3553.668945 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Leo 4 ;! Object #28 $Class: SF Basilisk $Team: Hostile $Location: -2759.205078, 819.898499, 2691.127441 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 1 ;! Object #29 $Class: SF Manticore $Team: Hostile $Location: -4998.084473, 0.000324, 5021.859375 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 2 ;! Object #30 $Class: SF Manticore $Team: Hostile $Location: -5099.202637, 0.000058, 4901.226074 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 3 ;! Object #31 $Class: SF Manticore $Team: Hostile $Location: -4900.458496, 0.000072, 4899.201660 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 4 ;! Object #32 $Class: SF Manticore $Team: Hostile $Location: -5000.274414, 0.000059, 4795.361328 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Capricorn 1 ;! Object #33 $Class: SF Mara $Team: Hostile $Location: -5711.238770, 0.000129, 5006.534668 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Capricorn 2 ;! Object #34 $Class: SF Mara $Team: Hostile $Location: -5816.104492, 0.000183, 4919.781738 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Capricorn 3 ;! Object #35 $Class: SF Mara $Team: Hostile $Location: -5600.504395, 0.000078, 4898.178223 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 1 ;! Object #36 $Class: SF Mara $Team: Hostile $Location: 1020.002014, -0.000229, 5996.265625 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 2 ;! Object #37 $Class: SF Mara $Team: Hostile $Location: 905.701294, 0.000106, 5901.353516 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 3 ;! Object #38 $Class: SF Mara $Team: Hostile $Location: 1111.588257, 0.000123, 5897.971680 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 4 ;! Object #39 $Class: SF Mara $Team: Hostile $Location: 896.862427, 0.000146, 5799.417480 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Taurus 1 ;! Object #40 $Class: SB Seraphim $Team: Hostile $Location: 484.831818, 0.000184, 1430.276611 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Taurus 2 ;! Object #41 $Class: SB Seraphim $Team: Hostile $Location: 400.936493, 0.000087, 1295.278076 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Taurus 3 ;! Object #42 $Class: SB Seraphim $Team: Hostile $Location: 595.306091, 0.000157, 1299.047852 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Scorpio 1 ;! Object #43 $Class: SF Mara $Team: Hostile $Location: -3725.385498, 1537.984375, 6469.563965 $Orientation: -0.999263, 0.000000, -0.038398, 0.000000, 1.000000, 0.000000, 0.038398, 0.000000, -0.999263 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 2 ;! Object #44 $Class: SF Mara $Team: Hostile $Location: -3612.460693, 1537.984253, 6931.799316 $Orientation: -0.999263, 0.000000, -0.038398, 0.000000, 1.000000, 0.000000, 0.038398, 0.000000, -0.999263 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 3 ;! Object #45 $Class: SF Mara $Team: Hostile $Location: -4088.599365, 1537.984375, 6852.809082 $Orientation: -0.999263, 0.000000, -0.038398, 0.000000, 1.000000, 0.000000, 0.038398, 0.000000, -0.999263 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Sagittarius 1 ;! Object #46 $Class: SF Basilisk $Team: Hostile $Location: -6513.038086, 2215.621826, 5651.709473 $Orientation: -0.999136, 0.000000, -0.041581, 0.000000, 1.000000, 0.000000, 0.041581, 0.000000, -0.999136 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Sagittarius 2 ;! Object #47 $Class: SF Basilisk $Team: Hostile $Location: -6357.905762, 2215.621826, 5973.373047 $Orientation: -0.999135, 0.000000, -0.041581, 0.000000, 1.000000, 0.000000, 0.041581, 0.000000, -0.999135 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Sagittarius 3 ;! Object #48 $Class: SF Basilisk $Team: Hostile $Location: -6820.769531, 2215.621826, 6101.557617 $Orientation: -0.999135, 0.000000, -0.041581, 0.000000, 1.000000, 0.000000, 0.041581, 0.000000, -0.999135 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Sagittarius 4 ;! Object #49 $Class: SF Basilisk $Team: Hostile $Location: -6417.061523, 2215.621094, 6372.690430 $Orientation: -0.999135, 0.000000, -0.041581, 0.000000, 1.000000, 0.000000, 0.041581, 0.000000, -0.999135 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 1 ;! Object #50 $Class: SB Nahema $Team: Hostile $Location: -1484.198975, -0.000356, 7549.398438 $Orientation: -0.965980, 0.000000, -0.258619, 0.000000, 1.000000, 0.000000, 0.258619, 0.000000, -0.965980 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Gemini 2 ;! Object #51 $Class: SB Nahema $Team: Hostile $Location: -1404.049683, -0.000241, 7680.297363 $Orientation: -0.965979, 0.000000, -0.258619, 0.000000, 1.000000, 0.000000, 0.258619, 0.000000, -0.965979 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Gemini 3 ;! Object #52 $Class: SB Nahema $Team: Hostile $Location: -1596.739990, -0.000279, 7635.063477 $Orientation: -0.965979, 0.000000, -0.258619, 0.000000, 1.000000, 0.000000, 0.258619, 0.000000, -0.965979 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Gemini 4 ;! Object #53 $Class: SB Nahema $Team: Hostile $Location: -1523.975830, -0.000270, 7749.401855 $Orientation: -0.965979, 0.000000, -0.258619, 0.000000, 1.000000, 0.000000, 0.258619, 0.000000, -0.965979 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Nebiros ;! Object #54 $Class: SD Ravana $Team: Hostile $Location: -210.100006, 2978.199951, 13557.000000 $Orientation: -0.999706, 0.000000, -0.024236, 0.007399, 0.952259, -0.305202, 0.023079, -0.305292, -0.951979 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 +Subsystem: turret27 +Subsystem: turret28 +Subsystem: turret29 +Subsystem: turret30 $Arrival Location: Hyperspace $Arrival Cue: ( and ( is-destroyed-delay 10 "Messana" ) ( not ( is-destroyed-delay 0 "3rd Fleet HQ" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( is-destroyed-delay 15 "3rd Fleet HQ" ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 5000 $Name: Aquarius 1 ;! Object #55 $Class: SB Nahema $Team: Hostile $Location: 2059.000000, 0.000000, 7129.600098 $Orientation: -0.813529, 0.000000, 0.581524, 0.000000, 1.000000, 0.000000, -0.581524, 0.000000, -0.813529 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Aquarius 3 ;! Object #56 $Class: SB Nahema $Team: Hostile $Location: 2197.574707, 0.000007, 7203.668457 $Orientation: -0.802302, 0.000000, 0.596919, 0.000000, 1.000000, 0.000000, -0.596919, 0.000000, -0.802302 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Aquarius 2 ;! Object #57 $Class: SB Nahema $Team: Hostile $Location: 2127.937744, 0.001025, 7393.248047 $Orientation: -0.828254, 0.000000, 0.560352, 0.000000, 1.000000, 0.000000, -0.560352, 0.000000, -0.828254 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Piranha" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: SJD Sathanas 59 ;! Object #58 $Class: SJD Sathanas $Team: Hostile $Location: -1106434.125000, -70837.453125, -616833.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 60 ;! Object #59 $Class: SJD Sathanas $Team: Hostile $Location: -1106497.750000, -70837.453125, -616578.312500 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 61 ;! Object #60 $Class: SJD Sathanas $Team: Hostile $Location: -1106603.000000, -92735.039063, -616367.812500 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 62 ;! Object #61 $Class: SJD Sathanas $Team: Hostile $Location: -1133799.625000, -70837.453125, -615936.187500 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 63 ;! Object #62 $Class: SJD Sathanas $Team: Hostile $Location: -1107392.500000, -125584.281250, -615331.562500 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 64 ;! Object #63 $Class: SJD Sathanas $Team: Hostile $Location: -1105677.000000, -70837.453125, -617290.625000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 65 ;! Object #64 $Class: SJD Sathanas $Team: Hostile $Location: -1162737.375000, -73194.390625, -616205.562500 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 66 ;! Object #65 $Class: SJD Sathanas $Team: Hostile $Location: -1068569.250000, -73194.390625, -615621.312500 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 67 ;! Object #66 $Class: SJD Sathanas $Team: Hostile $Location: -1107087.250000, -69729.328125, -613106.125000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 68 ;! Object #67 $Class: SJD Sathanas $Team: Hostile $Location: -1111802.250000, -67775.468750, -613841.062500 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 69 ;! Object #68 $Class: SJD Sathanas $Team: Hostile $Location: -1108349.500000, -70837.453125, -618520.750000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 70 ;! Object #69 $Class: SJD Sathanas $Team: Hostile $Location: -1104472.250000, -104848.718750, -575096.937500 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 71 ;! Object #70 $Class: SJD Sathanas $Team: Hostile $Location: -1107810.500000, -70837.453125, -616061.375000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: 3rd Fleet HQ ;! Object #71 $Class: GTI Arcadia $Team: Friendly $Location: 15.045661, 0.000033, 4270.190918 $Orientation: -0.107920, -0.139543, -0.984318, -0.074788, 0.988435, -0.131927, 0.991343, 0.059377, -0.117108 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Personnel", 1830) +Initial Hull: 56 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 99 +Docked With: Lambda 1 $Docker Point: Frontside dock $Dockee Point: topside docking +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 #Wings ;! 14 total $Name: Delta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Delta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Delta 1" "Delta 2" "Delta 3" "Delta 4" ) $AI Goals: ( goals ( ai-guard "3rd Fleet HQ" 89 ) ( ai-guard "Galen" 50 ) ) +Flags:( ) $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Aries $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aries 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Aries 1" "Aries 2" "Aries 3" "Aries 4" "Aries 5" "Aries 6" ) $AI Goals: ( goals ( ai-disarm-ship "3rd Fleet HQ" 89 ) ( ai-chase "Lambda 1" 50 ) ( ai-chase "Lambda 1" 50 ) ) +Flags:( ) $Name: Pisces $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Pisces 1 $Arrival Location: Near Ship +Arrival Distance: 3044 $Arrival Anchor: 3rd Fleet HQ +Arrival delay: 80 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Pisces 1" "Pisces 2" "Pisces 3" "Pisces 4" ) $AI Goals: ( goals ( ai-chase "3rd Fleet HQ" 89 ) ( ai-chase "Messana" 50 ) ) +Flags:( "no-arrival-message" ) $Name: Cancer $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Near Ship +Arrival Distance: 3044 $Arrival Anchor: 3rd Fleet HQ $Arrival Cue: ( and ( is-destroyed-delay 8 "Pisces" ) ( not ( is-destroyed-delay 0 "3rd Fleet HQ" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Cancer 1" "Cancer 2" "Cancer 3" ) $AI Goals: ( goals ( ai-chase "3rd Fleet HQ" 89 ) ( ai-chase "Messana" 50 ) ) +Flags:( "no-arrival-message" ) $Name: Leo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Leo 1 $Arrival Location: Hyperspace $Arrival Cue: ( and ( has-undocked-delay "Lambda 1" "3rd Fleet HQ" 1 15 ) ( is-destroyed-delay 8 "Virgo" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Leo 1" "Leo 2" "Leo 3" "Leo 4" ) $AI Goals: ( goals ( ai-chase "Lambda 1" 89 ) ( ai-chase "Lambda 2" 50 ) ( ai-chase "Messana" 50 ) ( ai-chase "3rd Fleet HQ" 50 ) ( ai-chase-any 50 ) ) +Flags:( ) $Name: Libra $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Libra 1 $Arrival Location: Near Ship +Arrival Distance: 1700 $Arrival Anchor: Lambda 1 $Arrival Cue: ( is-destroyed-delay 15 "Leo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Libra 1" "Libra 2" "Libra 3" "Libra 4" ) $AI Goals: ( goals ( ai-chase "Lambda 1" 89 ) ( ai-chase "Lambda 2" 50 ) ( ai-chase "Messana" 50 ) ( ai-chase "3rd Fleet HQ" 50 ) ( ai-chase-any 50 ) ) +Flags:( ) $Name: Capricorn $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Capricorn 1 $Arrival Location: Near Ship +Arrival Distance: 1800 $Arrival Anchor: Lambda 1 $Arrival Cue: ( is-destroyed-delay 10 "Libra" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Capricorn 1" "Capricorn 2" "Capricorn 3" ) $AI Goals: ( goals ( ai-chase "Lambda 1" 89 ) ( ai-chase "Lambda 2" 50 ) ( ai-chase "Messana" 50 ) ( ai-chase "3rd Fleet HQ" 50 ) ( ai-chase-any 50 ) ) +Flags:( ) $Name: Virgo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Near Ship +Arrival Distance: 2324 $Arrival Anchor: 3rd Fleet HQ $Arrival Cue: ( is-destroyed-delay 8 "Aries" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Virgo 1" "Virgo 2" "Virgo 3" "Virgo 4" ) $AI Goals: ( goals ( ai-disarm-ship "3rd Fleet HQ" 89 ) ( ai-chase "Lambda 1" 50 ) ( ai-chase "Messana" 50 ) ) +Flags:( ) $Name: Taurus $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: Near Ship +Arrival Distance: 3044 $Arrival Anchor: 3rd Fleet HQ $Arrival Cue: ( and ( is-destroyed-delay 10 "Cancer" ) ( not ( is-destroyed-delay 0 "3rd Fleet HQ" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Taurus 1" "Taurus 2" "Taurus 3" ) $AI Goals: ( goals ( ai-chase "3rd Fleet HQ" 89 ) ( ai-chase "Messana" 50 ) ) +Flags:( "no-arrival-message" ) $Name: Scorpio $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Scorpio 1 $Arrival Location: Hyperspace $Arrival Cue: ( and ( has-undocked-delay "Lambda 2" "3rd Fleet HQ" 1 15 ) ( is-destroyed-delay 10 "Capricorn" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Scorpio 1" "Scorpio 2" "Scorpio 3" ) $AI Goals: ( goals ( ai-chase "Lambda 2" 89 ) ( ai-chase "Messana" 50 ) ( ai-chase "3rd Fleet HQ" 50 ) ( ai-chase-any 50 ) ) +Flags:( ) $Name: Sagittarius $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Sagittarius 1 $Arrival Location: Hyperspace $Arrival Cue: ( and ( is-destroyed-delay 8 "Scorpio" ) ( not ( destroyed-or-departed-delay 0 "Messana" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Sagittarius 1" "Sagittarius 2" "Sagittarius 3" "Sagittarius 4" ) $AI Goals: ( goals ( ai-chase "Lambda 2" 89 ) ( ai-chase "Messana" 50 ) ( ai-chase "3rd Fleet HQ" 50 ) ( ai-chase-any 50 ) ) +Flags:( ) $Name: Gemini $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gemini 1 $Arrival Location: Near Ship +Arrival Distance: 3044 $Arrival Anchor: 3rd Fleet HQ $Arrival Cue: ( and ( is-destroyed-delay 10 "Taurus" ) ( not ( is-destroyed-delay 0 "3rd Fleet HQ" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gemini 1" "Gemini 2" "Gemini 3" "Gemini 4" ) $AI Goals: ( goals ( ai-chase "3rd Fleet HQ" 89 ) ( ai-chase "Messana" 50 ) ) +Flags:( "no-arrival-message" ) +Wave Delay Min: 6 +Wave Delay Max: 9 $Name: Aquarius $Waves: 6 $Wave Threshold: 0 $Special Ship: 0 ;! Aquarius 1 $Arrival Location: Near Ship +Arrival Distance: 3044 $Arrival Anchor: 3rd Fleet HQ $Arrival Cue: ( and ( is-destroyed-delay 10 "Gemini" ) ( not ( is-destroyed-delay 0 "3rd Fleet HQ" ) ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Aquarius 1" "Aquarius 2" "Aquarius 3" ) $AI Goals: ( goals ( ai-chase "3rd Fleet HQ" 89 ) ( ai-chase "Messana" 50 ) ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 8 +Wave Delay Max: 12 #Events ;! 67 total $Formula: ( when ( true ) ( beam-free-all "3rd Fleet HQ" ) ) +Name: Beam Free All +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( cargo-no-deplete "3rd Fleet HQ" ) ) +Name: Cargo No Deplete +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 60 ) ( add-goal "Galen" ( ai-waypoints-once "Waypoint path 1" 89 ) ) ) +Name: Hip Takes Off +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 12 "Messana" ) ( add-goal "Lambda 1" ( ai-undock 89 ) ) ( beam-free-all "Messana" ) ) +Name: Orion Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-undocked-delay "Lambda 1" "3rd Fleet HQ" 1 0 ) ( clear-goals "Lambda 1" ) ( add-goal "Lambda 1" ( ai-dock "Messana" "Frontside Dock" "front docking bay" 89 ) ) ) +Name: Argo Dock +Repeat Count: 1 +Interval: 1 +Chained: 22 $Formula: ( when ( has-docked-delay "Lambda 1" "Messana" 1 5 ) ( transfer-cargo "Lambda 1" "Messana" ) ) +Name: Argo 1 Transfer +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( add-goal "Lambda 1" ( ai-undock 89 ) ) ) +Name: Argo 1 Undock +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( has-time-elapsed 30 ) ( transfer-cargo "3rd Fleet HQ" "Lambda 1" ) ) +Name: Transfer Personnel +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-docked-delay "Lambda 2" "3rd Fleet HQ" 1 8 ) ( transfer-cargo "3rd Fleet HQ" "Lambda 2" ) ) +Name: Transfer Personnel 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( add-goal "Lambda 2" ( ai-undock 89 ) ) ( send-message "Lambda 2" "High" "Personnel on board" ) ) +Name: Argo 2 Undock +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( has-undocked-delay "Lambda 2" "3rd Fleet HQ" 1 2 ) ( clear-goals "Lambda 2" ) ( add-goal "Lambda 2" ( ai-dock "Messana" "Frontside Dock" "front docking bay" 89 ) ) ) +Name: Argo 2 Dock +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( is-destroyed-delay 3 "Lambda 1" ) ( send-message "Messana" "High" "Transport 1 Destroyed" ) ) +Name: Transport 1 Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( good-secondary-time "Hostile" 100 "Cyclops" "3rd Fleet HQ" ) ) +Name: Good Secondary Time +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 3 "Lambda 2" ) ( send-message "Messana" "High" "Transport 2 destroyed" ) ) +Name: Transport 2 destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 2 "Lambda 2" ) ( send-message "Lambda 2" "High" "Transport 2 Inc" ) ) +Name: Transport 2 Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( do-nothing ) ) +Name: -----Destroyed----- +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Aries" ) ( do-nothing ) ) +Name: Destroy Aries +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aries", 14) $Formula: ( when ( is-destroyed-delay 0 "Pisces" ) ( do-nothing ) ) +Name: Destroy Pisces +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Pisces", 22) $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Destroy Cancer +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( is-destroyed-delay 0 "Leo" ) ( do-nothing ) ) +Name: Destroy Leo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Leo", 15) $Formula: ( when ( is-destroyed-delay 0 "Libra" ) ( do-nothing ) ) +Name: Destroy Libra +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Libra", 18) $Formula: ( when ( is-destroyed-delay 0 "Capricorn" ) ( do-nothing ) ) +Name: Destroy Capricorn +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Capricorn", 963) $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Destroy Virgo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( is-destroyed-delay 0 "Taurus" ) ( do-nothing ) ) +Name: Destroy Taurus +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Taurus", 19) $Formula: ( when ( is-destroyed-delay 0 "Scorpio" ) ( do-nothing ) ) +Name: Destroy Scorpio +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Scorpio", 61) $Formula: ( when ( is-destroyed-delay 0 "Sagittarius" ) ( do-nothing ) ) +Name: Destroy Sagittarius +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Sagittarius", 63) $Formula: ( when ( is-destroyed-delay 0 "Aquarius" ) ( do-nothing ) ) +Name: Destroy Aquarius +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aquarius", 103) $Formula: ( when ( has-time-elapsed 3 ) ( send-message "3rd Fleet HQ" "High" "Defend Installation" ) ) +Name: Defend Installation +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "" "High" "Status HQ" ) ) +Name: Status HQ +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( true ) ( send-message "3rd Fleet HQ" "High" "Minor Damage" ) ) +Name: Minor Damage +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( has-arrived-delay 3 "Messana" ) ( send-message "Messana" "High" "Massana Standing By" ) ) +Name: Massana Standing By +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Messana" ) 40 ) ( send-message "Messana" "High" "Massana Damaged" ) ) +Name: Massana Damaged +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 4 "Messana" ) ( send-message "3rd Fleet HQ" "High" "Massana Lost" ) ) +Name: Massana Lost +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( or ( has-docked-delay "Lambda 2" "Messana" 1 8 ) ( and ( is-destroyed-delay 8 "Lambda 2" ) ( has-departed-delay 0 "Lambda 1" ) ) ) ( not ( is-destroyed-delay 0 "3rd Fleet HQ" ) ) ) ( send-message "Messana" "High" "HQ Destruct" ) ) +Name: HQ Destruct +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( is-event-true-delay "HQ Destruct" 12 ) ( or ( has-docked-delay "Lambda 2" "Messana" 1 15 ) ( and ( is-destroyed-delay 8 "Lambda 2" ) ( has-departed-delay 0 "Lambda 1" ) ) ) ( is-destroyed-delay 12 "Lambda 1" "Lambda 2" ) ) ( send-message "Messana" "High" "Massana Warp" ) ) +Name: Massana Warp +Repeat Count: 1 +Interval: 1 $Formula: ( when ( not ( is-destroyed-delay 0 "3rd Fleet HQ" ) ) ( self-destruct "3rd Fleet HQ" ) ) +Name: HQ Boom +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( < ( distance "Lambda 1" "Messana" ) 500 ) ( send-message "Lambda 1" "High" "Lambda Initiate" ) ) +Name: Lambda Initiate +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Messana" "High" "Acknowledged" ) ) +Name: Acknowledged +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( has-docked-delay "Lambda 1" "Messana" 1 2 ) ( send-message "Lambda 1" "High" "1 Docked" ) ) +Name: 1 Docked +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Messana" "High" "Phase 3 Complete" ) ) +Name: Phase 3 Complete +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( has-undocked-delay "Lambda 1" "Messana" 1 6 ) ( send-message "Lambda 1" "High" "Lambda 1 Warp" ) ) +Name: Lambda 1 Warp +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Transport 2 Inc" 7 ) ( send-message "3rd Fleet HQ" "High" "Lambda 2 Proceed" ) ) +Name: Lambda 2 Proceed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Argo 2 Undock" 6 ) ( send-message "#Command" "High" "Alpha Escort Lambda 2" ) ) +Name: Alpha Escort Lambda 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Lambda 2" "Messana" ) 500 ) ( send-message "Lambda 2" "High" "Initiate Dock Lambda 2" ) ) +Name: Initiate Dock Lambda 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "Messana" "High" "Roger Lambda 2" ) ) +Name: Roger Lambda 2 +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( has-docked-delay "Lambda 2" "Messana" 1 2 ) ( send-message "Lambda 2" "High" "Lambda 2 Docked" ) ) +Name: Lambda 2 Docked +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Galen" "Waypoint path 1:1" ) 450 ) ( send-message "Galen" "High" "Galen Subspace" ) ) +Name: Galen Subspace +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( < ( hits-left "3rd Fleet HQ" ) 30 ) ( not ( has-undocked-delay "Lambda 2" "3rd Fleet HQ" 1 0 ) ) ) ( send-message "3rd Fleet HQ" "High" "HQ Hurt" ) ) +Name: HQ Hurt +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( < ( hits-left "3rd Fleet HQ" ) 10 ) ( not ( has-undocked-delay "Lambda 2" "3rd Fleet HQ" 1 0 ) ) ) ( send-message "3rd Fleet HQ" "High" "HQ Critical" ) ) +Name: HQ Critical +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 2 "Pisces" ) ( send-message "3rd Fleet HQ" "High" "Pisces Inc" ) ) +Name: Pisces Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 2 "Cancer" ) ( send-message "3rd Fleet HQ" "High" "Cancer Inc" ) ) +Name: Cancer Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 2 "Taurus" ) ( send-message "3rd Fleet HQ" "High" "Taurus Inc" ) ) +Name: Taurus Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 2 "Gemini" ) ( send-message "3rd Fleet HQ" "High" "Gemini Inc" ) ) +Name: Gemini Inc +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Pisces" ) ( send-message "3rd Fleet HQ" "High" "Pisces Nullified" ) ) +Name: Pisces Nullified +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Cancer" ) ( send-message "3rd Fleet HQ" "High" "Cancer Negated" ) ) +Name: Cancer Negated +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Taurus" ) ( send-message "3rd Fleet HQ" "High" "Taurus Neutralized" ) ) +Name: Taurus Neutralized +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 1 "Nebiros" ) ( send-message "#Command" "High" "Ravana Arrives" ) ) +Name: Ravana Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-arrived-delay 0 "Nebiros" ) ( is-destroyed-delay 4 "3rd Fleet HQ" ) ( not ( is-event-true-delay "HQ Boom" 0 ) ) ) ( send-message "#Command" "High" "Nebios Blasted HQ" ) ) +Name: Nebios Blasted HQ +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Return To Base Alpha" ) ) +Name: Return To Base Alpha +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( is-destroyed-delay 8 "Lambda 1" "Lambda 2" ) ( send-message "#Command" "High" "Mission Aborted" ) ) +Name: Mission Aborted +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( or ( and ( has-docked-delay "Lambda 1" "Messana" 1 0 ) ( has-docked-delay "Lambda 2" "Messana" 1 30 ) ) ( and ( is-destroyed-delay 0 "Lambda 1" ) ( has-docked-delay "Lambda 2" "Messana" 1 0 ) ) ) ( send-message "#Command" "High" "Well Done" ) ) +Name: Well Done +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base 3 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( has-arrived-delay 0 "Nebiros" ) ( beam-free-all "Nebiros" ) ) +Name: Beam Free Nebios +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Gemini" ) ( do-nothing ) ) +Name: Destroy Gemini +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Gemini", 16) $Formula: ( when ( and ( not ( is-destroyed-delay 0 "Lambda 2" ) ) ( has-docked-delay "Lambda 1" "Messana" 1 0 ) ( has-departed-delay 0 "Messana" ) ) ( grant-medal "GTVA Legion of Honor" ) ) +Name: GTVA Legion of Honor +Repeat Count: 1 +Interval: 1 #Goals ;! 1 total $Type: Primary +Name: Cover $MessageNew: XSTR("Provide fighter cover for the evacuation of 3rd Fleet HQ", 1831) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Messana" ) ) ( has-departed-delay 0 "Messana" ) ( not ( is-destroyed-delay 0 "Lambda 2" ) ) ) #Waypoints ;! 1 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( -409.923584, 0.000187, 990.895142 ) ) #Messages ;! 244 total $Name: Transport 1 Destroyed $Team: -1 $MessageNew: XSTR("Lambda 1 is down! Repeat! Lambda 1 is down!", 1832) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-07_AC_01.wav $Name: Transport 2 destroyed $Team: -1 $MessageNew: XSTR("We've lost Lambda 2! Evacuation sequence terminated!", 1833) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-07_AC_02.wav $Name: Transport 2 Inc $Team: -1 $MessageNew: XSTR("HQ, this is Lambda 2. We are now preparing to dock.", 1834) $end_multi_text +AVI Name: Head-CM5 +Wave Name: SM3-07_L2_01.wav $Name: Personnel on board $Team: -1 $MessageNew: XSTR("Messana, Lambda 2 here. We have docked with HQ. All remaining personnel are safely on board.", 1835) $end_multi_text +AVI Name: Head-CM5 +Wave Name: SM3-07_L2_02.wav $Name: Defend Installation $Team: -1 $MessageNew: XSTR("Alpha 1, order your squad to defend the installation. ETA for the Messana is 60 seconds. A wing of Manticores, designation Aries, is now attacking the base.", 1836) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-07_HQ_01.wav $Name: Status HQ $Team: -1 $MessageNew: XSTR("What's your status, HQ?", 1837) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP7 +Wave Name: SM3-07_Any_0.wav $Name: Minor Damage $Team: -1 $MessageNew: XSTR("We have sustained minor damage. Evacuation of non-essential personnel complete. We have transferred the injured to the GTM Galen.", 1838) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-07_HQ_02.wav $Name: Massana Standing By $Team: -1 $MessageNew: XSTR("This is the GTD Messana. Standing by to receive transports.", 1839) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-07_Ma_01.wav $Name: Massana Damaged $Team: -1 $MessageNew: XSTR("Messana here! We need fighter protection immediately! Our hull has sustained critical damage!", 1840) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-07_Ma_02.wav $Name: Massana Lost $Team: -1 $MessageNew: XSTR("We have lost the Messana!", 1841) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-07_HQ_03.wav $Name: HQ Destruct $Team: -1 $MessageNew: XSTR("This is the GTD Messana. Stand clear of the installation. Now initiating remote destruct sequence.", 1842) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-07_Ma_03.wav $Name: Massana Warp $Team: -1 $MessageNew: XSTR("Messana here. Engaging subspace drive.", 1843) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-07_Ma_04.wav $Name: Lambda Initiate $Team: -1 $MessageNew: XSTR("Lambda 1 here, Messana. Initiating docking sequence.", 1844) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-07_L1_02.wav $Name: Acknowledged $Team: -1 $MessageNew: XSTR("Acknowledged, Lambda. Messana standing by.", 1845) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-07_Ma_05.wav $Name: 1 Docked $Team: -1 $MessageNew: XSTR("This is Lambda 1. Dock point secured. Transferring personnel now.", 1846) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-07_L1_03.wav $Name: Phase 3 Complete $Team: -1 $MessageNew: XSTR("Welcome to the Messana. Phase 3 evacuation 50% complete.", 1847) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-07_Ma_06.wav $Name: Lambda 1 Warp $Team: -1 $MessageNew: XSTR("Lambda 1 engaging subspace drive.", 1848) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-07_L1_04.wav $Name: Lambda 2 Proceed $Team: -1 $MessageNew: XSTR("Roger that, Lambda 2. You may proceed.", 1849) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-07_HQ_04.wav $Name: Alpha Escort Lambda 2 $Team: -1 $MessageNew: XSTR("Acknowledged. Alpha wing, escort Lambda 2.", 1850) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-07_AC_03.wav $Name: Initiate Dock Lambda 2 $Team: -1 $MessageNew: XSTR("Now initiating docking sequence, Messana. Stand by.", 1851) $end_multi_text +AVI Name: Head-CM5 +Wave Name: SM3-07_L2_03.wav $Name: Roger Lambda 2 $Team: -1 $MessageNew: XSTR("Roger, Lambda 2. You're almost there.", 1852) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-07_Ma_07.wav $Name: Lambda 2 Docked $Team: -1 $MessageNew: XSTR("Lambda 2 here. Docking sequence complete. Jump at your discretion, Messana.", 1853) $end_multi_text +AVI Name: Head-CM5 +Wave Name: SM3-07_L2_04.wav $Name: Galen Subspace $Team: -1 $MessageNew: XSTR("This is the GTM Galen. We are now engaging our subspace drive.", 1854) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-07_Ga_01.wav $Name: HQ Hurt $Team: -1 $MessageNew: XSTR("This is HQ. We have sustained major damage. Hull breach on multiple decks. Casualty rate escalating. We need more fighter cover, Alpha 1.", 1855) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-07_HQ_05.wav $Name: HQ Critical $Team: -1 $MessageNew: XSTR("HQ here, Alpha 1. Our hull has sustained critical damage. Intercept the Shivan warheads. We cannot withstand another salvo!", 1856) $end_multi_text +AVI Name: Head-CM1 +Wave Name: SM3-07_HQ_06.wav $Name: Pisces Inc $Team: -1 $MessageNew: XSTR("A wing of Nahema bombers has jumped in! Designation Pisces!", 1857) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-07_HQ_07.wav $Name: Cancer Inc $Team: -1 $MessageNew: XSTR("Incoming jump signature, hostile configuration.", 1858) $end_multi_text +AVI Name: Head-CM2 +Wave Name: TC_arrival.wav $Name: Taurus Inc $Team: -1 $MessageNew: XSTR("Incoming jump signature, hostile configuration.", 1858) $end_multi_text +AVI Name: Head-CM2 +Wave Name: TC_arrival.wav $Name: Gemini Inc $Team: -1 $MessageNew: XSTR("Incoming jump signature, hostile configuration.", 1858) $end_multi_text +AVI Name: Head-CM2 +Wave Name: TC_arrival.wav $Name: Pisces Nullified $Team: -1 $MessageNew: XSTR("Pisces has been nullified.", 1859) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-07_HQ_11.wav $Name: Cancer Negated $Team: -1 $MessageNew: XSTR("We have negated Cancer wing.", 1860) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-07_HQ_12.wav $Name: Taurus Neutralized $Team: -1 $MessageNew: XSTR("Taurus wing neutralized.", 1861) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-07_HQ_13.wav $Name: Ravana Arrives $Team: -1 $MessageNew: XSTR("Detecting incoming signature! Ravana configuration! It's the Nebiros, pilots! Get out of there now! We're pulling you out!", 1862) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-07_HQ_14.wav $Name: Nebios Blasted HQ $Team: -1 $MessageNew: XSTR("The Nebiros has blasted our installation! All units stand clear!", 1863) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-07_Ma_08.wav $Name: Return To Base Alpha $Team: -1 $MessageNew: XSTR("Return to base, Alpha, and that's an order! Do not fight a battle you cannot win!", 1864) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-07_Ma_09.wav $Name: Mission Aborted $Team: -1 $MessageNew: XSTR("Mission aborted, Blue Lions. Return to the Aquitaine.", 1865) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-07_Ma_10.wav $Name: Well Done $Team: -1 $MessageNew: XSTR("Well done, Blue Lions. Secure the area and return to base.", 1866) $end_multi_text +AVI Name: Head-CM2 +Wave Name: SM3-07_AC_04.wav #Reinforcements ;! 0 total #Background bitmaps ;! 38 total $Num stars: 500 $Ambient light level: 0 $Sun: SunGold +Angles: 0.174533 0.000000 2.076940 +Scale: 1.400000 $Starbitmap: neb13 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb08 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb08 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 0.000000 1.308996 0.558505 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: neb13 +Angles: 6.021381 0.890117 5.794488 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 5.951568 2.740165 5.602502 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb08 +Angles: 0.000000 0.000000 5.951568 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb08 +Angles: 5.881755 5.009091 5.532689 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb13 +Angles: 5.585049 0.383972 5.393063 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 0.558505 0.628318 6.126101 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb08 +Angles: 5.218530 0.000000 5.218530 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb08 +Angles: 5.009091 5.585049 5.218530 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 5.585049 5.585049 0.925024 +ScaleX: 2.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 5.777035 2.321286 0.802851 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb08 +Angles: 6.021381 4.468040 0.628318 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb08 +Angles: 5.585049 0.575958 0.925024 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: neb13 +Angles: 5.358157 2.740165 0.628318 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 5.131264 5.951568 0.506145 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb08 +Angles: 4.991638 0.855211 0.418879 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb08 +Angles: 4.764745 1.692968 0.191986 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb13 +Angles: 5.253437 3.455749 1.117010 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 5.078904 1.256636 1.308996 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb08 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb08 +Angles: 3.508109 0.383972 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb11 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb08 +Angles: 4.886918 4.276053 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb08 +Angles: 4.345866 0.366519 2.216566 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 3.874628 1.570795 2.408552 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb11 +Angles: 4.031707 0.558505 0.959930 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb08 +Angles: 4.345866 1.797688 0.715584 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 4.520399 2.146753 0.541052 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb08 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb08 +Angles: 3.961894 1.570795 0.506145 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: planetc +Angles: 0.000000 3.176497 2.687805 +ScaleX: 1.700000 +ScaleY: 1.700000 +DivX: 1 +DivY: 1 $Starbitmap: planetd +Angles: 0.104720 0.174533 2.844884 +ScaleX: 0.250000 +ScaleY: 0.250000 +DivX: 1 +DivY: 1 $Starbitmap: SunSathanas01 +Angles: 0.174533 0.000000 2.094393 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: SunSathanas01 +Angles: 0.122173 0.000000 2.042034 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 3: Leviticus $Briefing Music: Brief3 #End #Mission Info $Version: 0.10 $Name: XSTR("Their Finest Hour", 1867) $Author: James Agay $Created: 06/04/99 at 14:09:31 $Modified: 10/08/99 at 10:45:23 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("The 70th Blue Lions participate in a feint at the Gamma Draconis jump node. ", 1868) $end_multi_text +Game Type Flags: 1 +Flags: 0 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 2.000000 +Viewer pos: 5744.593262, 7965.049805, -8073.225098 +Viewer orient: 1.000000, -0.000002, 0.000527, -0.000247, 0.881748, 0.471720, -0.000466, -0.471720, 0.881748 +SquadReassignName: 70th Blue Lions +SquadReassignLogo: lion1.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing $Stage Text: XSTR("Exodus With over one hundred thousand casualties and more Shivans incoming, we have no hope of holding Capella. Our only real chance is to seal off the system and prevent the invasion from spreading to other Terran-Vasudan worlds. If we fail to contain the Shivan advance, we will unleash the second Great War, a conflict we have virtually no chance of surviving. The Lucifer fleet we defeated 32 years ago is nothing compared to the strength of this armada. Command is committed to getting every last Terran out of the system.", 1869) $end_multi_text $Ani Filename: +Wave Filename: SM308_CB_01.wav $Stage Text: XSTR("A Subspace Anomaly Over 80 Shivan Juggernauts are now in position around the Capella sun. Science vessels monitoring their activity have detected an anomalous subspace field rippling from the Juggernaut fleet. Though we can barely detect the field with our instruments, its intensity has been increasing slowly over the past seventy-two hours. We have known since the Great War that the Shivans possess advanced subspace technologies, but this field goes beyond our wildest speculations. The Shivans may be powering up a new kind of weapon, the likes of which we have never before encountered.", 1870) $end_multi_text $Ani Filename: cb_sm3-08_b.ani +Wave Filename: SM308_CB_02.wav $Stage Text: XSTR("Sacrifice Preparations are now underway to collapse the Epsilon Pegasi jump node. A Great-War-era destroyer, the GTD Bastion, will contain multiple meson warheads that will detonate inside the node. Scientists believe an explosion of sufficient magnitude will cause this node to collapse, as evidenced by the destruction of the Lucifer 32 years ago. The detonation of the Lucifer's reactors sealed off the Sol jump node in Delta Serpentis and severed all contact with Earth. The Bastion has completed its modifications in the Vega system and is now entering Capella.", 1871) $end_multi_text $Ani Filename: cb_sm3-08_c.ani +Wave Filename: SM308_CB_03.wav $Stage Text: XSTR("Will the Strategy Work? Skeptics have argued the Shivans made intersystem jumps without using nodes in Ross 128, Ikeya, Vega, and other systems at the outbreak of the Great War. However, scientists assure us this plan will work. Though Shivans have used uncharted nodes and nodes too unstable for Terran and Vasudan vessels, they are as dependent on jump nodes as we are. Nevertheless, we must accept this strategy as nothing more than a temporary measure.", 1872) $end_multi_text $Ani Filename: +Wave Filename: SM308_CB_04.wav $Stage Text: XSTR("Endgame Once we have evacuated all civilian and military personnel from the Capella system, we will send a second destroyer, also carrying meson warheads, through the Capella jump node in Vega. If we succeed in sealing off both nodes, the Alliance will have trapped the Shivans in this system. If we fail, we face certain annihilation. This is our Alamo, pilots. We hold them here, or we die trying.", 1873) $end_multi_text $Ani Filename: cb_sm3-08_e.ani +Wave Filename: SM308_CB_05.wav #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("The $f GTD $f Bastion will enter the Capella system at 1835 hours. We're sending in the 116th to escort the warship into position. Our forward observer units near the Juggernauts are calling for backup, so we'll send in the 83rd. The 309th will assist with the containment effort at the Vega node, and as for the 70th Blue Lions, we've got something special for you.", 1874) $end_multi_text $voice: SM308_MB_01.wav $camera_pos: 5744.593262, 7965.049805, -8073.225098 $camera_orient: 1.000000, -0.000002, 0.000527, -0.000247, 0.881749, 0.471720, -0.000466, -0.471720, 0.881748 $camera_time: 500 $num_lines: 0 $num_icons: 5 $Flags: 0 $Formula: ( true ) $start_icon $type: 18 $team: Friendly $class: GTC Aeolus $pos: 3262.687500, -115.335892, 7769.734375 $label: Stalwart +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GVCv Sobek $pos: 5354.025879, -311.687317, 3803.579834 $label: Vasudan Corvette +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GVC Mentu $pos: 777.515869, -376.880951, 3874.968262 $label: Vasudan Cruiser +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 33 $team: Friendly $class: GTNB Pharos $pos: 9242.183594, -0.004356, 6757.937012 $label: Gamma Draconis +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: GTVA Colossus $pos: 2652.126709, 735.953552, 11354.701172 $label: Colossus +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Your mission is to create a diversion at the Gamma Draconis node. The operation here will be a feint to lure the Shivan armada. The $f Colossus and its group will form a battle line near the node. By focusing our firepower here, we'll draw the brunt of the Shivan offensive. Meanwhile, on the other side of the system, the $f Bastion will collapse the node to Epsilon Pegasi.", 1875) $end_multi_text $voice: SM308_MB_02.wav $camera_pos: 5744.593262, 7965.049805, -8073.225098 $camera_orient: 1.000000, -0.000002, 0.000527, -0.000247, 0.881749, 0.471720, -0.000466, -0.471720, 0.881748 $camera_time: 500 $num_lines: 0 $num_icons: 6 $Flags: 0 $Formula: ( true ) $start_icon $type: 18 $team: Friendly $class: GTC Aeolus $pos: 3262.687500, -115.335892, 7769.734375 $label: Stalwart +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GVCv Sobek $pos: 5354.025879, -311.687317, 3803.579834 $label: Vasudan Corvette +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GVC Mentu $pos: 777.515869, -376.880951, 3874.968262 $label: Vasudan Cruiser +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 33 $team: Friendly $class: GTNB Pharos $pos: 9242.183594, -0.004356, 6757.937012 $label: Gamma Draconis +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: GTVA Colossus $pos: 2652.126709, 735.953552, 11354.701172 $label: Colossus +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Myrmidon $pos: -1335.850708, 0.003572, 7944.101563 $label: Alpha +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Your objectives are simple. Destroy all enemy targets. Be advised reinforcements will not be readily available. In a recent engagement, the $f Colossus sustained damage to its fighterbays. You'll have to hold out until they get the flight deck cleared. Good luck, pilot.", 1876) $end_multi_text $voice: SM308_MB_03.wav $camera_pos: 5744.593262, 7965.049805, -8073.225098 $camera_orient: 1.000000, -0.000002, 0.000527, -0.000247, 0.881749, 0.471720, -0.000466, -0.471720, 0.881749 $camera_time: 500 $num_lines: 0 $num_icons: 6 $Flags: 0 $Formula: ( true ) $start_icon $type: 18 $team: Friendly $class: GTC Aeolus $pos: 3262.687500, -115.335892, 7769.734375 $label: Stalwart +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GVCv Sobek $pos: 5354.025879, -311.687317, 3803.579834 $label: Vasudan Corvette +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GVC Mentu $pos: 777.515869, -376.880951, 3874.968262 $label: Vasudan Cruiser +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 33 $team: Friendly $class: GTNB Pharos $pos: 9242.183594, -0.004356, 6757.937012 $label: Gamma Draconis +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 6 $team: Friendly $class: GTVA Colossus $pos: 2652.126709, 735.953552, 11354.701172 $label: Colossus +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Myrmidon $pos: -1335.850708, 0.003572, 7944.101563 $label: Alpha +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 2 $Formula: ( is-event-true-delay "Scramble" 0 ) $Multi text XSTR("The Colossus has been destroyed. Over thirty thousand officers and crew, our colleagues, compatriots, and friends, perished in this battle. The most powerful Terran-Vasudan warship ever constructed, twenty years in the making, was vaporized in a matter of minutes. Command acknowledges there was nothing you could have done to save the Colossus. Many of your squadmates were killed, and you are lucky to have survived the engagement. However, we have no time to mourn the dead. We have a job to do, and if we fail, millions more will suffer and die. The 70th Blue Lions are being scrambled to assist the Bastion. Report to the ready room on the double.", 1877) $end_multi_text $Voice: SM308_dB_01.wav $Recommendation text: XSTR("There was nothing you could have done to save the Colossus.", 1878) $end_multi_text $Formula: ( is-event-false-delay "Scramble" 0 ) $Multi text XSTR("You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.", 180) $end_multi_text $Voice: 9_joe.wav $Recommendation text: XSTR("Do not jump out until ordered to do so. You should know this by now, pilot. ", 1879) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 8 "GTF Hercules Mark II" 8 "GTF Ares" 8 "GTF Loki" 8 "GTF Perseus" 8 ) +Weaponry Pool: ( "Subach HL-7" 100 "Akheton SDG" 100 "Morning Star" 100 "Prometheus S" 100 "Maxim" 24 "UD-8 Kayser" 32 "Circe" 100 "Lamprey" 100 "Rockeye" 500 "Tempest" 2100 "Hornet" 500 "Tornado" 1652 "Harpoon" 500 "Trebuchet" 20 "TAG-B" 100 "Stiletto II" 100 ) #Objects ;! 56 total $Name: Alpha 1 ;! Object #0 $Class: GTF Erinyes $Team: Friendly $Location: 3981.933594, -0.000449, 2319.899902 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Maxim" ) +Secondary Banks: ( "Trebuchet" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" "red-alert-carry" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Erinyes $Team: Friendly $Location: 3957.462891, -0.000450, 2294.282715 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Maxim" ) +Secondary Banks: ( "Trebuchet" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "red-alert-carry" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Alpha 3 ;! Object #2 $Class: GTF Erinyes $Team: Friendly $Location: 4006.690430, -0.000445, 2292.617432 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Maxim" ) +Secondary Banks: ( "Trebuchet" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "red-alert-carry" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Alpha 4 ;! Object #3 $Class: GTF Erinyes $Team: Friendly $Location: 4027.350586, -0.000453, 2261.974854 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Maxim" ) +Secondary Banks: ( "Trebuchet" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "red-alert-carry" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Beta 1 ;! Object #4 $Class: GTF Erinyes $Team: Friendly $Location: 4247.895508, -0.000373, 2063.226318 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Maxim" ) +Secondary Banks: ( "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 +Persona Index: 2 $Name: Beta 2 ;! Object #5 $Class: GTF Erinyes $Team: Friendly $Location: 4223.424805, -0.000374, 2037.609619 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Maxim" ) +Secondary Banks: ( "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Beta 3 ;! Object #6 $Class: GTF Erinyes $Team: Friendly $Location: 4272.651367, -0.000369, 2035.944092 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Maxim" ) +Secondary Banks: ( "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Beta 4 ;! Object #7 $Class: GTF Erinyes $Team: Friendly $Location: 4293.311523, -0.000377, 2005.302002 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Maxim" ) +Secondary Banks: ( "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Delta 1 ;! Object #8 $Class: GTB Boanerges $Team: Friendly $Location: -5461.872070, -1290.839233, 6178.738281 $Orientation: -0.591073, 0.000000, 0.806618, 0.000000, 1.000000, 0.000000, -0.806618, 0.000000, -0.591073 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 50 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" ) +Secondary Banks: ( "EMP Adv." "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Delta 2 ;! Object #9 $Class: GTB Boanerges $Team: Friendly $Location: -5379.520508, -1290.839233, 6186.108887 $Orientation: -0.591073, 0.000000, 0.806618, 0.000000, 1.000000, 0.000000, -0.806618, 0.000000, -0.591073 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 50 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" ) +Secondary Banks: ( "EMP Adv." "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Delta 3 ;! Object #10 $Class: GTB Boanerges $Team: Friendly $Location: -5431.183105, -1290.839233, 6255.547363 $Orientation: -0.591073, 0.000000, 0.806618, 0.000000, 1.000000, 0.000000, -0.806618, 0.000000, -0.591073 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 50 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" ) +Secondary Banks: ( "EMP Adv." "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Colossus ;! Object #11 $Class: GTVA Colossus $Team: Friendly $Location: -10888.992188, 735.955627, 4481.063965 $Orientation: 0.506201, -0.254821, -0.823910, 0.411729, 0.910853, -0.028750, 0.757787, -0.324674, 0.565992 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Sathanas" 1 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 66 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a $Damage: 46 +Subsystem: turret02a $Damage: 35 +Subsystem: turret03a $Damage: 55 +Subsystem: turret04a $Damage: 55 +Subsystem: turret05a $Damage: 11 +Subsystem: turret06a $Damage: 35 +Subsystem: turret07a $Damage: 2 +Subsystem: turret08a $Damage: 55 +Subsystem: turret09a $Damage: 35 +Subsystem: turret10a $Damage: 11 +Subsystem: turret11 +Subsystem: turret12 $Damage: 13 +Subsystem: turret13 $Damage: 4 +Subsystem: turret14 $Damage: 31 +Subsystem: turret15 $Damage: 15 +Subsystem: turret16 $Damage: 24 +Subsystem: turret17 $Damage: 15 +Subsystem: turret18 $Damage: 6 +Subsystem: turret19 $Damage: 24 +Subsystem: turret20 $Damage: 5 +Subsystem: turret21 $Damage: 20 +Subsystem: turret22 $Damage: 14 +Subsystem: turret23 $Damage: 24 +Subsystem: turret24 $Damage: 14 +Subsystem: turret25 $Damage: 5 +Subsystem: turret26 $Damage: 6 +Subsystem: turret27 $Damage: 12 +Subsystem: turret28 $Damage: 22 +Subsystem: turret29 $Damage: 22 +Subsystem: turret30 $Damage: 1 +Subsystem: turret31 $Damage: 13 +Subsystem: turret32 $Damage: 22 +Subsystem: turret33 $Damage: 23 +Subsystem: turret34 $Damage: 11 +Subsystem: turret35 $Damage: 42 +Subsystem: turret36 $Damage: 33 +Subsystem: turret37 $Damage: 34 +Subsystem: turret38 $Damage: 23 +Subsystem: turret39 $Damage: 24 +Subsystem: turret40 $Damage: 15 +Subsystem: turret41 $Damage: 64 +Subsystem: turret42 +Subsystem: turret43 $Damage: 43 +Subsystem: turret44 $Damage: 42 +Subsystem: turret45 $Damage: 55 +Subsystem: turret46 $Damage: 13 +Subsystem: turret47 $Damage: 11 +Subsystem: turret48 $Damage: 22 +Subsystem: turret49 +Subsystem: turret50 $Damage: 14 +Subsystem: turret51 $Damage: 13 +Subsystem: turret52 $Damage: 3 +Subsystem: turret53 $Damage: 22 +Subsystem: turret54 $Damage: 2 +Subsystem: turret55 $Damage: 22 +Subsystem: turret56 $Damage: 22 +Subsystem: turret57 $Damage: 4 +Subsystem: turret58 $Damage: 2 +Subsystem: turret59 $Damage: 11 +Subsystem: turret60 $Damage: 6 +Subsystem: turret61 $Damage: 6 +Subsystem: turret62 $Damage: 10 +Subsystem: turret63 $Damage: 1 +Subsystem: radardish01 $Damage: 22 +Subsystem: radardish02 $Damage: 55 +Subsystem: radardish03 $Damage: 35 +Subsystem: radardish04 $Damage: 32 +Subsystem: radardish05 $Damage: 11 +Subsystem: radardish06 $Damage: 11 +Subsystem: navigation $Damage: 11 +Subsystem: communication $Damage: 2 +Subsystem: weapons $Damage: 1 +Subsystem: sensors $Damage: 11 +Subsystem: engines ctr $Damage: 100 +Subsystem: engines frt $Damage: 100 +Subsystem: engines main $Damage: 100 +Subsystem: fighterbay $Damage: 69 +Subsystem: enginelarge01 $Damage: 100 +Subsystem: enginelarge02 $Damage: 100 +Subsystem: enginelarge03 $Damage: 100 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 6 +Group: 0 +Score: 10000 $Name: Delta 4 ;! Object #12 $Class: GTB Boanerges $Team: Friendly $Location: -5403.370117, -1290.839233, 6318.158203 $Orientation: -0.591073, 0.000000, 0.806618, 0.000000, 1.000000, 0.000000, -0.806618, 0.000000, -0.591073 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 50 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" ) +Secondary Banks: ( "EMP Adv." "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: SJD Sathanas 13 ;! Object #13 $Class: SJD Sathanas $Team: Hostile $Location: -152931.453125, 2799.852539, 32831.148438 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" "no-dynamic" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 14 ;! Object #14 $Class: SJD Sathanas $Team: Hostile $Location: -150953.796875, -2354.653320, 40077.625000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" "no-dynamic" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 15 ;! Object #15 $Class: SJD Sathanas $Team: Hostile $Location: -148681.593750, 4827.733887, 48403.351563 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" "no-dynamic" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 17 ;! Object #16 $Class: SJD Sathanas $Team: Hostile $Location: -121409.757813, 4292.132324, 31245.337891 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-destroyed-delay 15 "Beast" ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" "no-dynamic" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 18 ;! Object #17 $Class: SJD Sathanas $Team: Hostile $Location: -136681.656250, 7114.878906, 38154.453125 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "hidden-from-sensors" "no-dynamic" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Hela ;! Object #18 $Class: SC Lilith $Team: Hostile $Location: 8954.317383, 198.065567, 5459.089355 $Orientation: -0.039194, 0.000000, 0.999232, 0.000000, 1.000000, 0.000000, -0.999232, 0.000000, -0.039194 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 $Arrival Location: Hyperspace $Arrival Cue: ( or ( < ( hits-left "Baal" ) 16 ) ( is-destroyed-delay 5 "Baal" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Stalwart ;! Object #19 $Class: GTC Aeolus $Team: Friendly $Location: 3683.814453, -115.335846, 3457.800537 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Low Road" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret04 +Subsystem: turret05 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret06 +Primary Banks: ( "AAAf" ) +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 12 "Khepri" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Heket ;! Object #20 $Class: GVC Mentu $Team: Friendly $Location: 4732.074219, -184.187866, 3449.452881 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "High road" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 1 "Khepri" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Khepri ;! Object #21 $Class: GVCv Sobek $Team: Friendly $Location: 4211.241211, 336.371216, 3437.695068 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Allied level path" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Endor 2" 5 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Asmodeus 2 ;! Object #22 $Class: SFr Asmodeus $Team: Hostile $Location: 5984.236816, -221.470474, 6170.758789 $Orientation: -0.089086, 0.000000, 0.996024, 0.000000, 1.000000, 0.000000, -0.996024, 0.000000, -0.089086 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: a-turret01 +Subsystem: a-turret02 +Primary Banks: ( "Shivan Light Laser" ) +Subsystem: a-turret03 +Subsystem: a-turret04 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 30 $Name: Asmodeus 1 ;! Object #23 $Class: SFr Asmodeus $Team: Hostile $Location: 6241.289551, -125.310928, 6176.634766 $Orientation: -0.089086, 0.000000, 0.996024, 0.000000, 1.000000, 0.000000, -0.996024, 0.000000, -0.089086 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: a-turret01 +Subsystem: a-turret02 +Primary Banks: ( "Shivan Heavy Laser" ) +Subsystem: a-turret03 +Subsystem: a-turret04 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 30 $Name: Mephisto 1 ;! Object #24 $Class: SFr Mephisto $Team: Hostile $Location: 6216.870117, -201.107056, 5820.830078 $Orientation: -0.217452, 0.000000, -0.976071, 0.000000, 1.000000, 0.000000, 0.976071, 0.000000, -0.217452 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 30 $Name: Orcus ;! Object #25 $Class: SC Rakshasa $Team: Hostile $Location: 8198.228516, 197.335632, 5516.572754 $Orientation: -0.086976, -0.012222, 0.996135, 0.147620, 0.988728, 0.025020, -0.985212, 0.149226, -0.084191 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 12 "Hela" "Baal" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 1 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: Demogorgon ;! Object #26 $Class: SC Cain $Team: Hostile $Location: 8850.427734, -135.537460, 5172.550781 $Orientation: -0.086976, -0.012222, 0.996135, 0.147620, 0.988728, 0.025020, -0.985212, 0.149226, -0.084191 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 12 "Asmodeus 2" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 150 $Name: Baal ;! Object #27 $Class: SC Cain $Team: Hostile $Location: 8953.001953, -99.189331, 5699.192383 $Orientation: -0.086976, -0.012222, 0.996135, 0.147620, 0.988728, 0.025020, -0.985212, 0.149226, -0.084191 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 $Arrival Location: Hyperspace $Arrival Cue: ( or ( < ( hits-left "Demogorgon" ) 12 ) ( is-destroyed-delay 0 "Demogorgon" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 150 $Name: Beast ;! Object #28 $Class: SD Ravana $Team: Hostile $Location: -7805.626953, -1427.859131, 15432.064453 $Orientation: -0.992419, -0.019999, 0.121269, 0.018097, 0.952143, 0.305117, -0.121567, 0.304998, -0.944563 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Colossus" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Primary Banks: ( "SRed" ) +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Sbank Ammo: ( 0 ) +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 +Sbank Ammo: ( 0 ) +Subsystem: turret27 +Subsystem: turret28 +Subsystem: turret29 +Subsystem: turret30 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 3 "Orcus" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 3 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 5000 $Name: Scorpio 1 ;! Object #29 $Class: SF Mara $Team: Hostile $Location: -3160.813477, 0.000345, 14058.385742 $Orientation: -0.064770, 0.016018, -0.997772, 0.117705, 0.993014, 0.008301, 0.990934, -0.116905, -0.066203 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Sbank Ammo: ( 20 25 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 2 ;! Object #30 $Class: SF Mara $Team: Hostile $Location: -3165.369141, -0.166575, 14142.967773 $Orientation: -0.064770, 0.016018, -0.997772, 0.117705, 0.993014, 0.008301, 0.990934, -0.116905, -0.066203 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Sbank Ammo: ( 20 25 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 3 ;! Object #31 $Class: SF Mara $Team: Hostile $Location: -3113.690430, -5.945415, 14101.434570 $Orientation: -0.064770, 0.016018, -0.997772, 0.117705, 0.993014, 0.008301, 0.990934, -0.116905, -0.066203 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 4 ;! Object #32 $Class: SF Mara $Team: Hostile $Location: -3105.671875, -6.146512, 14011.850586 $Orientation: -0.064770, 0.016018, -0.997772, 0.117705, 0.993014, 0.008301, 0.990934, -0.116905, -0.066203 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 1 ;! Object #33 $Class: SF Manticore $Team: Hostile $Location: 8129.958496, -0.000042, 3990.971191 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Cancer 2 ;! Object #34 $Class: SF Manticore $Team: Hostile $Location: 8226.611328, -0.000060, 3909.542480 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Cancer 3 ;! Object #35 $Class: SF Manticore $Team: Hostile $Location: 8316.992188, -0.000052, 3940.530029 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Sathanas ;! Object #36 $Class: SJ Sathanas $Team: Hostile $Location: -6875.020020, 4469.253906, 20501.453125 $Orientation: -0.982221, 0.128552, -0.136806, 0.156269, 0.963723, -0.216376, 0.104027, -0.233908, -0.966678 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Colossus" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 $Damage: 100 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 +Subsystem: turret27 +Subsystem: turret28 +Subsystem: turret29 +Subsystem: turret30 +Subsystem: turret31 +Subsystem: turret32 +Subsystem: turret33 +Subsystem: turret34 +Subsystem: turret35 +Subsystem: turret36 +Subsystem: turret37 +Subsystem: turret38 +Subsystem: turret39 +Subsystem: turret40 +Subsystem: turret41 +Subsystem: turret42 +Subsystem: turret43 +Subsystem: turret44 +Subsystem: turret45 +Subsystem: turret46 +Subsystem: turret47 +Subsystem: turret48 +Subsystem: turret49 +Subsystem: turret50 +Subsystem: turret51 +Subsystem: turret52 +Subsystem: turret53 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 17 "Beast" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 4 +Group: 0 +Score: 10000 $Name: Virgo 1 ;! Object #37 $Class: SF Manticore $Team: Hostile $Location: 9009.007813, 0.021240, 5935.163086 $Orientation: -0.009204, 0.000000, -0.999958, 0.000000, 1.000000, 0.000000, 0.999958, 0.000000, -0.009204 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 2 ;! Object #38 $Class: SF Manticore $Team: Hostile $Location: 9046.365234, 0.021650, 5831.964844 $Orientation: -0.009204, 0.000000, -0.999958, 0.000000, 1.000000, 0.000000, 0.999958, 0.000000, -0.009204 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 3 ;! Object #39 $Class: SF Manticore $Team: Hostile $Location: 9111.996094, 0.020315, 5754.407227 $Orientation: -0.009204, 0.000000, -0.999958, 0.000000, 1.000000, 0.000000, 0.999958, 0.000000, -0.009204 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gamma 1 ;! Object #40 $Class: GTF Perseus $Team: Friendly $Location: -9917.028320, -0.001005, 9742.089844 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" ) +Secondary Banks: ( "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 +Persona Index: 1 $Name: Gamma 2 ;! Object #41 $Class: GTF Perseus $Team: Friendly $Location: -9944.924805, -0.000670, 9754.491211 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" ) +Secondary Banks: ( "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Gamma 3 ;! Object #42 $Class: GTF Perseus $Team: Friendly $Location: -10021.254883, -0.000654, 9770.666016 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" ) +Secondary Banks: ( "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Gamma 4 ;! Object #43 $Class: GTF Perseus $Team: Friendly $Location: -9899.740234, -0.001427, 9746.991211 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" ) +Secondary Banks: ( "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Libra 1 ;! Object #44 $Class: SF Mara $Team: Hostile $Location: -24995.998047, 0.002109, 27032.347656 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Trebuchet" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 2 ;! Object #45 $Class: SF Mara $Team: Hostile $Location: -27493.777344, 0.002300, 28214.490234 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Trebuchet" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 3 ;! Object #46 $Class: SF Mara $Team: Hostile $Location: -25301.123047, 0.001882, 29434.619141 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Trebuchet" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 4 ;! Object #47 $Class: SF Mara $Team: Hostile $Location: -28064.330078, 0.001989, 30292.273438 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Trebuchet" "Rockeye" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Kappa 1 ;! Object #48 $Class: GTF Myrmidon $Team: Friendly $Location: 3573.479248, -0.000027, 2069.857422 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Subach HL-7" ) +Secondary Banks: ( "Tempest" "TAG-B" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Kappa 2 ;! Object #49 $Class: GTF Myrmidon $Team: Friendly $Location: 3531.093994, 0.000024, 2008.054810 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Subach HL-7" ) +Secondary Banks: ( "Tempest" "TAG-B" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Kappa 3 ;! Object #50 $Class: GTF Myrmidon $Team: Friendly $Location: 3673.480957, 0.000017, 1965.734741 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Subach HL-7" ) +Secondary Banks: ( "Tempest" "TAG-B" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Kappa 4 ;! Object #51 $Class: GTF Myrmidon $Team: Friendly $Location: 3619.752686, -0.000019, 1906.882446 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Subach HL-7" ) +Secondary Banks: ( "Tempest" "TAG-B" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Iota 1 ;! Object #52 $Class: GTB Boanerges $Team: Friendly $Location: 3992.804688, -0.000022, 1871.435303 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "EMP Adv." "Helios" "Helios" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Iota 2 ;! Object #53 $Class: GTB Boanerges $Team: Friendly $Location: 3940.552979, -0.000003, 1790.272339 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "EMP Adv." "Helios" "Helios" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Iota 3 ;! Object #54 $Class: GTB Boanerges $Team: Friendly $Location: 4082.095215, 0.000035, 1765.470337 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "EMP Adv." "Helios" "Helios" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 $Name: Iota 4 ;! Object #55 $Class: GTB Boanerges $Team: Friendly $Location: 4017.273926, -0.000020, 1706.441895 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "EMP Adv." "Helios" "Helios" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 17 #Wings ;! 10 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-time-elapsed 65 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Delta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Delta 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Colossus $Arrival Cue: ( is-destroyed-delay 30 "Beta" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Delta 1" "Delta 2" "Delta 3" "Delta 4" ) $AI Goals: ( goals ( ai-waypoints "Gamma Path" 50 ) ) +Hotkey: 2 +Flags:( ) $Name: Scorpio $Waves: 3 $Wave Threshold: 1 $Special Ship: 0 ;! Scorpio 1 $Arrival Location: Near Ship +Arrival Distance: 2087 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-destroyed-delay 12 "Mephisto 1" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Scorpio 1" "Scorpio 2" "Scorpio 3" "Scorpio 4" ) $AI Goals: ( goals ( ai-chase-wing "Beta" 50 ) ( ai-chase-wing "Alpha" 23 ) ) +Flags:( ) $Name: Cancer $Waves: 2 $Wave Threshold: 1 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Near Ship +Arrival Distance: 1810 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-destroyed-delay 16 "Scorpio" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Cancer 1" "Cancer 2" "Cancer 3" ) $AI Goals: ( goals ( ai-chase-wing "Beta" 56 ) ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Max: 8 $Name: Virgo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 3 "Hela" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Virgo 1" "Virgo 2" "Virgo 3" ) $AI Goals: ( goals ( ai-guard "Hela" 50 ) ( ai-chase-any 23 ) ) +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Colossus $Arrival Cue: ( is-destroyed-delay 12 "Beta" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) $AI Goals: ( goals ( ai-guard-wing "Alpha" 50 ) ) +Flags:( ) $Name: Libra $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Libra 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Beast $Arrival Cue: ( and ( has-arrived-delay 2 "Beast" ) ( is-destroyed-delay 12 "Cancer" ) ( is-destroyed-delay 12 "Virgo" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Libra 1" "Libra 2" "Libra 3" "Libra 4" ) $AI Goals: ( goals ( ai-chase-wing "Gamma" 50 ) ( ai-chase-wing "Alpha" 45 ) ( ai-chase-any 22 ) ) +Flags:( ) $Name: Kappa $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Kappa 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Colossus $Arrival Cue: ( is-destroyed-delay 16 "Gamma" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Kappa 1" "Kappa 2" "Kappa 3" "Kappa 4" ) $AI Goals: ( goals ( ai-guard "Alpha 1" 50 ) ) +Flags:( ) $Name: Iota $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Iota 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Colossus $Arrival Cue: ( is-destroyed-delay 16 "Delta" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Iota 1" "Iota 2" "Iota 3" "Iota 4" ) +Flags:( ) #Events ;! 48 total $Formula: ( when ( has-time-elapsed 10 ) ( send-message "Colossus" "High" "Endor" ) ) +Name: Welcome to Endor +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Endor 2" ) ) +Name: Endor 2 +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( has-arrived-delay 4 "Stalwart" ) ( send-message "Alpha 2" "High" "That's the fleet" ) ) +Name: That's the fleet? +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "CM Advice 1" ) ) +Name: Advice 1 +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( has-time-elapsed 20 ) ( beam-free-all "Colossus" ) ( beam-free-all "Stalwart" ) ( beam-free-all "Heket" ) ( beam-free-all "Khepri" ) ) +Name: Allied Fleet Armed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 5 "Orcus" ) ( beam-free-all "Orcus" ) ( send-message "Colossus" "High" "Rakshasa arrives" ) ) +Name: Rakshasa 1 Armed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 4 "Demogorgon" ) ( beam-free-all "Demogorgon" ) ( send-message "#Command" "High" "First Cain arrived" ) ) +Name: Cain 1 Armed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Baal" ) ( beam-free-all "Baal" ) ( send-message "#Command" "High" "Second Cain Arrives" ) ) +Name: Cain 2 Armed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Scorpio" ) ( send-message "#Command" "High" "Kali arrived" ) ) +Name: Kali Directive Trigger +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 5 "Scorpio" ) ( send-message "#Command" "High" "Rearm now" ) ) +Name: Kali Down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 5 "Beast" ) ( send-message "Colossus" "High" "Ravana Arrives" ) ( beam-free-all "Beast" ) ( clear-goals "Colossus" ) ( clear-goals "Stalwart" ) ( clear-goals "Heket" ) ( clear-goals "Khepri" ) ) +Name: Ravana Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Hela" ) ( add-goal "Colossus" ( ai-waypoints "Behind the node" 89 ) ) ( add-goal "Stalwart" ( ai-waypoints "Behind the node" 89 ) ) ( add-goal "Heket" ( ai-waypoints "Behind the node" 89 ) ) ( add-goal "Khepri" ( ai-waypoints "Behind the node" 89 ) ) ) +Name: Head for it +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Behind the node:1" "Stalwart" ) 700 ) ( add-goal "Stalwart" ( ai-waypoints "Low Road" 89 ) ) ) +Name: Turn you silly bugger +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Behind the node:1" "Khepri" ) 700 ) ( add-goal "Khepri" ( ai-waypoints "Allied level path" 89 ) ) ) +Name: And again +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Behind the node:1" "Heket" ) 700 ) ( add-goal "Heket" ( ai-waypoints "High road" 89 ) ) ) +Name: Back again +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Beast" ) 5 ) ( send-message "Colossus" "High" "Ravana going down" ) ) +Name: Ravana Dies +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 1 "Sathanas" ) ( send-message "Colossus" "High" "Shivan Supcap" ) ( clear-goals "Colossus" ) ( clear-goals "Stalwart" ) ( clear-goals "Heket" ) ( clear-goals "Khepri" ) ) +Name: Shivan Sup Cap jumps in +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( add-goal "Colossus" ( ai-waypoints "Death point" 89 ) ) ( add-goal "Stalwart" ( ai-waypoints "Death point" 89 ) ) ( add-goal "Heket" ( ai-waypoints "Death point" 89 ) ) ( add-goal "Khepri" ( ai-waypoints "Death point" 89 ) ) ( send-message "#Command" "High" "Maybe- maybe not" ) ) +Name: Head for death +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( < ( hits-left "Stalwart" ) 20 ) ( send-message "Stalwart" "High" "Critical Damage 1" ) ) +Name: Critical Damage 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Heket" ) 20 ) ( send-message "Heket" "High" "Critical Damage 2" ) ) +Name: Critical Damage 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Khepri" ) 20 ) ( send-message "Khepri" "High" "Critical Damage 3" ) ) +Name: Critical Damage 3 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 5 "Hela" ) ( beam-free-all "Hela" ) ( send-message "Colossus" "High" "Lilith Arrives" ) ) +Name: Lilith Armed and ready +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 3 "Cancer" ) ( send-message "#Command" "High" "Cancer arrived" ) ) +Name: Cancer Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Colossus" ) 7 ) ( send-message "Colossus" "High" "Colossus Hurt" ) ) +Name: Colossus Hurt +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 1 "Gamma 1" ) ( send-message "Gamma 1" "High" "Gamma Arrives" ) ) +Name: Gamma Arrives +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 5 "Sathanas" ) ( beam-free-all "Sathanas" ) ) +Name: Shivan SupCap Armed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 8 "Beta" ) ( send-message "Colossus" "High" "Gamma Launch" ) ) +Name: Gamma launch +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Beta 1" ) ( repair-subsystem "Colossus" "fighterbay" 15 ) ) +Name: Fighter Bay Repairs 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Beta 2" ) ( repair-subsystem "Colossus" "fighterbay" 15 ) ) +Name: Fighter Bay 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Beta 3" ) ( repair-subsystem "Colossus" "fighterbay" 15 ) ) +Name: Fighter bay 3 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Beta 4" ) ( repair-subsystem "Colossus" "fighterbay" 15 ) ) +Name: Fighter Bay 4 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 3 "Delta" ) ( send-message "Colossus" "High" "Delta Launch" ) ) +Name: Delta Launch +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Orcus" ) ( add-goal "Colossus" ( ai-waypoints-once "C Path" 34 ) ) ) +Name: Colossus on track +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Orcus" ) ( add-goal "Colossus" ( ai-waypoints-once "C target" 89 ) ) ) +Name: Colossus about face +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Colossus" ) 15 ) ( send-message "#Command" "High" "Colossus Death" ) ) +Name: Colossus Die +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Colossus Death 2" ) ) +Name: And die +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( send-message "Colossus" "High" "Up Yours" ) ) +Name: And die again +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( is-destroyed-delay 22 "Colossus" ) ( send-message "#Command" "High" "Evacuate 1" ) ) +Name: Scramble +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( add-goal "Beta" ( ai-warp-out 89 ) ) ( add-goal "Alpha" ( ai-warp-out 89 ) ) ( add-goal "Delta" ( ai-warp-out 89 ) ) ( add-goal "Gamma" ( ai-warp-out 89 ) ) ( add-goal "Stalwart" ( ai-warp-out 89 ) ) ( add-goal "Heket" ( ai-warp-out 89 ) ) ( add-goal "Khepri" ( ai-warp-out 89 ) ) ) +Name: Jump Out 1 +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Jump Out 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( and ( < ( hits-left "Colossus" ) 30 ) ( has-arrived-delay 5 "Sathanas" ) ) ( send-message "Colossus" "High" "SupCap" ) ) +Name: eh +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Scramble" 0 ) ( do-nothing ) ) +Name: May Continue +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Scorpio" ) ( do-nothing ) ) +Name: Scorpio Dir +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Scorpio", 61) $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Virgo Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( is-destroyed-delay 0 "Libra" ) ( do-nothing ) ) +Name: Destroy Libra +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Libra", 18) $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Cancer Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( is-destroyed-delay 0 "Asmodeus 2" "Asmodeus 1" "Mephisto 1" ) ( do-nothing ) ) +Name: Destroy The Transports +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Freighters", 1880) $Formula: ( when ( is-destroyed-delay 0 "Baal" ) ( do-nothing ) ) +Name: Baal Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Baal", 1881) #Goals ;! 2 total $Type: Secondary +Name: Attack Enemy Shipping $MessageNew: XSTR("Destroy targets of opportunity", 154) $end_multi_text $Formula: ( has-departed-delay 0 "Alpha 1" ) $Type: Primary +Name: Destroy Enemy Fighters $MessageNew: XSTR("Neutralize all enemy fighters that enter the field of engagement", 1882) $end_multi_text $Formula: ( has-departed-delay 0 "Alpha 1" ) #Waypoints ;! 11 lists total $Jump Node: 8560.556641, -0.003340, 5746.738770 $Jump Node Name: Gamma Draconis $Name: Waypoint path 1 $List: ( ;! 4 points in list ( 5236.658691, -0.002233, 6160.290527 ) ( -2841.581787, -0.001912, 6206.533691 ) ( -14150.521484, -0.001716, 8708.153320 ) ( -124268.015625, -0.003169, 35340.589844 ) ) $Name: Allied level path $List: ( ;! 2 points in list ( 921.023193, -0.002070, 7648.136719 ) ( 5143.299805, -0.000870, 6452.635742 ) ) $Name: High road $List: ( ;! 2 points in list ( 5630.083984, 567.976501, 6583.879883 ) ( 1317.690918, 567.976257, 7629.927734 ) ) $Name: Low Road $List: ( ;! 2 points in list ( 6859.382324, -750.928223, 6507.622070 ) ( 1317.690918, -750.928528, 7629.927734 ) ) $Name: Ravana Point $List: ( ;! 2 points in list ( -6126.730469, -0.000230, -3370.814209 ) ( -3799.189453, -0.001334, 11079.015625 ) ) $Name: Gamma Path $List: ( ;! 4 points in list ( -5788.028320, -1159.654175, 5854.464355 ) ( -10927.778320, 1264.683838, 2873.622559 ) ( -12894.471680, 1264.683960, 5454.316895 ) ( -7497.293945, -1159.652710, 8826.311523 ) ) $Name: C Path $List: ( ;! 2 points in list ( -4916.515137, 0.002225, 8502.975586 ) ( -985.445435, 0.001636, 8451.828125 ) ) $Name: C target $List: ( ;! 1 points in list ( 19638.691406, -0.004017, 27872.726563 ) ) $Name: S Supercap route $List: ( ;! 3 points in list ( -5469.966797, 0.000823, 10738.956055 ) ( -3558.741455, -0.000297, 9373.759766 ) ( -1785.694214, 0.000257, 22857.648438 ) ) $Name: Behind the node $List: ( ;! 1 points in list ( 9961.573242, 0.000790, 5290.803223 ) ) $Name: Death point $List: ( ;! 3 points in list ( -3275.657471, 0.002274, 10714.554688 ) ( -5710.872559, 0.000709, 14152.305664 ) ( 4509.100098, 0.001360, -531.216125 ) ) #Messages ;! 234 total $Name: Gamma Arrives $Team: -1 $MessageNew: XSTR("Gamma wing forming up on you, Alpha.", 1883) $end_multi_text +AVI Name: Head-TP5 +Wave Name: sm308_G1_01.wav $Name: That's the fleet $Team: -1 $MessageNew: XSTR("You call that a fleet, Command? We could use some more help out here.", 1884) $end_multi_text +AVI Name: Head-TP6 +Wave Name: sm308_B1_01.wav $Name: CM Advice 1 $Team: -1 $MessageNew: XSTR("Stay away from the cruisers, Alpha. Concentrate on fighters and let our warships do their job. ", 1885) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm308_AC_01.wav $Name: Kali arrived $Team: -1 $MessageNew: XSTR("They've scrambled some fighters from within the system. Jump 'em fast before they swarm us.", 1886) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm308_AC_02.wav $Name: Rearm now $Team: -1 $MessageNew: XSTR("Rearm if you need to. This isn't over yet.", 1887) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm308_AC_03.wav $Name: First Cain arrived $Team: -1 $MessageNew: XSTR("A Cain-class cruiser has now entered from Gamma Draconis. ", 1888) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm308_AC_04.wav $Name: Rakshasa arrives $Team: -1 $MessageNew: XSTR("Command, we're targeting a Rakshasa-class cruiser inbound from Gamma Draconis.", 1889) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm308_CO_01.wav $Name: Endor $Team: -1 $MessageNew: XSTR("Command, the Shivans have four undefended freighters in-system. The Juggernauts near the star have not responded to our deployment.", 1890) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm308_CO_02.wav $Name: Endor 2 $Team: -1 $MessageNew: XSTR("Proceed Colossus. We are sending in the fleet to attack the freighters.", 1891) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm308_AC_05.wav $Name: Ravana Arrives $Team: -1 $MessageNew: XSTR("A Ravana-class destroyer has emerged from subspace. They're putting the pressure on us now!", 1892) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm308_CO_03.wav $Name: Ravana going down $Team: -1 $MessageNew: XSTR("The Ravana is going down, but we've sustained critical damage. Request status update, Command.", 1893) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm308_CO_04.wav $Name: Shivan Supcap $Team: -1 $MessageNew: XSTR("Command, a Shivan Juggernaut has jumped within range. What's the status of the Bastion?", 1894) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm308_CO_05.wav $Name: Critical Damage 1 $Team: -1 $MessageNew: XSTR("This is the Stalwart. We've suffered critical damage!", 1895) $end_multi_text +AVI Name: Head-CM5 +Wave Name: sm308_ST_01.wav $Name: Critical Damage 2 $Team: -1 $MessageNew: XSTR("Heket here. Situation critical. Major systems have taken heavy damage.", 1896) $end_multi_text +AVI Name: Head-CM3 +Wave Name: sm308_HE_01.wav $Name: Critical Damage 3 $Team: -1 $MessageNew: XSTR("Khepri to Command. Another direct hit will destroy us! All non-critical personnel have been sent to escape pods!", 1897) $end_multi_text +AVI Name: Head-CM4 +Wave Name: sm308_KH_01.wav $Name: Second Cain Arrives $Team: -1 $MessageNew: XSTR("A second Cain-class cruiser has entered the system. Designation, Baal. ", 1898) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm308_AC_06.wav $Name: Lilith Arrives $Team: -1 $MessageNew: XSTR("The SC Hela, a Lilith-class cruiser, has entered the system and is headed your way.", 1899) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm308_CO_06.wav $Name: Cancer arrived $Team: -1 $MessageNew: XSTR("We're tracking a new inbound wing, designation Cancer. Take them out now, Alpha!", 1077) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm308_AC_07.wav $Name: Colossus Hurt $Team: -1 $MessageNew: XSTR("Colossus here. Command, hull failure seems imminent. We've bought the Bastion all the time we could. Let's hope this plan works.", 1900) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-CM1 +Wave Name: sm308_CO_07.wav $Name: SupCap $Team: -1 $MessageNew: XSTR("Command, the Shivan Juggernaut is ripping our hull to pieces! We can't hold them back much longer! ", 1901) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm308_CO_08.wav $Name: Gamma Launch $Team: -1 $MessageNew: XSTR("Gamma wing is being deployed.", 1902) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm308_G1_09.wav $Name: Delta Launch $Team: -1 $MessageNew: XSTR("Alpha, Delta wing's heavy bombers are now at your disposal.", 1903) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm308_CO_10.wav $Name: Colossus Death $Team: -1 $MessageNew: XSTR("Colossus, we're pulling you out. Engage your subspace drive. ", 1904) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm308_AC_08.wav $Name: Evacuate 1 $Team: -1 $MessageNew: XSTR("Abort mission! All units return to base! Alpha, you will be scrambled immediately to assist the Bastion.", 1905) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm308_AC_09.wav $Name: Maybe- maybe not $Team: -1 $MessageNew: XSTR("The situation at the Epsilon Pegasi node remains unresolved.", 1906) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm308_AC_11.wav $Name: Colossus Death 2 $Team: -1 $MessageNew: XSTR("Follow your orders, Colossus! Jump out of there now!", 1907) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm308_AC_12.wav $Name: Up Yours $Team: -1 $MessageNew: XSTR("Negative, Command. We'll hold them off here. Just get the Bastion through!", 1908) $end_multi_text +AVI Name: Head-CM1 +Wave Name: sm308_CO_11.wav #Reinforcements ;! 0 total #Background bitmaps ;! 38 total $Num stars: 280 $Ambient light level: 0 $Sun: SunGold +Angles: 0.000000 0.000000 1.308996 +Scale: 2.250000 $Starbitmap: dneb10 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb08 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb14 +Angles: 0.000000 1.308996 0.558505 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb10 +Angles: 6.021381 0.890117 5.794488 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb14 +Angles: 5.951568 2.740165 5.602502 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb08 +Angles: 0.000000 0.000000 5.951568 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 5.881755 5.009091 5.532689 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb10 +Angles: 5.585049 0.383972 5.393063 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb14 +Angles: 0.558505 0.628318 6.126101 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb11 +Angles: 5.218530 0.000000 5.218530 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb08 +Angles: 5.009091 5.585049 5.218530 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 5.585049 5.585049 0.925024 +ScaleX: 2.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb14 +Angles: 5.777035 2.321286 0.802851 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 6.021381 4.468040 0.628318 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb08 +Angles: 5.585049 0.575958 0.925024 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb10 +Angles: 5.358157 2.740165 0.628318 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb14 +Angles: 5.131264 5.951568 0.506145 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 4.991638 0.855211 0.418879 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: neb08 +Angles: 4.764745 1.692968 0.191986 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb10 +Angles: 5.253437 3.455749 1.117010 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb14 +Angles: 5.078904 1.256636 1.308996 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb08 +Angles: 3.508109 0.383972 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb14 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 4.886918 4.276053 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb08 +Angles: 4.345866 0.366519 2.216566 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 3.874628 1.570795 2.408552 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb14 +Angles: 4.031707 0.558505 0.959930 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: dneb11 +Angles: 4.345866 1.797688 0.715584 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb10 +Angles: 4.520399 2.146753 0.541052 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb11 +Angles: 3.961894 1.570795 0.506145 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: planete +Angles: 0.000000 3.141590 3.665189 +ScaleX: 1.200000 +ScaleY: 1.200000 +DivX: 1 +DivY: 1 $Starbitmap: planetb +Angles: 0.000000 0.000000 3.508109 +ScaleX: 0.200000 +ScaleY: 0.200000 +DivX: 1 +DivY: 1 $Starbitmap: SunSathanas02 +Angles: 0.000000 0.000000 1.256636 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: SunSathanas01 +Angles: 0.000000 0.000000 1.343902 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 2: Exodus $Briefing Music: Brief2 #End #Mission Info $Version: 0.10 $Name: XSTR("Clash of the Titans II", 1909) $Author: James Agay @ V $Created: 06/14/99 at 14:59:27 $Modified: 10/08/99 at 10:49:55 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("The 70th Blue Lions escort the Bastion to the Epsilon Pegasi jump node. ", 1910) $end_multi_text +Game Type Flags: 1 +Flags: 0 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 2.000000 +Viewer pos: 6290.083008, 51.607941, 143.285797 +Viewer orient: 0.025040, 0.000000, -0.999686, 0.514014, 0.857686, 0.012875, 0.857417, -0.514175, 0.021476 +SquadReassignName: 70th Blue Lions +SquadReassignLogo: lion1.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 4 $start_stage $multi_text XSTR("The $f GTD $f Bastion, loaded with Meson warheads, is now en route to the Epsilon Pegasi jump node. The $f Bastion will be detonated inside the node to create a subspace cataclysm that will seal off the Capella system. If the $f Bastion fails to achieve this objective, the Shivans will swarm into our adjacent systems.", 1911) ; their job is to keep the Shivan fighters off your backs.", -1) $end_multi_text $voice: sm309_mb_01.wav $camera_pos: -8557.589844, 7217.096680, 4393.450684 $camera_orient: 0.025040, 0.000000, -0.999686, 0.514013, 0.857686, 0.012875, 0.857417, -0.514175, 0.021476 $camera_time: 1500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Friendly $class: GTD Orion#2 (Bastion) $pos: 5119.070801, -279.011261, 299.356476 $label: Bastion +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 33 $team: Friendly $class: GTF Ulysses $pos: 5204.183594, -0.008132, 9332.675781 $label: Epsilon Pegasi +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The task force defending the $f Bastion has been decimated. Three ships remain: the $f Templar, the $f Malta, and the $f Ertanax. All are Aeolus-class cruisers. The Shivans continue to send wave after wave of fighters and bombers. Only a handful of the $f Bastion's original fighter complement have survived the onslaught.", 1912) $end_multi_text $voice: SM309_MB_02.wav $camera_pos: -8557.589844, 7217.096680, 4393.450684 $camera_orient: 0.025040, 0.000000, -0.999686, 0.514013, 0.857686, 0.012875, 0.857417, -0.514175, 0.021476 $camera_time: 2500 $num_lines: 0 $num_icons: 6 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Friendly $class: GTD Orion#2 (Bastion) $pos: 5119.070801, -279.011261, 299.356476 $label: Bastion +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 9 $team: Friendly $class: GTNB Pharos $pos: 5020.277832, -0.009249, 9303.350586 $label: Jump Node 0 +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 33 $team: Friendly $class: GTF Ulysses $pos: 5204.183594, -0.008132, 9332.675781 $label: Epsilon Pegasi +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTC Aeolus $pos: 1072.320801, 0.016817, 2027.022339 $label: Ertanax +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTC Aeolus $pos: 6592.623047, 1100.636353, 2258.211182 $label: Templar +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTC Aeolus $pos: 4474.065430, -10.978896, 3871.717529 $label: Malta +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Alpha, Delta, and Beta wings will fly heavy intercept. Your mission is to take out enemy bombers before they close within targeting distance. You'll be armed with the Trebuchet missile, which has an effective range of four kilometers. Gamma wing will fly the Perseus. Their role will be to engage enemy fighters. ", 1913) $end_multi_text $voice: SM309_MB_03.wav $camera_pos: 5042.188965, 11197.233398, -2916.219238 $camera_orient: -0.005151, 0.000000, -0.999987, 0.999985, 0.001786, -0.005151, 0.001786, -0.999998, -0.000009 $camera_time: 500 $num_lines: 0 $num_icons: 7 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Friendly $class: GTD Orion#2 (Bastion) $pos: 5119.070801, -279.011261, 299.356476 $label: Bastion +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 9 $team: Friendly $class: GTNB Pharos $pos: 5020.277832, -0.009249, 9303.350586 $label: Jump Node 0 +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 33 $team: Friendly $class: GTF Ulysses $pos: 5204.183594, -0.008132, 9332.675781 $label: Epsilon Pegasi +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: 3832.323975, -0.009483, -1963.337280 $label: Beta +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: 5015.397949, -0.011576, -4007.001221 $label: Delta +id: 8 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: 6508.092773, -0.009801, -1997.303589 $label: Alpha +id: 9 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Perseus $pos: 6075.598145, -0.011166, -6009.568359 $label: Gamma +id: 10 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The majority of the fleet is fending off a massive attack at the Vega node. Thousands of civilians await evacuation and the enemy continues to flood in from Gamma Draconis. We will not get a second chance to pull this off. If we fail here, we unleash the Second Shivan War. We must get the $f Bastion through at any cost.", 1914) $end_multi_text $voice: SM309_MB_04.wav $camera_pos: 5042.188965, 11197.233398, -2916.219238 $camera_orient: -0.005151, 0.000000, -0.999987, 0.999985, 0.001786, -0.005151, 0.001786, -0.999998, -0.000009 $camera_time: 500 $num_lines: 0 $num_icons: 10 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Friendly $class: GTD Orion#2 (Bastion) $pos: 5119.070801, -279.011261, 299.356476 $label: Bastion +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 9 $team: Friendly $class: GTNB Pharos $pos: 5020.277832, -0.009249, 9303.350586 $label: Jump Node 0 +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 33 $team: Friendly $class: GTF Ulysses $pos: 5204.183594, -0.008132, 9332.675781 $label: Epsilon Pegasi +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTC Aeolus $pos: 1072.320801, 0.016817, 2027.022339 $label: Ertanax +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTC Aeolus $pos: 6592.623047, 1100.636353, 2258.211182 $label: Templar +id: 5 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTC Aeolus $pos: 4474.065430, -10.978896, 3871.717529 $label: Malta +id: 6 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: 3832.323975, -0.009483, -1963.337280 $label: Beta +id: 7 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: 5015.397949, -0.011576, -4007.001221 $label: Delta +id: 8 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Hercules Mark II $pos: 6508.092773, -0.009801, -1997.303589 $label: Alpha +id: 9 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 1 $team: Friendly $class: GTF Perseus $pos: 6075.598145, -0.011166, -6009.568359 $label: Gamma +id: 10 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 1 $Formula: ( and ( is-event-false-delay "May Continue" 0 ) ( not ( is-destroyed-delay 0 "Bastion" ) ) ) $Multi text XSTR("You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.", 180) $end_multi_text $Voice: 9_joe.wav $Recommendation text: XSTR("", 10) $end_multi_text #Alternate Types: $Alt: Bastioon $Alt: Bastion $Alt: Nursemaid 1 $Alt: Nursemaid 2 $Alt: #end #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 4 "GTF Hercules" 4 "GTF Hercules Mark II" 4 "GTF Ares" 4 "GTF Erinyes" 4 "GTF Loki" 4 "GTF Perseus" 4 "GTF Myrmidon" 4 ) +Weaponry Pool: ( "Subach HL-7" 14 "Akheton SDG" 14 "Morning Star" 10 "Prometheus R" 4 "Prometheus S" 10 "Maxim" 10 "UD-8 Kayser" 22 "Circe" 10 "Lamprey" 10 "Rockeye" 100 "Tempest" 600 "Hornet" 400 "Tornado" 656 "Harpoon" 100 "Trebuchet" 128 "TAG-B" 100 "Infyrno" 180 "EMP Adv." 100 ) #Objects ;! 59 total $Name: Alpha 1 ;! Object #0 $Class: GTF Hercules Mark II $Team: Friendly $Location: 4151.799805, 218.100006, 84.599998 $Orientation: 0.995300, 0.000000, -0.096838, 0.042264, 0.899735, 0.434386, 0.087129, -0.436437, 0.895506 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 40 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Akheton SDG" ) +Secondary Banks: ( "Trebuchet" "Infyrno" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" "red-alert-carry" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Hercules Mark II $Team: Friendly $Location: 4192.077148, 218.100006, 41.001793 $Orientation: 0.999959, 0.000000, -0.009039, 0.003676, 0.913548, 0.406715, 0.008257, -0.406732, 0.913510 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 40 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Akheton SDG" ) +Secondary Banks: ( "Trebuchet" "Infyrno" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "red-alert-carry" )+Respawn priority: 0 +Group: 0 +Score: 10 +Persona Index: 0 $Name: Alpha 3 ;! Object #2 $Class: GTF Hercules Mark II $Team: Friendly $Location: 4101.766113, 218.100006, 45.689964 $Orientation: 0.982453, 0.000000, -0.186508, 0.075333, 0.914798, 0.396825, 0.170617, -0.403912, 0.898746 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 40 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Akheton SDG" ) +Secondary Banks: ( "Trebuchet" "Infyrno" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "red-alert-carry" )+Respawn priority: 0 +Group: 0 +Score: 10 +Persona Index: 1 $Name: Alpha 4 ;! Object #3 $Class: GTF Hercules Mark II $Team: Friendly $Location: 4141.967285, 218.100006, -2.403786 $Orientation: 0.995058, 0.000000, -0.099298, 0.037507, 0.925921, 0.375851, 0.091943, -0.377718, 0.921345 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 40 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Akheton SDG" ) +Secondary Banks: ( "Trebuchet" "Infyrno" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "red-alert-carry" )+Respawn priority: 0 +Group: 0 +Score: 10 +Persona Index: 2 $Name: Bastion ;! Object #4 $Class: GTD Orion#2 (Bastion) $Alt: Bastion $Team: Friendly $Location: 5119.070801, -279.011261, 299.356476 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Bastion Path" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 78 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a $Damage: 24 +Subsystem: turret02a $Damage: 33 +Subsystem: turret03a $Damage: 33 +Subsystem: turret04a $Damage: 2 +Subsystem: turret05a $Damage: 11 +Subsystem: turret06 $Damage: 12 +Subsystem: turret07 $Damage: 43 +Subsystem: turret08 +Subsystem: turret09 $Damage: 96 +Subsystem: turret10 $Damage: 2 +Subsystem: turret11 $Damage: 31 +Subsystem: turret12 $Damage: 27 +Subsystem: turret13 +Subsystem: turret14 $Damage: 28 +Subsystem: turret15 $Damage: 27 +Subsystem: turret16 $Damage: 22 +Subsystem: radardish02 $Damage: 2 +Subsystem: radardish03 $Damage: 22 +Subsystem: navigation $Damage: 21 +Subsystem: communication $Damage: 12 +Subsystem: fighterbay $Damage: 96 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Bastion Path:4" "Bastion" ) 640 ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "escort" "red-alert-carry" )+Respawn priority: 0 +Escort priority: 3 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 $Name: Beta 1 ;! Object #5 $Class: GTF Hercules Mark II $Team: Friendly $Location: 4570.100098, -6.492412, 451.253174 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 21 +Subsystem: Pilot +Secondary Banks: ( "Trebuchet" "Infyrno" ) +Subsystem: sensors $Damage: 55 +Subsystem: communications $Damage: 54 +Subsystem: weapons $Damage: 94 +Subsystem: navigation $Damage: 66 +Subsystem: engine $Damage: 35 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "red-alert-carry" )+Respawn priority: 0 +Group: 0 +Score: 10 +Persona Index: 3 $Name: Beta 2 ;! Object #6 $Class: GTF Hercules Mark II $Team: Friendly $Location: 4516.824219, -6.492530, 400.913391 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 1 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Trebuchet" "Infyrno" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "red-alert-carry" )+Respawn priority: 0 +Group: 0 +Score: 10 +Persona Index: 4 $Name: Beta 3 ;! Object #7 $Class: GTF Hercules Mark II $Team: Friendly $Location: 4620.653320, -6.492469, 402.565247 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 1 +Subsystem: Pilot +Secondary Banks: ( "Trebuchet" "Infyrno" ) +Subsystem: sensors $Damage: 97 +Subsystem: communications $Damage: 77 +Subsystem: weapons $Damage: 66 +Subsystem: navigation $Damage: 77 +Subsystem: engine $Damage: 57 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "red-alert-carry" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Beta 4 ;! Object #8 $Class: GTF Hercules Mark II $Team: Friendly $Location: 4562.132813, -6.492469, 350.086609 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 23 +Subsystem: Pilot +Secondary Banks: ( "Trebuchet" "Infyrno" ) +Subsystem: communications $Damage: 55 +Subsystem: weapons $Damage: 66 +Subsystem: navigation $Damage: 64 +Subsystem: engine $Damage: 77 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "red-alert-carry" )+Respawn priority: 0 +Group: 0 +Score: 10 +Persona Index: 3 $Name: Delta 1 ;! Object #9 $Class: GVF Tauret $Team: Friendly $Location: 5694.400879, 0.001305, 680.824097 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Akheton SDG" ) +Secondary Banks: ( "Trebuchet" "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "red-alert-carry" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Delta 2 ;! Object #10 $Class: GVF Tauret $Team: Friendly $Location: 5767.783203, 0.001270, 589.201294 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Akheton SDG" ) +Secondary Banks: ( "Trebuchet" "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "red-alert-carry" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Delta 3 ;! Object #11 $Class: GVF Tauret $Team: Friendly $Location: 5608.868164, 0.001200, 603.648315 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Akheton SDG" ) +Secondary Banks: ( "Trebuchet" "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "red-alert-carry" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Delta 4 ;! Object #12 $Class: GVF Tauret $Team: Friendly $Location: 5686.002441, 0.001234, 533.411987 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Akheton SDG" ) +Secondary Banks: ( "Trebuchet" "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "red-alert-carry" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Malta ;! Object #13 $Class: GTC Aeolus $Team: Friendly $Location: 6885.931152, -10.976924, 932.707764 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Overseer Path" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 69 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Primary Banks: ( "Heavy Flak" ) +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" "red-alert-carry" )+Respawn priority: 0 +Escort priority: 1 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Ertanax ;! Object #14 $Class: GTC Aeolus $Team: Friendly $Location: 3202.389404, 0.017869, 865.452820 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Pedegogue Path" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 32 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Primary Banks: ( "Heavy Flak" ) +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" "red-alert-carry" )+Respawn priority: 0 +Escort priority: 2 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: SJD Sathanas 15 ;! Object #15 $Class: SJD Sathanas $Team: Hostile $Location: 218824.890625, -4996.616211, -11096.304688 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" "no-dynamic" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 16 ;! Object #16 $Class: SJD Sathanas $Team: Hostile $Location: 217169.390625, -4996.615723, -19390.552734 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" "no-dynamic" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 17 ;! Object #17 $Class: SJD Sathanas $Team: Hostile $Location: 228056.421875, -4996.616211, -28355.302734 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" "no-dynamic" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 18 ;! Object #18 $Class: SJD Sathanas $Team: Hostile $Location: 179800.203125, 216.317627, -8354.054688 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" "no-dynamic" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 19 ;! Object #19 $Class: SJD Sathanas $Team: Hostile $Location: 177143.625000, 216.318115, -15357.053711 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" "no-dynamic" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 20 ;! Object #20 $Class: SJD Sathanas $Team: Hostile $Location: 192303.234375, 3550.367676, -12355.554688 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" "no-dynamic" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Cancer 1 ;! Object #21 $Class: SF Basilisk $Team: Hostile $Location: 349.615112, 52.304989, 1767.171875 $Orientation: 0.968167, -0.107390, 0.226098, 0.071419, 0.984257, 0.161675, -0.239900, -0.140380, 0.960594 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 2 ;! Object #22 $Class: SF Basilisk $Team: Hostile $Location: 469.011627, 54.304989, 1697.151855 $Orientation: 0.968167, -0.107390, 0.226098, 0.071419, 0.984257, 0.161675, -0.239900, -0.140380, 0.960594 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 3 ;! Object #23 $Class: SF Basilisk $Team: Hostile $Location: 392.747955, 38.304989, 1830.292480 $Orientation: 0.968167, -0.107390, 0.226098, 0.071419, 0.984257, 0.161675, -0.239900, -0.140380, 0.960594 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 4 ;! Object #24 $Class: SF Basilisk $Team: Hostile $Location: 437.875885, 21.304996, 1913.382813 $Orientation: 0.968167, -0.107390, 0.226098, 0.071419, 0.984257, 0.161675, -0.239900, -0.140380, 0.960594 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 5 ;! Object #25 $Class: SF Basilisk $Team: Hostile $Location: 645.050659, 56.304989, 1607.930176 $Orientation: 0.968167, -0.107390, 0.226098, 0.071419, 0.984257, 0.161675, -0.239900, -0.140380, 0.960594 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Cancer 6 ;! Object #26 $Class: SF Basilisk $Team: Hostile $Location: 552.679565, 41.304989, 1739.778809 $Orientation: 0.968167, -0.107390, 0.226098, 0.071419, 0.984257, 0.161675, -0.239900, -0.140380, 0.960594 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Scorpio 1 ;! Object #27 $Class: SB Nephilim $Team: Hostile $Location: 207.621460, 0.001459, 2460.621094 $Orientation: -0.990662, 0.000000, -0.136338, 0.000000, 1.000000, 0.000000, 0.136338, 0.000000, -0.990662 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Helios" "Helios" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Scorpio 2 ;! Object #28 $Class: SB Nephilim $Team: Hostile $Location: 282.550171, 0.001451, 2457.443848 $Orientation: -0.992873, 0.000000, -0.119177, 0.000000, 1.000000, 0.000000, 0.119177, 0.000000, -0.992873 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Helios" "Helios" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Scorpio 3 ;! Object #29 $Class: SB Nephilim $Team: Hostile $Location: 341.800903, 0.001454, 2447.722656 $Orientation: -0.994399, 0.000000, -0.105690, 0.000000, 1.000000, 0.000000, 0.105690, 0.000000, -0.994399 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Helios" "Helios" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Aquarius 1 ;! Object #30 $Class: SB Nephilim $Team: Hostile $Location: 302.953491, 95.096245, 3402.518066 $Orientation: -0.296778, 0.000000, -0.954947, 0.000000, 1.000000, 0.000000, 0.954947, 0.000000, -0.296778 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Cyclops" "Cyclops" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Aquarius 2 ;! Object #31 $Class: SB Nephilim $Team: Hostile $Location: 241.978882, 95.096245, 3347.337891 $Orientation: -0.287900, 0.000000, -0.957660, 0.000000, 1.000000, 0.000000, 0.957660, 0.000000, -0.287900 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Cyclops" "Cyclops" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Aquarius 3 ;! Object #32 $Class: SB Nephilim $Team: Hostile $Location: 242.262085, 95.096245, 3499.797363 $Orientation: -0.306087, 0.000000, -0.952004, 0.000000, 1.000000, 0.000000, 0.952004, 0.000000, -0.306087 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Cyclops" "Cyclops" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Templar ;! Object #33 $Class: GTC Aeolus $Team: Friendly $Location: 5104.350586, 1100.640869, 893.306519 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Templar Path" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 88 +Initial Hull: 87 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" "red-alert-carry" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Leo 1 ;! Object #34 $Class: SB Seraphim $Team: Hostile $Location: -2285.472900, 0.001375, 2422.455078 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Helios" "Helios" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Leo 2 ;! Object #35 $Class: SB Seraphim $Team: Hostile $Location: -2461.765869, 0.001938, 2184.255371 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Helios" "Helios" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Leo 3 ;! Object #36 $Class: SB Seraphim $Team: Hostile $Location: -1934.975708, 0.002913, 2128.244629 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Helios" "Helios" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Leo 4 ;! Object #37 $Class: SB Seraphim $Team: Hostile $Location: -2213.230713, 0.001828, 1857.720947 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Helios" "Helios" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Libra 1 ;! Object #38 $Class: SF Mara $Team: Hostile $Location: -2274.850830, 0.001499, 3774.719238 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 2 ;! Object #39 $Class: SF Mara $Team: Hostile $Location: -2432.779541, 0.001970, 3553.045410 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 3 ;! Object #40 $Class: SF Mara $Team: Hostile $Location: -2078.186279, 0.001800, 3532.075684 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 4 ;! Object #41 $Class: SF Mara $Team: Hostile $Location: -2238.248291, 0.001596, 3293.031250 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Libra 5 ;! Object #42 $Class: SF Mara $Team: Hostile $Location: -1888.055786, 0.002998, 3252.495605 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Virgo 1 ;! Object #43 $Class: SF Dragon $Team: Hostile $Location: -4010.231445, -0.004611, 2330.708496 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Virgo 2 ;! Object #44 $Class: SF Dragon $Team: Hostile $Location: -4355.873535, -0.005011, 2614.724609 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Virgo 3 ;! Object #45 $Class: SF Dragon $Team: Hostile $Location: -4230.807129, -0.004469, 2044.882690 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot +Secondary Banks: ( "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Taurus 1 ;! Object #46 $Class: SB Nahema $Team: Hostile $Location: -4625.151367, -0.004559, 4240.790527 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Helios" "Helios" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Taurus 2 ;! Object #47 $Class: SB Nahema $Team: Hostile $Location: -4852.059570, -0.005238, 3857.372314 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Helios" "Helios" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Taurus 3 ;! Object #48 $Class: SB Nahema $Team: Hostile $Location: -4394.706055, -0.005537, 3872.104980 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Helios" "Helios" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Taurus 4 ;! Object #49 $Class: SB Nahema $Team: Hostile $Location: -4603.831055, -0.005054, 3575.320313 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Helios" "Helios" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Pisces 1 ;! Object #50 $Class: SB Nephilim $Team: Hostile $Location: 4989.523438, 0.001659, 9434.418945 $Orientation: -0.999621, 0.000000, 0.027533, 0.000000, 1.000000, 0.000000, -0.027533, 0.000000, -0.999621 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Helios" "Stiletto II" "Hornet#Weak" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Pisces 2 ;! Object #51 $Class: SB Nephilim $Team: Hostile $Location: 5290.226563, 0.001698, 9656.886719 $Orientation: -0.999280, 0.000000, 0.037949, 0.000000, 1.000000, 0.000000, -0.037949, 0.000000, -0.999280 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Helios" "Stiletto II" "Hornet#Weak" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Pisces 3 ;! Object #52 $Class: SB Nephilim $Team: Hostile $Location: 4685.355469, 0.001573, 9645.285156 $Orientation: -0.999863, 0.000000, 0.016558, 0.000000, 1.000000, 0.000000, -0.016558, 0.000000, -0.999863 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Helios" "Stiletto II" "Hornet#Weak" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Gamma 1 ;! Object #53 $Class: GTF Perseus $Team: Friendly $Location: 6373.288574, -0.010726, 173.075699 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $AI Goals: ( goals ( ai-guard "Bastion" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 3 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" ) +Secondary Banks: ( "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "red-alert-carry" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Gamma 2 ;! Object #54 $Class: GTF Perseus $Team: Friendly $Location: 6336.976074, -0.010656, 142.429794 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $AI Goals: ( goals ( ai-guard "Bastion" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 43 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" ) +Secondary Banks: ( "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "red-alert-carry" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Gamma 3 ;! Object #55 $Class: GTF Perseus $Team: Friendly $Location: 6415.344727, -0.010772, 136.177750 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $AI Goals: ( goals ( ai-guard "Bastion" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 56 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" ) +Secondary Banks: ( "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "red-alert-carry" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Gamma 4 ;! Object #56 $Class: GTF Perseus $Team: Friendly $Location: 6374.878418, -0.010724, 117.807899 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $AI Goals: ( goals ( ai-guard "Bastion" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 65 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" ) +Secondary Banks: ( "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "red-alert-carry" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Scorpio 4 ;! Object #57 $Class: SB Nephilim $Team: Hostile $Location: 287.429810, 0.001423, 2376.317627 $Orientation: -0.992873, 0.000000, -0.119177, 0.000000, 1.000000, 0.000000, 0.119177, 0.000000, -0.992873 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Helios" "Helios" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Aquarius 4 ;! Object #58 $Class: SB Nephilim $Team: Hostile $Location: 154.101288, 95.096222, 3413.215576 $Orientation: -0.296778, 0.000000, -0.954947, 0.000000, 1.000000, 0.000000, 0.954947, 0.000000, -0.296778 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Rockeye" "Cyclops" "Cyclops" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 #Wings ;! 12 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) $AI Goals: ( goals ( ai-guard "Alpha 1" 50 ) ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) $AI Goals: ( goals ( ai-guard "Ertanax" 50 ) ) +Flags:( ) $Name: Delta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Delta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Delta 1" "Delta 2" "Delta 3" "Delta 4" ) $AI Goals: ( goals ( ai-guard "Malta" 50 ) ) +Flags:( ) $Name: Cancer $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Near Ship +Arrival Distance: 2500 $Arrival Anchor: Beta 1 $Arrival Cue: ( is-event-true-delay "beta 3 boom" 39 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Cancer 1" "Cancer 2" "Cancer 3" "Cancer 4" "Cancer 5" "Cancer 6" ) $AI Goals: ( goals ( ai-chase-wing "Beta" 50 ) ( ai-chase-wing "Delta" 33 ) ( ai-chase-any 22 ) ) +Flags:( ) +Wave Delay Min: 12 +Wave Delay Max: 16 $Name: Scorpio $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Scorpio 1 $Arrival Location: In front of ship +Arrival Distance: 5678 $Arrival Anchor: Malta $Arrival Cue: ( is-destroyed-delay 3 "Cancer 5" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Scorpio 1" "Scorpio 2" "Scorpio 3" "Scorpio 4" ) $AI Goals: ( goals ( ai-chase "Malta" 50 ) ( ai-chase "Ertanax" 22 ) ) +Flags:( ) $Name: Aquarius $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Aquarius 1 $Arrival Location: In front of ship +Arrival Distance: 5476 $Arrival Anchor: Ertanax $Arrival Cue: ( is-destroyed-delay 3 "Scorpio 3" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Aquarius 1" "Aquarius 2" "Aquarius 3" "Aquarius 4" ) $AI Goals: ( goals ( ai-chase "Ertanax" 50 ) ( ai-chase "Malta" 22 ) ) +Flags:( ) $Name: Leo $Waves: 3 $Wave Threshold: 1 $Special Ship: 0 ;! Leo 1 $Arrival Location: In front of ship +Arrival Distance: 3560 $Arrival Anchor: Bastion $Arrival Cue: ( and ( is-destroyed-delay 21 "Aquarius 3" ) ( is-destroyed-delay ( rand 5 21 ) "Scorpio" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Leo 1" "Leo 2" "Leo 3" "Leo 4" ) $AI Goals: ( goals ( ai-chase "Templar" 50 ) ( ai-chase "Ertanax" 32 ) ( ai-chase "Malta" 23 ) ( ai-chase "Bastion" 12 ) ) +Flags:( ) +Wave Delay Min: 3 +Wave Delay Max: 5 $Name: Libra $Waves: 2 $Wave Threshold: 1 $Special Ship: 0 ;! Libra 1 $Arrival Location: Near Ship +Arrival Distance: 500 $Arrival Anchor: Leo 1 $Arrival Cue: ( is-destroyed-delay 25 "Cancer" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 5 total "Libra 1" "Libra 2" "Libra 3" "Libra 4" "Libra 5" ) $AI Goals: ( goals ( ai-chase-wing "Delta" 50 ) ( ai-chase-wing "Gamma" 44 ) ( ai-chase-any 33 ) ) +Flags:( ) $Name: Virgo $Waves: 2 $Wave Threshold: 1 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Near Ship +Arrival Distance: 500 $Arrival Anchor: Taurus 1 $Arrival Cue: ( has-arrived-delay 1 "Taurus" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Virgo 1" "Virgo 2" "Virgo 3" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) $Name: Taurus $Waves: 3 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: In front of ship +Arrival Distance: 4500 $Arrival Anchor: Bastion $Arrival Cue: ( and ( is-destroyed-delay 76 "Libra 5" ) ( is-destroyed-delay ( rand 17 37 ) "Leo" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Taurus 1" "Taurus 2" "Taurus 3" "Taurus 4" ) $AI Goals: ( goals ( ai-chase "Malta" 44 ) ( ai-chase "Ertanax" 33 ) ( ai-chase "Templar" 22 ) ( ai-chase "Bastion" 11 ) ) +Flags:( ) +Wave Delay Min: 12 +Wave Delay Max: 21 $Name: Pisces $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Pisces 1 $Arrival Location: Hyperspace $Arrival Cue: ( < ( distance "Bastion" "Bastion Path:4" ) 3400 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Pisces 1" "Pisces 2" "Pisces 3" ) $AI Goals: ( goals ( ai-chase "Bastion" 50 ) ) +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gamma 1" "Gamma 2" "Gamma 3" "Gamma 4" ) +Hotkey: 2 +Flags:( ) #Events ;! 31 total $Formula: ( when ( and ( has-departed-delay 0 "Bastion" ) ( not ( is-destroyed-delay 0 "Bastion" ) ) ) ( do-nothing ) ) +Name: Bastion Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Protect the Bastion", 1915) $Formula: ( when ( is-destroyed-delay 0 "Pisces" ) ( do-nothing ) ) +Name: Destroy Pisces Bombers +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Pisces", 22) $Formula: ( when ( is-destroyed-delay 0 "Aquarius" ) ( do-nothing ) ) +Name: Destroy Aquarius +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aquarius", 103) $Formula: ( when ( is-destroyed-delay 0 "Scorpio" ) ( do-nothing ) ) +Name: Destroy Scorpio +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Scorpio", 61) $Formula: ( when ( is-destroyed-delay 0 "Taurus" ) ( do-nothing ) ) +Name: Destroy Taurus Bombers +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Taurus", 19) $Formula: ( when ( is-destroyed-delay 0 "Leo" ) ( do-nothing ) ) +Name: Destroy Leo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Leo", 15) $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Destroy Cancer Fighters +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( is-destroyed-delay 0 "Libra" ) ( do-nothing ) ) +Name: Destroy Libra Fighters +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Libra", 18) $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Destroy Virgo Fighters +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( has-time-elapsed 5 ) ( send-message "Beta 2" "High" "Pre Boom" ) ( beam-free-all "Malta" ) ( beam-free-all "Ertanax" ) ( beam-free-all "Templar" ) ( protect-ship "Alpha 2" "Alpha 3" "Alpha 4" ) ( ship-guardian "Alpha 2" "Alpha 3" "Alpha 4" ) ) +Name: Boom +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Boom" ( rand 3 6 ) ) ( self-destruct "Beta 2" ) ( send-message-list "Beta 3" "High" "B3 Pre boom" 900 ) ) +Name: Beta 2 boom +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Beta 2 boom" ( rand 3 6 ) ) ( self-destruct "Beta 3" ) ( send-message-list "Beta 1" "High" "Alpha the the rescue" 6500 "Alpha 2" "High" "What is your status" 4200 "Beta 1" "High" "Hurtin" 2000 "Alpha 2" "High" "Class" 4200 "Beta 1" "High" "I name it" 2000 "Beta 4" "High" "Next wave" 3600 ) ) +Name: beta 3 boom +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 1 ) ( cap-waypoint-speed "Malta" 14 ) ( cap-waypoint-speed "Ertanax" 14 ) ( cap-waypoint-speed "Bastion" 14 ) ( cap-waypoint-speed "Templar" 14 ) ) +Name: Speed Limits +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( is-destroyed-delay 7 "Malta" ) ( is-destroyed-delay 6 "Ertanax" ) ( is-destroyed-delay 6 "Templar" ) ) ( send-message-list "#Command" "High" "Strategy" 0 "Alpha 2" "High" "Strategy 2" 6100 "Alpha 3" "High" "Strategy 3" 4300 ) ) +Name: Strategy +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( unprotect-ship "Alpha 2" "Alpha 3" ) ( ship-no-guardian "Alpha 2" "Alpha 3" ) ) +Name: Strategy 2 +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( or ( and ( is-destroyed-delay 0 "Malta" ) ( is-destroyed-delay 0 "Ertanax" ) ) ( and ( is-destroyed-delay 0 "Malta" ) ( is-destroyed-delay 0 "Templar" ) ) ( and ( is-destroyed-delay 0 "Ertanax" ) ( is-destroyed-delay 0 "Templar" ) ) ( has-time-elapsed 400 ) ) ( unprotect-ship "Bastion" ) ) +Name: Bastion becomes a target +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( set-subsystem-strength "Ertanax" "Hull" ( rand 15 24 ) ) ( set-subsystem-strength "Malta" "Hull" ( rand 13 19 ) ) ( set-subsystem-strength "Templar" "Hull" ( rand 14 24 ) ) ( set-subsystem-strength "Bastion" "Hull" ( rand 33 40 ) ) ) +Name: Set RAND Hull strengths +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Bastion" ) 5 ) ( send-message "#Command" "High" "10 percent hull left" ) ) +Name: Colossus Hurt +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Bastion" "Half Way Point:1" ) 250 ) ( send-message "Bastion" "High" "COM- Time lock 1" ) ) +Name: Time lock 4500 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Bastion" "Bastion Path:3" ) 150 ) ( send-message-list "#Command" "High" "BAS-Almost made it" 0 ) ) +Name: Almost made it chatter +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Bastion" "Bastion Path:4" ) 675 ) ( red-alert ) ) +Name: May Continue +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 3 "Beta" ) ( send-message-list "Alpha 3" "High" "History" 500 "Alpha 2" "High" "History Reply" 6100 ) ) +Name: History +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Bastion" "Time Lock 2:1" ) 150 ) ( send-message "#Command" "High" "COM- Time lock 2" ) ) +Name: Time Lock 3000m +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Bastion" "Time Lock 3:1" ) 150 ) ( send-message "#Command" "High" "Time Lock 3" ) ) +Name: Time Lock 1000m +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Bastion" ) ( send-message-list "#Command" "High" "Failure" 0 ) ) +Name: Bastion destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( do-nothing ) ) +Name: RTB FAIL +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( is-destroyed-delay 3 "Templar" ) ( send-message "#Command" "Normal" "Templar" ) ) +Name: Templar +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 3 "Ertanax" ) ( send-message "#Command" "Normal" "Ertanax" ) ) +Name: Ertanax +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 3 "Malta" ) ( send-message "#Command" "Normal" "malta" ) ) +Name: Malta +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Bastion" "Time Lock:1" ) 150 ) ( send-message "#Command" "High" "Time lock 7000" ) ) +Name: Time Lock 7000m +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 0 "Cancer" ) ( not ( is-destroyed-delay 0 "Alpha 2" "Alpha 3" ) ) ) ( send-message-list "Alpha 4" "High" "Cancer Chatter 1" 0 "Alpha 2" "High" "Ramma Chatter 2" 3300 ) ( unprotect-ship "Alpha 4" ) ( ship-no-guardian "Alpha 4" ) ) +Name: Cancer Chatter +Repeat Count: 1 +Interval: 1 #Goals ;! 1 total $Type: Primary +Name: Bastion $MessageNew: XSTR("Escort the Bastion to the Epsilon Pegasi node", 1916) $end_multi_text $Formula: ( is-event-true-delay "May Continue" 0 ) #Waypoints ;! 9 lists total $Jump Node: 5020.277832, -0.009249, 9303.350586 $Jump Node Name: Jump Node 0 $Jump Node: -5.466650, -0.001324, -19682.205078 $Jump Node Name: Jump Node 1 $Name: Bastion Path $List: ( ;! 4 points in list ( 5109.595215, -0.001050, 1846.162231 ) ( 5035.559082, -0.000785, 5889.695313 ) ( 5055.564453, -0.005779, 7954.571289 ) ( 5020.101563, -0.010963, 9247.901367 ) ) $Name: Overseer Path $List: ( ;! 5 points in list ( 6794.952148, -0.000240, 1373.743896 ) ( 6778.075684, 0.000154, 3160.338379 ) ( 6788.002930, -0.000097, 5989.046387 ) ( 6753.522461, -0.000896, 7918.210449 ) ( 5805.228516, -0.010638, 9238.916016 ) ) $Name: Pedegogue Path $List: ( ;! 4 points in list ( 3188.536377, 9.108426, 1214.572266 ) ( 3245.799316, 0.000547, 5909.297363 ) ( 3256.755371, -0.001992, 7848.585449 ) ( 4197.447754, -0.011060, 9221.625000 ) ) $Name: Templar Path $List: ( ;! 4 points in list ( 5059.127930, 1305.992310, 3336.962646 ) ( 5028.555176, 1373.926392, 5898.316895 ) ( 5052.371582, 1352.283325, 7925.114258 ) ( 5001.400391, 49.371540, 9043.398438 ) ) $Name: Half Way Point $List: ( ;! 1 points in list ( 5037.398926, -0.000575, 4883.610352 ) ) $Name: Time Lock 2 $List: ( ;! 1 points in list ( 5012.155273, -0.000378, 6468.644531 ) ) $Name: Time Lock 3 $List: ( ;! 1 points in list ( 5053.405273, 0.000556, 8295.353516 ) ) $Name: Time Lock 4 $List: ( ;! 1 points in list ( 5034.116699, 0.000177, 8955.160156 ) ) $Name: Time Lock $List: ( ;! 1 points in list ( 5040.402832, -0.000308, 3373.995361 ) ) #Messages ;! 233 total $Name: Pre Boom $Team: -1 $MessageNew: XSTR("They hit me hard. Diagnostic says I've got a core breach, but containment readings are normal. Does anyone see a problem with my engines back there?", 1917) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP8 +Wave Name: sm309_b2_01.WAV $Name: Alpha the the rescue $Team: -1 $MessageNew: XSTR("Good thing you made it, Alpha. We're not doing so well. I thought Command forgot about us!", 1918) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP7 +Wave Name: sm309_b1_01.WAV $Name: B3 Pre boom $Team: -1 $MessageNew: XSTR("We lost Beta 2! Looks like I took some shrapnel. Minor damage to stabilizers. All systems green. This is a tough old boat! ", 1919) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP3 +Wave Name: sm309_b3_01.WAV $Name: Strategy $Team: -1 $MessageNew: XSTR("They're targeting the Aeolus cruisers! Once we lose that escort, the Bastion will be defenseless!", 1920) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm309_ac_01.WAV $Name: 10 percent hull left $Team: -1 $MessageNew: XSTR("The Bastion's hull integrity has fallen below critical! We're not going to make it!", 1921) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm309_ba_01.WAV $Name: COM- Time lock 1 $Team: -1 $MessageNew: XSTR("The Bastion is 4500 meters from the jump node. ETA five minutes.", 1922) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm309_ba_02.WAV $Name: COM- Time lock 2 $Team: -1 $MessageNew: XSTR("The Bastion has closed to 3000 meters. We're almost there! Contact in three minutes!", 1923) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm309_ac_02.WAV $Name: BAS-Almost made it $Team: -1 $MessageNew: XSTR("We have an ETA of 60 seconds.", 1924) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm309_ba_03.WAV $Name: What is your status $Team: -1 $MessageNew: XSTR("What's your status?", 788) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP1 +Wave Name: sm309_a2_01.WAV $Name: Hurtin $Team: -1 $MessageNew: XSTR("We're hurting, sir. They've sent in every damn fighter and bomber in the Shivan armada!", 1925) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP7 +Wave Name: sm309_b1_02.WAV $Name: Class $Team: -1 $MessageNew: XSTR("What class of bombers, Beta?", 1926) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP1 +Wave Name: sm309_a2_02.WAV $Name: I name it $Team: -1 $MessageNew: XSTR("Nephilum. Seraphim. Nahemas. You name it.", 1927) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP7 +Wave Name: sm309_b1_03.WAV $Name: Next wave $Team: -1 $MessageNew: XSTR("We've got ten minutes before the Bastion enters the node. The next Shivan wave should hit any second now.", 1928) $end_multi_text +Persona: Wingman 5 +AVI Name: Head-TP8 +Wave Name: sm309_b4_01.WAV $Name: History $Team: -1 $MessageNew: XSTR("My grandfather served on the Bastion in the Great War. He died in Sirius, fighting the SC Tantalus.", 1929) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP5 +Wave Name: sm309_a3_01.WAV $Name: History Reply $Team: -1 $MessageNew: XSTR("Thanks for the family history, Alpha 3. Now focus on your mission.", 1930) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP1 +Wave Name: sm309_a2_03.WAV $Name: Strategy 2 $Team: -1 $MessageNew: XSTR("Hit them at long range. Those Trebuchets will take 'em out at four klicks. ", 1931) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP1 +Wave Name: sm309_a2_04.WAV $Name: Strategy 3 $Team: -1 $MessageNew: XSTR("If that doesn't work, go for the warheads. You've flown intercept before.", 1932) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP5 +Wave Name: sm309_a3_02.WAV $Name: Time Lock 3 $Team: -1 $MessageNew: XSTR("1000 meters to go! Thirty seconds and counting! ", 1933) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm309_ba_04.WAV $Name: Failure $Team: -1 $MessageNew: XSTR("Mission aborted! Repeat! Mission aborted! We have lost the Bastion!", 1934) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm309_ac_05.WAV $Name: Templar $Team: -1 $MessageNew: XSTR("We've lost the Templar!", 1935) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm309_ac_06.WAV $Name: Ertanax $Team: -1 $MessageNew: XSTR("The Ertanax has been destroyed! Repeat! The Ertanax has been destroyed!", 1936) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm309_ac_07.WAV $Name: malta $Team: -1 $MessageNew: XSTR("The Shivans have obliterated the Malta!", 1937) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm309_ac_08.WAV $Name: Time lock 7000 $Team: -1 $MessageNew: XSTR("The Bastion is 7000 meters out. ETA to node is six minutes.", 1938) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm309_ac_09.WAV $Name: Cancer Chatter 1 $Team: -1 $MessageNew: XSTR("We held them off! We held them off!", 1939) $end_multi_text +Persona: Wingman 3 +AVI Name: Head-TP6 +Wave Name: sm309_a4_01.WAV $Name: Ramma Chatter 2 $Team: -1 $MessageNew: XSTR("Don't smoke em yet, Alpha 4. They're just getting started.", 1940) $end_multi_text +Persona: Wingman 4 +AVI Name: Head-TP1 +Wave Name: sm309_a2_05.WAV $Name: Ramma arrives $Team: -1 $MessageNew: XSTR("Speak of the devil . . . ", 1941) $end_multi_text +Persona: Wingman 2 +AVI Name: Head-TP3 +Wave Name: sm309_d1_01.WAV #Reinforcements ;! 0 total #Background bitmaps ;! 39 total $Num stars: 399 $Ambient light level: 0 $Sun: SunGold +Angles: 0.000000 0.000000 4.625119 +Scale: 2.000000 $Starbitmap: neb08 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb07 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 0.000000 1.308996 0.558505 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: neb08 +Angles: 6.021381 0.890117 5.794488 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 5.951568 2.740165 5.602502 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb07 +Angles: 0.000000 0.000000 5.951568 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 5.881755 5.009091 5.532689 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb08 +Angles: 5.585049 0.383972 5.393063 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 0.558505 0.628318 6.126101 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb13 +Angles: 5.218530 0.000000 5.218530 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb07 +Angles: 5.009091 5.585049 5.218530 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb08 +Angles: 5.585049 5.585049 0.925024 +ScaleX: 2.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 5.777035 2.321286 0.802851 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 6.021381 4.468040 0.628318 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb07 +Angles: 5.585049 0.575958 0.925024 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: neb08 +Angles: 5.358157 2.740165 0.628318 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 5.131264 5.951568 0.506145 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 4.991638 0.855211 0.418879 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: neb07 +Angles: 4.764745 1.692968 0.191986 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb08 +Angles: 5.253437 3.455749 1.117010 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 5.078904 1.256636 1.308996 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 4.886918 1.867501 1.553342 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb07 +Angles: 3.508109 0.383972 1.378809 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb08 +Angles: 3.385936 1.570795 1.169370 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb11 +Angles: 4.799652 1.797688 1.815141 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 4.886918 4.276053 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb07 +Angles: 4.345866 0.366519 2.216566 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb08 +Angles: 3.874628 1.570795 2.408552 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb11 +Angles: 4.031707 0.558505 0.959930 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: neb13 +Angles: 4.345866 1.797688 0.715584 +ScaleX: 3.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb08 +Angles: 4.520399 2.146753 0.541052 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb13 +Angles: 3.961894 1.570795 0.506145 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: planetb +Angles: 0.000000 0.000000 0.000000 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: planetd +Angles: 0.052360 0.191986 0.000000 +ScaleX: 0.250000 +ScaleY: 0.250000 +DivX: 1 +DivY: 1 $Starbitmap: SunSathanas03 +Angles: 0.000000 0.000000 4.625119 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: SunSathanas02 +Angles: 0.034907 0.000000 4.555305 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: SunSathanas01 +Angles: 6.248274 0.000000 4.677479 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 1: Genesis $Briefing Music: Brief7 #End #Mission Info $Version: 0.10 $Name: XSTR("Apocalypse", 1942) $Author: James Agay @ V $Created: 06/14/99 at 14:59:27 $Modified: 09/14/99 at 21:59:14 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("The 70th Blue Lions must cover the escape of the Allied fleet through the Vega jump node. ", 1943) $end_multi_text +Game Type Flags: 1 +Flags: 0 +Red Alert: 1 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 2.000000 +Viewer pos: 5910.959961, 4649.241699, 193.832443 +Viewer orient: 0.999829, -0.000000, -0.018516, 0.018515, -0.008694, 0.999791, -0.000161, -0.999962, -0.008693 +SquadReassignName: 70th Blue Lions +SquadReassignLogo: lion1.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Sexp_variables $Variables: ( 94 "SJD Sathanas 19" "10000" "block" 95 "SJD Sathanas 19" "10000" "block" 96 "SJD Sathanas 19" "10000" "block" 97 "SJD Sathanas 19" "8500" "block" 98 "SJD Sathanas 19" "1" "block" 99 "SJD Sathanas 19" "5000" "block" ) #Command Briefing #Briefing $start_briefing $num_stages: 1 $start_stage $multi_text XSTR("Excellent work. The detonation of the $f Bastion's Meson bombs created a subspace cataclysm that sealed off the node. You and the 70th Blue Lions deserve the highest commendation. The Security Council has authorized the deployment of the $f GTD $f Nereid. The destroyer will depart from the Vega system and collapse the node in fifteen minutes. We must therefore complete our evacuation of Capella by that time. Any ship that remains behind will be trapped with the Shivan armada. Your objective is to defend our convoys as they flee through the Vega node. Cargo ships, personnel transports, medical vessels, and the remnants of the allied fleet are now in transit. These convoys are under heavy bomber fire. If we don't provide cover, thousands will die. Your secondary objective is to prevent Shivan warships from entering the Vega node. The Allied fleet has been pulverized, so for the sake of all Terrans and Vasudans, the war must end here. You will receive authorization to enter the Vega node and leave the system once the $f Nereid has been deployed.", 1944) $end_multi_text $voice: SM310_MB_01.wav $camera_pos: 5910.959961, 4649.241699, 193.832443 $camera_orient: 0.999829, 0.000000, -0.018516, 0.018515, -0.008694, 0.999791, -0.000161, -0.999962, -0.008693 $camera_time: 500 $num_lines: 0 $num_icons: 0 $Flags: 0 $Formula: ( true ) $end_stage $end_briefing #Debriefing_info $Num stages: 0 #Alternate Types: $Alt: Bastioon $Alt: Bastion $Alt: Nursemaid 1 $Alt: Nursemaid 2 $Alt: #end #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( ) +Weaponry Pool: ( "Subach HL-7" 4 "Prometheus R" 4 "UD-8 Kayser" 6 "Circe" 4 "Tornado" 128 "Harpoon" 64 "Trebuchet" 84 "TAG-B" 100 "Infyrno" 40 ) #Objects ;! 86 total $Name: Alpha 1 ;! Object #0 $Class: GTF Hercules Mark II $Team: Friendly $Location: -5508.541504, 60.999985, -9393.277344 $Orientation: -0.666328, 0.000000, -0.745659, 0.164433, 0.975382, -0.146939, 0.727302, -0.220520, -0.649925 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 78 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Circe" ) +Secondary Banks: ( "Trebuchet" "Infyrno" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Hercules Mark II $Team: Friendly $Location: -5505.667480, 61.001476, -9339.396484 $Orientation: -0.687868, 0.000000, -0.725836, 0.145927, 0.979582, -0.138294, 0.711016, -0.201047, -0.673822 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 60 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Circe" ) +Secondary Banks: ( "Trebuchet" "Infyrno" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 1 +Score: 10 $Name: Alpha 3 ;! Object #2 $Class: GTF Hercules Mark II $Team: Friendly $Location: -5552.464844, 61.001480, -9380.881836 $Orientation: -0.730710, 0.000000, -0.682688, 0.147102, 0.976509, -0.157450, 0.666651, -0.215475, -0.713546 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 60 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Circe" ) +Secondary Banks: ( "Trebuchet" "Infyrno" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 1 +Score: 10 $Name: Alpha 4 ;! Object #3 $Class: GTF Hercules Mark II $Team: Friendly $Location: -5552.141113, 61.001495, -9324.596680 $Orientation: -0.734763, 0.000000, -0.678324, 0.137285, 0.979305, -0.148708, 0.664287, -0.202389, -0.719557 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 60 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "Circe" ) +Secondary Banks: ( "Trebuchet" "Infyrno" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 1 +Score: 10 $Name: Malta ;! Object #4 $Class: GTC Aeolus $Team: Friendly $Location: -4405.842773, -10.977936, -12720.207031 $Orientation: -1.000000, 0.000000, 0.000508, 0.000001, 0.999999, 0.001630, -0.000508, 0.001630, -0.999999 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Jump Node Left" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 12 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Primary Banks: ( "Heavy Flak" ) +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Jump Node Left:1" "Malta" ) 300 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "red-alert-carry" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Ertanax ;! Object #5 $Class: GTC Aeolus $Team: Friendly $Location: -6241.943848, 0.017260, -13710.547852 $Orientation: -0.999263, 0.000000, 0.038398, 0.000000, 1.000000, 0.000000, -0.038398, 0.000000, -0.999263 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Jump Node right" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 32 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Primary Banks: ( "Heavy Flak" ) +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 $Arrival Location: Hyperspace +Arrival Delay: 1 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Jump Node right:1" "Ertanax" ) 300 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "red-alert-carry" )+Respawn priority: 0 +Destroy At: 1 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: SJD Sathanas 15 ;! Object #6 $Class: SJD Sathanas $Team: Hostile $Location: 218824.890625, -4996.616211, -11096.304688 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" "no-dynamic" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 16 ;! Object #7 $Class: SJD Sathanas $Team: Hostile $Location: 217169.390625, -4996.615723, -19390.552734 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" "no-dynamic" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 17 ;! Object #8 $Class: SJD Sathanas $Team: Hostile $Location: 228056.421875, -4996.616211, -28355.302734 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" "no-dynamic" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 18 ;! Object #9 $Class: SJD Sathanas $Team: Hostile $Location: 179800.203125, 216.317627, -8354.054688 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" "no-dynamic" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: SJD Sathanas 19 ;! Object #10 $Class: SJD Sathanas $Team: Hostile $Location: 177143.625000, 216.318115, -15357.053711 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" "no-dynamic" )+Respawn priority: 0 +Special Exp index: 94 +Group: 0 +Score: 10000 $Name: SJD Sathanas 20 ;! Object #11 $Class: SJD Sathanas $Team: Hostile $Location: 192303.234375, 3550.367676, -12355.554688 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "ignore-count" "protect-ship" "beam-protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" "no-dynamic" )+Respawn priority: 0 +Group: 0 +Score: 10000 $Name: Templar ;! Object #12 $Class: GTC Aeolus $Team: Friendly $Location: -4545.148438, 818.604553, -13695.993164 $Orientation: -0.999263, 0.000000, 0.038398, 0.000000, 1.000000, 0.000000, -0.038398, 0.000000, -0.999263 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Jump node high" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 88 +Initial Hull: 87 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 $Arrival Location: Hyperspace +Arrival Delay: 1 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Jump node high:1" "Templar" ) 300 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "red-alert-carry" )+Respawn priority: 0 +Destroy At: 1 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Gamma 1 ;! Object #13 $Class: GTF Perseus $Team: Friendly $Location: -5492.509766, -0.010450, -13255.564453 $Orientation: -0.999263, 0.000000, 0.038398, 0.000000, 1.000000, 0.000000, -0.038398, 0.000000, -0.999263 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 3 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "" ) +Secondary Banks: ( "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "red-alert-carry" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Gamma 2 ;! Object #14 $Class: GTF Perseus $Team: Friendly $Location: -5455.043945, -0.010380, -13226.335938 $Orientation: -0.999263, 0.000000, 0.038398, 0.000000, 1.000000, 0.000000, -0.038398, 0.000000, -0.999263 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 43 +Subsystem: Pilot +Primary Banks: ( "UD-8 Kayser" "" ) +Secondary Banks: ( "Tornado" "Tornado" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "red-alert-carry" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Lemnos ;! Object #15 $Class: GTCv Deimos $Team: Friendly $Location: -1625.696167, -315.148590, -18888.658203 $Orientation: 0.324796, 0.000000, 0.945784, 0.000000, 1.000000, 0.000000, -0.945784, 0.000000, 0.324796 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $AI Goals: ( goals ( ai-waypoints "Waypoint path 2" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 +Subsystem: turret25 +Subsystem: turret26 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( and ( < ( distance "Jump Node:1" "Lemnos" ) 270 ) ( is-event-true-delay "May continue" 3 ) ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Zollner ;! Object #16 $Class: GTC Leviathan $Team: Friendly $Location: -612.246216, 315.129272, -10258.337891 $Orientation: -0.938025, 0.000000, 0.346566, 0.000000, 1.000000, 0.000000, -0.346566, 0.000000, -0.938025 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Jump Node right" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09a-01-main $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Second wave" 0 ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Jump Node right:1" "Zollner" ) 411 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 64 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 2 +Score: 200 $Name: Notus ;! Object #17 $Class: GTT Argo $Team: Friendly $Location: 613.430176, 315.128784, -10586.659180 $Orientation: -0.925060, 0.000000, 0.379821, 0.000000, 1.000000, 0.000000, -0.379821, 0.000000, -0.925060 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Jump Node Left" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Second wave" ( rand 12 16 ) ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Jump Node Left:1" "Notus" ) 300 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 74 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 2 +Score: 10 $Name: Lambda 2 ;! Object #18 $Class: GTT Argo $Team: Friendly $Location: -3298.327148, 839.501465, -10348.499023 $Orientation: -0.997651, 0.000000, -0.068503, 0.004245, 0.998078, -0.061818, 0.068371, -0.061963, -0.995734 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Jump Node" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Third Wave" ( rand 21 25 ) ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Jump Node:1" "Lambda 2" ) 300 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 55 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 4 +Score: 10 $Name: Lambda 1 ;! Object #19 $Class: GTT Argo $Team: Friendly $Location: -3216.651367, 839.501953, -10705.197266 $Orientation: -0.997939, 0.000000, -0.064178, 0.004085, 0.997972, -0.063527, 0.064048, -0.063658, -0.995914 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Jump Node" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Third Wave" ( rand 21 25 ) ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Jump Node:1" "Lambda 1" ) 300 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 55 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 4 +Score: 10 $Name: Sparta ;! Object #20 $Class: GTC Aeolus $Team: Friendly $Location: -3451.403320, 1129.082520, -10753.767578 $Orientation: -0.996615, 0.000000, -0.082210, 0.007044, 0.996323, -0.085388, 0.081908, -0.085678, -0.992950 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Jump node high" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Third Wave" ( rand 12 17 ) ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Jump node high:1" "Sparta" ) 300 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 44 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 4 +Score: 400 $Name: Sydenham ;! Object #21 $Class: GTM Hippocrates $Team: Friendly $Location: 0.088135, 620.466187, -10860.742188 $Orientation: -0.877161, 0.000000, 0.480196, 0.000000, 1.000000, 0.000000, -0.480196, 0.000000, -0.877161 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Jump Node Left" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Second wave" ( rand 12 32 ) ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Jump Node Left:1" "Sydenham" ) 300 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 65 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 2 +Score: 100 $Name: Boerhaave ;! Object #22 $Class: GTM Hippocrates $Team: Friendly $Location: -2612.080078, -21.826012, -10169.632813 $Orientation: -0.998966, 0.000000, -0.045474, -0.000072, 0.999999, 0.001592, 0.045474, 0.001594, -0.998964 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Jump Node Left" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Third Wave" ( rand 12 17 ) ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Boerhaave" "Boerhaave" ) 300 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 55 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 4 +Score: 100 $Name: Io ;! Object #23 $Class: GTFR Triton $Team: Friendly $Location: -3755.572998, -666.236084, -10355.275391 $Orientation: 1.000000, 0.000001, -0.000038, 0.000002, -0.999601, 0.028224, -0.000038, -0.028224, -0.999601 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Jump node low" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Third Wave" ( rand 12 17 ) ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Jump node low:1" "Io" ) 300 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 54 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 4 +Score: 20 $Name: Miranda ;! Object #24 $Class: GTFR Triton $Team: Friendly $Location: -452.671600, -223.302277, -11188.222656 $Orientation: 0.904189, 0.089572, -0.417637, 0.081219, -0.995981, -0.037773, -0.419342, 0.000234, -0.907829 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Jump node low" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Second wave" ( rand 12 15 ) ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Jump node low:1" "Miranda" ) 300 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 68 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 2 +Score: 20 $Name: Lambda 3 ;! Object #25 $Class: GTT Argo $Team: Friendly $Location: -3370.817871, 839.501465, -10069.668945 $Orientation: -0.997379, 0.000000, -0.072348, 0.004391, 0.998156, -0.060538, 0.072215, -0.060697, -0.995540 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Jump Node" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Third Wave" ( rand 21 25 ) ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Jump Node:1" "Lambda 3" ) 300 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 55 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 4 +Score: 10 $Name: Sophron ;! Object #26 $Class: GTFR Poseidon $Team: Friendly $Location: -5799.397461, -50.299534, -11195.843750 $Orientation: -0.961585, 0.000000, -0.274507, -0.001353, 0.999988, 0.004741, 0.274504, 0.004930, -0.961573 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Jump node low" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Jump node low:1" "Sophron" ) 300 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 85 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 1 +Score: 20 $Name: Har-Wer ;! Object #27 $Class: GVFr Satis $Team: Friendly $Location: -307.739014, -29.995117, -11227.388672 $Orientation: -0.933934, 0.000000, 0.357446, 0.000000, 1.000000, 0.000000, -0.357446, 0.000000, -0.933934 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Jump node high" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-main +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Second wave" ( rand 12 15 ) ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Jump node high:1" "Har-Wer" ) 300 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 65 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 2 +Score: 20 $Name: Kebechet ;! Object #28 $Class: GVFr Satis $Team: Friendly $Location: -5729.125000, -51.135231, -11372.181641 $Orientation: -0.963744, 0.000000, -0.266828, -0.001120, 0.999991, 0.004046, 0.266826, 0.004198, -0.963736 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Jump node low" 50 ) ) $Cargo 1: XSTR("Machine tool parts", 1945) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-main +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Jump node low:1" "Kebechet" ) 300 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 87 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 1 +Score: 20 $Name: Ptah-Nu ;! Object #29 $Class: GVC Mentu $Team: Friendly $Location: -5468.143555, -142.435989, -11940.273438 $Orientation: -0.960484, 0.000000, -0.278337, -0.003300, 0.999930, 0.011389, 0.278317, 0.011857, -0.960416 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Thanatos" 50 ) ( ai-chase "Bane" 33 ) ( ai-chase "Melchom" 32 ) ( ai-waypoints-once "Jump node low" 12 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Primary Banks: ( "" ) +Subsystem: turret04 +Subsystem: turret05 +Primary Banks: ( "Subach HL-7" ) +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Jump node low:1" "Ptah-Nu" ) 300 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 83 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 1 +Score: 90 $Name: Darwin ;! Object #30 $Class: GTSC Faustus $Team: Friendly $Location: -280.600159, -442.372711, -11674.076172 $Orientation: -0.924408, 0.000000, 0.381406, 0.000000, 1.000000, 0.000000, -0.381406, 0.000000, -0.924408 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Jump node low" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Second wave" ( rand 8 14 ) ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Jump node low:1" "Darwin" ) 300 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 66 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 2 +Score: 400 $Name: Lambda 4 ;! Object #31 $Class: GTT Argo $Team: Friendly $Location: -3426.449707, 839.501465, -9815.627930 $Orientation: -0.997185, 0.000000, -0.074980, 0.004468, 0.998223, -0.059422, 0.074847, -0.059590, -0.995413 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Jump Node" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Third Wave" ( rand 21 25 ) ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Jump Node:1" "Lambda 4" ) 300 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 55 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 4 +Score: 10 $Name: Mihos ;! Object #32 $Class: GVT Isis $Team: Friendly $Location: -6008.311523, 116.443474, -11131.539063 $Orientation: -0.966821, 0.000000, -0.255453, 0.002379, 0.999957, -0.009003, 0.255442, -0.009312, -0.966779 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Jump Node Left" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Jump Node Left:1" "Mihos" ) 300 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 1 +Score: 15 $Name: Resheph ;! Object #33 $Class: PVFR Ma'at $Team: Friendly $Location: -432.802002, -88.405807, -11698.953125 $Orientation: -0.928073, -0.012988, 0.372173, 0.000001, 0.999391, 0.034880, -0.372399, 0.032371, -0.927508 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Jump Node Left" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Second wave" ( rand 12 15 ) ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Jump Node Left:1" "Resheph" ) 300 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 2 +Score: 10 $Name: Nephthys ;! Object #34 $Class: PVFR Ma'at $Team: Friendly $Location: -5593.555664, 101.622887, -11297.728516 $Orientation: -0.966087, -0.000000, -0.258218, 0.002609, 0.999949, -0.009763, 0.258205, -0.010106, -0.966037 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Jump node high" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Jump node high:1" "Nephthys" ) 300 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 86 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 1 +Score: 10 $Name: Sesmu ;! Object #35 $Class: PVFR Ma'at $Team: Friendly $Location: -533.200806, -89.752937, -11669.027344 $Orientation: -0.872380, -0.000258, 0.488828, 0.000051, 1.000000, 0.000619, -0.488828, 0.000565, -0.872380 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Jump Node right" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Second wave" ( rand 12 15 ) ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Jump Node right:1" "Sesmu" ) 300 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 66 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 2 +Score: 10 $Name: Thanatos ;! Object #36 $Class: SC Rakshasa $Team: Hostile $Location: -7223.011719, -0.004579, -19623.904297 $Orientation: 0.771246, 0.000000, -0.636537, 0.000000, 1.000000, 0.000000, 0.636537, 0.000000, 0.771246 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Lemnos" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10000 $Name: Theta 1 ;! Object #37 $Class: GVF Serapis $Team: Friendly $Location: -6291.191406, 116.447395, -11121.656250 $Orientation: -0.952987, 0.000000, -0.303010, 0.002804, 0.999957, -0.008820, 0.302997, -0.009255, -0.952946 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 1 +Score: 14 $Name: Theta 2 ;! Object #38 $Class: GVF Serapis $Team: Friendly $Location: -6353.415039, 116.447395, -11076.869141 $Orientation: -0.951885, 0.000000, -0.306455, 0.002822, 0.999958, -0.008766, 0.306442, -0.009209, -0.951845 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 1 +Score: 14 $Name: Theta 3 ;! Object #39 $Class: GVF Serapis $Team: Friendly $Location: -6233.964844, 116.447395, -11074.298828 $Orientation: -0.954628, 0.000000, -0.297800, 0.002750, 0.999957, -0.008815, 0.297787, -0.009234, -0.954588 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 1 +Score: 14 $Name: Theta 4 ;! Object #40 $Class: GVF Serapis $Team: Friendly $Location: -6280.931641, 116.447395, -11017.717773 $Orientation: -0.953969, 0.000000, -0.299906, 0.002754, 0.999958, -0.008762, 0.299894, -0.009185, -0.953928 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 1 +Score: 14 $Name: Hez-Ur ;! Object #41 $Class: GVG Anuket $Team: Friendly $Location: -6179.415039, 297.449005, -10525.869141 $Orientation: -0.956106, 0.000000, -0.293021, 0.007092, 0.999707, -0.023140, 0.292935, -0.024203, -0.955826 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Jump node high" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Jump node high:1" "Hez-Ur" ) 300 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 84 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 1 +Score: 50 $Name: Duamutef ;! Object #42 $Class: PVFR Ma'at $Team: Friendly $Location: -6050.079102, 72.756165, -12123.880859 $Orientation: -0.955746, 0.000000, -0.294194, 0.001837, 0.999981, -0.005968, 0.294189, -0.006245, -0.955727 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Jump Node right" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Jump Node right:1" "Duamutef" ) 300 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 88 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 1 +Score: 10 $Name: Ennead ;! Object #43 $Class: GVFr Satis $Team: Friendly $Location: -6046.037598, -3.567909, -10299.823242 $Orientation: -0.954426, 0.000000, -0.298447, -0.000090, 1.000000, 0.000287, 0.298447, 0.000301, -0.954426 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Jump Node" 50 ) ) $Cargo 1: XSTR("Taxation Census Reports", 1946) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-main +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Intro event" 45 ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Jump Node:1" "Ennead" ) 300 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 85 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 1 +Score: 20 $Name: Herophilus ;! Object #44 $Class: GTM Hippocrates $Team: Friendly $Location: -468.968018, 564.419800, -10679.230469 $Orientation: -0.921680, 0.000000, 0.387951, 0.000000, 1.000000, 0.000000, -0.387951, 0.000000, -0.921680 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Jump Node right" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Second wave" ( rand 12 32 ) ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Jump Node right:1" "Herophilus" ) 300 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 67 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 2 +Score: 100 $Name: Bane ;! Object #45 $Class: SC Cain $Team: Hostile $Location: -6139.924805, -0.000154, -18636.003906 $Orientation: 0.997925, 0.000000, -0.064384, -0.000590, 0.999958, -0.009150, 0.064381, 0.009169, 0.997883 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Waypoint path 7" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 15 "Thanatos" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 150 $Name: Scorpio 1 ;! Object #46 $Class: SF Dragon $Team: Hostile $Location: -5924.606445, -0.007308, -16056.511719 $Orientation: 0.999534, 0.000000, -0.030537, -0.000443, 0.999895, -0.014490, 0.030534, 0.014497, 0.999429 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Scorpio 2 ;! Object #47 $Class: SF Dragon $Team: Hostile $Location: -5913.669434, -0.007039, -15935.031250 $Orientation: 0.998489, 0.000000, -0.054947, -0.000847, 0.999881, -0.015399, 0.054941, 0.015422, 0.998371 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Scorpio 3 ;! Object #48 $Class: SF Dragon $Team: Hostile $Location: -6074.757813, -0.006966, -16019.131836 $Orientation: 0.995189, 0.000000, -0.097971, -0.001652, 0.999858, -0.016783, 0.097957, 0.016865, 0.995048 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Scorpio 4 ;! Object #49 $Class: SF Dragon $Team: Hostile $Location: -5906.713867, -0.007335, -15822.828125 $Orientation: 0.985943, 0.000000, -0.167084, -0.002716, 0.999868, -0.016028, 0.167062, 0.016257, 0.985812 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Scorpio 5 ;! Object #50 $Class: SF Dragon $Team: Hostile $Location: -6205.997070, -0.006917, -15963.029297 $Orientation: 0.991367, 0.000000, -0.131113, -0.001931, 0.999892, -0.014604, 0.131099, 0.014731, 0.991260 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 25 $Name: Melchom ;! Object #51 $Class: SC Cain $Team: Hostile $Location: -6221.718750, 0.000082, -17867.998047 $Orientation: 0.996724, 0.000000, -0.080878, -0.000795, 0.999952, -0.009793, 0.080874, 0.009826, 0.996676 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints "Waypoint path 8" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 15 "Thanatos" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 150 $Name: Gemini 1 ;! Object #52 $Class: SB Nahema $Team: Hostile $Location: -7318.829590, -0.000011, -19266.763672 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 2 ;! Object #53 $Class: SB Nahema $Team: Hostile $Location: -7432.499512, -0.000036, -19252.925781 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 3 ;! Object #54 $Class: SB Nahema $Team: Hostile $Location: -7331.403320, -0.000050, -19156.921875 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Gemini 4 ;! Object #55 $Class: SB Nahema $Team: Hostile $Location: -7433.018066, 0.000048, -19160.099609 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 12 $Name: Sagittarius 1 ;! Object #56 $Class: SB Nephilim $Team: Hostile $Location: -8424.000000, 0.000000, -13819.700195 $Orientation: 0.536556, 0.000000, -0.843865, 0.034287, 0.999174, 0.021800, 0.843168, -0.040630, 0.536113 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Helios" "Helios" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Sagittarius 2 ;! Object #57 $Class: SB Nephilim $Team: Hostile $Location: -8485.910156, 0.000018, -13740.065430 $Orientation: 0.512220, 0.000000, -0.858854, 0.034787, 0.999179, 0.020747, 0.858150, -0.040504, 0.511799 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Helios" "Helios" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Libra 1 ;! Object #58 $Class: SB Taurvi $Team: Hostile $Location: 117.985855, -0.000088, -12950.438477 $Orientation: 0.780438, 0.000000, -0.625232, 0.020102, 0.999483, 0.025092, 0.624909, -0.032151, 0.780035 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Libra 2 ;! Object #59 $Class: SB Taurvi $Team: Hostile $Location: 107.521011, -0.000089, -12924.293945 $Orientation: 0.778645, 0.000000, -0.627464, 0.020206, 0.999481, 0.025075, 0.627139, -0.032203, 0.778242 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Libra 3 ;! Object #60 $Class: SB Taurvi $Team: Hostile $Location: 99.757339, -0.000092, -12901.223633 $Orientation: 0.777137, 0.000000, -0.629331, 0.020297, 0.999480, 0.025064, 0.629004, -0.032252, 0.776733 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Libra 4 ;! Object #61 $Class: SB Taurvi $Team: Hostile $Location: 87.343277, -0.000094, -12879.385742 $Orientation: 0.775410, 0.000000, -0.631458, 0.020388, 0.999479, 0.025036, 0.631128, -0.032287, 0.775006 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Cancer 1 ;! Object #62 $Class: SB Nahema $Team: Hostile $Location: -10267.206055, -0.001074, -12505.577148 $Orientation: 0.116986, 0.000000, -0.993134, 0.029261, 0.999566, 0.003447, 0.992702, -0.029463, 0.116935 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Cancer 2 ;! Object #63 $Class: SB Nahema $Team: Hostile $Location: -10390.054688, -0.001131, -12591.727539 $Orientation: 0.131214, 0.000000, -0.991354, 0.028429, 0.999589, 0.003763, 0.990946, -0.028677, 0.131160 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Cancer 3 ;! Object #64 $Class: SB Nahema $Team: Hostile $Location: -10190.533203, -0.001295, -12580.264648 $Orientation: 0.134295, 0.000000, -0.990941, 0.029604, 0.999554, 0.004012, 0.990499, -0.029875, 0.134235 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Cancer 4 ;! Object #65 $Class: SB Nahema $Team: Hostile $Location: -10281.654297, -0.001942, -12664.657227 $Orientation: 0.148814, 0.000000, -0.988865, 0.028923, 0.999572, 0.004353, 0.988442, -0.029248, 0.148750 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Virgo 1 ;! Object #66 $Class: SB Nephilim $Team: Hostile $Location: -495.459869, -0.000303, -14743.683594 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" "Helios" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Virgo 2 ;! Object #67 $Class: SB Nephilim $Team: Hostile $Location: -623.796448, -0.000405, -14618.290039 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" "Helios" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Virgo 3 ;! Object #68 $Class: SB Nephilim $Team: Hostile $Location: -382.296936, -0.000273, -14497.265625 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" "Helios" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Virgo 4 ;! Object #69 $Class: SB Nephilim $Team: Hostile $Location: -290.451721, 0.000119, -14662.593750 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Cyclops" "Helios" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Leo 1 ;! Object #70 $Class: SB Seraphim $Team: Hostile $Location: -2992.510986, 811.703430, -11219.999023 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Helios" "Helios" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Leo 2 ;! Object #71 $Class: SB Seraphim $Team: Hostile $Location: -2866.022705, 811.703491, -11324.328125 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Helios" "Helios" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Leo 3 ;! Object #72 $Class: SB Seraphim $Team: Hostile $Location: -2804.757080, 811.703369, -11129.659180 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Helios" "Helios" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Leo 4 ;! Object #73 $Class: SB Seraphim $Team: Hostile $Location: -2618.668213, 811.702881, -11231.574219 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "Helios" "Helios" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Sagittarius 3 ;! Object #74 $Class: SB Nephilim $Team: Hostile $Location: -8327.562500, -0.000021, -13767.979492 $Orientation: 0.538568, 0.000000, -0.842582, 0.035333, 0.999120, 0.022585, 0.841841, -0.041935, 0.538094 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Helios" "Helios" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Sagittarius 4 ;! Object #75 $Class: SB Nephilim $Team: Hostile $Location: -8389.472656, -0.000003, -13688.344727 $Orientation: 0.513475, 0.000000, -0.858105, 0.035871, 0.999126, 0.021464, 0.857355, -0.041802, 0.513026 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Helios" "Helios" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Beta 1 ;! Object #76 $Class: GTF Ulysses $Team: Friendly $Location: -1928.643188, -0.000851, -11798.894531 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #77 $Class: GTF Ulysses $Team: Friendly $Location: -2041.609009, -0.000780, -11745.276367 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #78 $Class: GTF Ulysses $Team: Friendly $Location: -1843.471313, -0.000493, -11679.796875 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #79 $Class: GTF Ulysses $Team: Friendly $Location: -1946.207153, -0.000883, -11600.157227 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: VAC 4 30 ;! Object #80 $Class: VAC 4 $Team: Friendly $Location: -526.236694, -81.021072, -11655.302734 $Orientation: -0.872380, -0.000258, 0.488828, 0.017101, 0.999372, 0.031047, -0.488529, 0.035444, -0.871828 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Parker's Boots", 1947) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Docked With: Sesmu $Docker Point: cargo dock $Dockee Point: cargo dock +Group: 2 +Score: 3 $Name: TSC 2 60 ;! Object #81 $Class: TC-TRI $Team: Friendly $Location: -531.318359, -233.345215, -11361.453125 $Orientation: 0.904179, 0.089572, -0.417658, 0.081294, -0.995981, -0.037610, -0.419348, 0.000053, -0.907826 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Dravis' diary", 1948) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Docked With: Miranda $Docker Point: Cargo Dock01 $Dockee Point: Cargo Dockpoint +Group: 2 $Name: VAC 4 61 ;! Object #82 $Class: VAC 4 $Team: Friendly $Location: -427.663239, -80.176224, -11684.155273 $Orientation: -0.928073, -0.012988, 0.372173, 0.012990, 0.997654, 0.067210, -0.372172, 0.067210, -0.925727 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Abbot Laurent's Journal", 1949) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Docked With: Resheph $Docker Point: cargo dock $Dockee Point: cargo dock +Group: 2 +Score: 3 $Name: TC-TRI 78 ;! Object #83 $Class: TC-TRI $Team: Friendly $Location: -3755.243652, -681.759705, -10545.153320 $Orientation: 1.000000, 0.000001, -0.000061, 0.000002, -0.999596, 0.028403, -0.000061, -0.028403, -0.999596 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Medical Supplies", 148) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Docked With: Io $Docker Point: Cargo Dock01 $Dockee Point: Cargo Dockpoint +Group: 0 $Name: TSC 2 79 ;! Object #84 $Class: TSC 2 $Team: Friendly $Location: -5800.721191, -67.705025, -11191.193359 $Orientation: -0.961585, 0.000000, -0.274507, -0.001352, 0.999988, 0.004738, 0.274504, 0.004927, -0.961573 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Foodstuffs", 959) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Docked With: Sophron $Docker Point: cargo dock $Dockee Point: cargo dock +Group: 0 $Name: VAC 4 80 ;! Object #85 $Class: VAC 4 $Team: Friendly $Location: -5598.111816, 110.518501, -11283.126953 $Orientation: -0.966087, 0.000000, -0.258218, -0.006398, 0.999693, 0.023938, 0.258139, 0.024778, -0.965790 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Orenian koi", 1950) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Docked With: Nephthys $Docker Point: cargo dock $Dockee Point: cargo dock +Group: 0 +Score: 3 #Wings ;! 11 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) $AI Goals: ( goals ( ai-guard "Alpha 1" 50 ) ) +Hotkey: 0 +Flags:( ) $Name: Gamma $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Gamma 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Gamma 1" "Gamma 2" ) +Hotkey: 2 +Flags:( ) $Name: Theta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Theta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Theta 1" "Theta 2" "Theta 3" "Theta 4" ) $AI Goals: ( goals ( ai-guard "Hez-Ur" 50 ) ( ai-guard "Alpha 1" 23 ) ) +Flags:( ) $Name: Scorpio $Waves: 2 $Wave Threshold: 1 $Special Ship: 0 ;! Scorpio 1 $Arrival Location: Hyperspace $Arrival Cue: ( < ( hits-left "Bane" ) 75 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 5 total "Scorpio 1" "Scorpio 2" "Scorpio 3" "Scorpio 4" "Scorpio 5" ) $AI Goals: ( goals ( ai-chase-any 50 ) ) +Flags:( ) $Name: Gemini $Waves: 3 $Wave Threshold: 0 $Special Ship: 0 ;! Gemini 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Gemini 1" "Gemini 2" "Gemini 3" "Gemini 4" ) $AI Goals: ( goals ( ai-chase "Ptah-Nu" 50 ) ( ai-chase-any 43 ) ) +Flags:( ) +Wave Delay Min: 14 +Wave Delay Max: 31 $Name: Sagittarius $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Sagittarius 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Sagittarius 1" "Sagittarius 2" "Sagittarius 3" "Sagittarius 4" ) $AI Goals: ( goals ( ai-chase "Ptah-Nu" 50 ) ( ai-chase-any 33 ) ) +Flags:( ) $Name: Libra $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Libra 1 $Arrival Location: Hyperspace $Arrival Cue: ( or ( is-destroyed-delay 5 "Bane" ) ( is-destroyed-delay 5 "Melchom" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Libra 1" "Libra 2" "Libra 3" "Libra 4" ) $AI Goals: ( goals ( ai-chase "Sydenham" 50 ) ( ai-chase "Lambda 2" 44 ) ( ai-chase "Darwin" 22 ) ( ai-chase "Ptah-Nu" 11 ) ( ai-chase-any 1 ) ) +Flags:( ) +Wave Delay Min: 12 +Wave Delay Max: 17 $Name: Cancer $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Cancer 1" "Cancer 2" "Cancer 3" "Cancer 4" ) $AI Goals: ( goals ( ai-chase "Hez-Ur" 44 ) ( ai-chase "Ptah-Nu" 50 ) ( ai-chase-any 33 ) ) +Flags:( ) +Wave Delay Min: 5 +Wave Delay Max: 12 $Name: Virgo $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 3 "Sparta" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Virgo 1" "Virgo 2" "Virgo 3" "Virgo 4" ) $AI Goals: ( goals ( ai-chase "Boerhaave" 50 ) ( ai-chase "Sparta" 44 ) ( ai-chase-any 22 ) ) +Flags:( ) $Name: Leo $Waves: 2 $Wave Threshold: 1 $Special Ship: 0 ;! Leo 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 3 "Lambda 1" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Leo 1" "Leo 2" "Leo 3" "Leo 4" ) $AI Goals: ( goals ( ai-chase "Lambda 1" 50 ) ( ai-chase "Lambda 3" 44 ) ( ai-chase "Alpha 4" 33 ) ( ai-chase-any 22 ) ) +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) #Events ;! 51 total $Formula: ( when ( has-time-elapsed 3 ) ( send-message-list "#Command" "High" "Intro" 0 "Hez-Ur" "High" "Intro reply" 9100 "#Command" "High" "Intro 2" 6500 ) ) +Name: Intro event +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 32 "Thanatos" ) ( do-nothing ) ) +Name: Second wave +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Second wave inbound" ) ) +Name: Announce it +Repeat Count: 1 +Interval: 1 +Chained: 14 $Formula: ( when ( true ) ( beam-free-all "Thanatos" ) ( beam-free-all "Malta" ) ( beam-free-all "Ertanax" ) ( beam-free-all "Templar" ) ( beam-free-all "Lemnos" ) ( beam-free-all "Ptah-Nu" ) ) +Name: Some beams armed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( destroyed-or-departed-delay 0 "Sesmu" "Sophron" ) ( send-message "#Command" "High" "Third Wave" ) ) +Name: Third Wave +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( destroyed-or-departed-delay 21 "Resheph" "Sesmu" ) ( has-arrived-delay 0 "Libra" ) ( has-time-elapsed 710 ) ) ( send-message-list "#Command" "High" "sun explode" 0 "Lemnos" "High" "OVR- BUG" 1100 "#Command" "High" "25 seconds" 18200 "#Command" "High" "10 Seconds" 10000 ) ( add-goal "Lemnos" ( ai-waypoints-once "Jump Node" 89 ) ) ( supernova-start 58 ) ( end-campaign ) ) +Name: May continue +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 6 "Har-Wer" "Darwin" "Zollner" ) ( beam-free-all "Darwin" ) ( beam-free-all "Zollner" ) ( beam-free-all "Har-Wer" ) ) +Name: More beams armed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 3 "Sparta" ) ( beam-free-all "Sparta" ) ) +Name: Resolve Armed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 3 "Sydenham" "Herophilus" ) ( add-goal "Bane" ( ai-chase "Herophilus" 89 ) ) ( add-goal "Melchom" ( ai-chase "Herophilus" 89 ) ) ) +Name: Evil Strikes +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 3 "Bane" "Melchom" ) ( send-message-list "#Command" "High" "2 Cains" 3444 ) ( beam-free-all "Melchom" ) ( beam-free-all "Bane" ) ) +Name: Evil Appears +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Alpha 1" "Jump Node:1" ) 666 ) ( allow-warp "Alpha 1" ) ) +Name: Allow warp outs +Repeat Count: 999 +Interval: 4 $Formula: ( when ( > ( distance "Alpha 1" "Jump Node:1" ) 667 ) ( never-warp "Alpha 1" ) ) +Name: Dissallow Warp Out +Repeat Count: 999 +Interval: 2 $Formula: ( when ( and ( is-destroyed-delay 12 "Thanatos" ) ( has-arrived-delay 4 "Bane" ) ) ( clear-goals "Lemnos" ) ( add-goal "Lemnos" ( ai-chase "Thanatos" 89 ) ) ( add-goal "Lemnos" ( ai-chase "Melchom" 77 ) ) ) +Name: Overlord on the case +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Scorpio" ) ( do-nothing ) ) +Name: Destroy Scorpio +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Scorpio", 61) $Formula: ( when ( is-destroyed-delay 0 "Gemini" ) ( do-nothing ) ) +Name: Destroy Gemini +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Gemini", 16) $Formula: ( when ( is-destroyed-delay 0 "Sagittarius" ) ( do-nothing ) ) +Name: Destroy Sagittarius +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Sagittarius", 63) $Formula: ( when ( is-destroyed-delay 0 "Libra" ) ( do-nothing ) ) +Name: Destroy Libra +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Libra", 18) $Formula: ( when ( is-destroyed-delay 0 "Thanatos" ) ( do-nothing ) ) +Name: Destroy Thanatos +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Thanatos", 1951) $Formula: ( when ( is-destroyed-delay 0 "Melchom" ) ( do-nothing ) ) +Name: Destroy Oblivion +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Melchom", 1952) $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Destroy Virgo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Destroy Cancer +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( has-departed-delay 3 "Notus" ) ( send-message "#Command" "High" "COM- Notus" ) ) +Name: Notus escapes +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 2 "Notus" ) ( send-message "#Command" "High" "COM- Notus dead" ) ) +Name: Notus Dead +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 3 "Lambda 1" "Lambda 2" "Lambda 3" "Lambda 4" ) ( send-message "#Command" "High" "All four troop" ) ) +Name: All four troops dead +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( is-destroyed-delay 0 "Lambda 2" "Lambda 1" ) ( is-destroyed-delay 0 "Lambda 2" "Lambda 4" ) ( is-destroyed-delay 0 "Lambda 2" "Lambda 3" ) ( is-destroyed-delay 0 "Lambda 3" "Lambda 1" ) ( is-destroyed-delay 0 "Lambda 4" "Lambda 1" ) ( is-destroyed-delay 0 "Lambda 3" "Lambda 4" ) ) ( send-message "#Command" "High" "Another troop dead" ) ) +Name: Another troop dead- second +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( is-destroyed-delay 3 "Lambda 4" ) ( is-destroyed-delay 3 "Lambda 3" ) ( is-destroyed-delay 3 "Lambda 2" ) ( is-destroyed-delay 3 "Lambda 1" ) ) ( send-message "#Command" "High" "One troop dead" ) ) +Name: A troop dies +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( is-destroyed-delay 0 "Lambda 2" "Lambda 1" "Lambda 3" ) ( is-destroyed-delay 0 "Lambda 2" "Lambda 4" "Lambda 3" ) ( is-destroyed-delay 0 "Lambda 2" "Lambda 1" "Lambda 4" ) ( is-destroyed-delay 0 "Lambda 3" "Lambda 1" "Lambda 4" ) ) ( send-message "#Command" "High" "Third troop dead" ) ) +Name: Third troop dead +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 3 "Lambda 1" "Lambda 2" "Lambda 3" "Lambda 4" ) ( send-message "#Command" "High" "All troops make it" ) ) +Name: All four make it +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( or ( is-destroyed-delay 0 "Lambda 1" ) ( is-destroyed-delay 0 "Lambda 2" ) ( is-destroyed-delay 0 "Lambda 3" ) ( is-destroyed-delay 0 "Lambda 4" ) ) ( destroyed-or-departed-delay 0 "Lambda 1" "Lambda 3" "Lambda 4" "Lambda 2" ) ) ( do-nothing ) ) +Name: troops leave +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Leo" ) ( do-nothing ) ) +Name: Destroy Leo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Leo", 15) $Formula: ( when ( has-departed-delay 6 "Io" ) ( send-message "#Command" "High" "Deanna Safe" ) ) +Name: Deanna safe +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Io" ) ( send-message "#Command" "High" "Deanna down" ) ) +Name: Deanna dead +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 6 "Miranda" ) ( send-message "#Command" "High" "DC Ward Okay" ) ) +Name: DC Ward Safe +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Miranda" ) ( send-message "#Command" "High" "DC Ward dead" ) ) +Name: Ward dead +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 6 "Sophron" ) ( send-message "#Command" "High" "Sophron OK" ) ) +Name: Sophron Okay +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Sophron" ) ( send-message "#Command" "High" "Sophron Dead" ) ) +Name: Sophron Dead +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Lemnos" ) 2 ) ( send-message "Lemnos" "High" "OVR- Destroyed" ) ) +Name: Overlord Dead +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( is-destroyed-delay 2 "Zollner" ) ( is-destroyed-delay 2 "Sparta" ) ) ( send-message "#Command" "High" "Roch or res down" ) ) +Name: Roch or res Down +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 3 "Sparta" "Zollner" ) ( send-message "#Command" "High" "Another cruiser" ) ) +Name: Another +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( has-departed-delay 6 "Zollner" ) ( send-message "#Command" "High" "LAR- ok" ) ) +Name: La Rochelle +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 6 "Sparta" ) ( send-message "#Command" "High" "Resolve ok" ) ) +Name: Resolve +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Herophilus" ) 4 ) ( send-message "Herophilus" "High" "Munif Dead" ) ) +Name: Munif dead +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Boerhaave" ) 15 ) ( send-message "Herophilus" "High" "Munif Dead" ) ) +Name: Repr trouble +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( distance "Boerhaave" "Jump Node:1" ) 720 ) ( send-message "Boerhaave" "High" "repr okay" ) ) +Name: Repr ok +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 3 "Ennead" "Hez-Ur" ) ( send-message "#Command" "High" "Eenn and immo OK" ) ) +Name: 2 vas okay een and immo +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 2 "Kebechet" "Nephthys" ) ( send-message "#Command" "High" "2 more vas okay" ) ) +Name: 2 other vas okay +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 3 "Ptah-Nu" ) ( send-message "#Command" "High" "Pa Nu dead" ) ) +Name: PN Dead +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Bane" ) ( do-nothing ) ) +Name: Bane Directive +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Bane", 1953) $Formula: ( when ( is-destroyed-delay 4 "Sydenham" ) ( send-message "#Command" "High" "Immac dead" ) ) +Name: Snyd dead +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Boerhaave" ) 8 ) ( send-message "Boerhaave" "High" "repr trouble" ) ) +Name: Boar trouble +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 4 "Thanatos" ) ( send-message "#Command" "High" "Rak dead" ) ) +Name: Than Down +Repeat Count: 1 +Interval: 1 #Goals ;! 1 total $Type: Primary +Name: Defend $MessageNew: XSTR("Provide fighter cover for convoys evacuating Capella", 1954) $end_multi_text $Formula: ( has-departed-delay 0 "Alpha 1" ) #Waypoints ;! 8 lists total $Jump Node: -3010.015137, 11.735341, -21005.384766 $Jump Node Name: Vega $Name: Jump Node $List: ( ;! 1 points in list ( -2997.884521, 0.001466, -21007.779297 ) ) $Name: Waypoint path 2 $List: ( ;! 6 points in list ( -1896.248657, -560.834717, -19308.894531 ) ( -4713.626953, -833.116516, -19479.916016 ) ( -5161.733398, 61.871258, -19380.931641 ) ( -4741.128418, 1244.356567, -19560.509766 ) ( -2050.687012, 1341.213135, -19383.353516 ) ( -1398.739624, 135.886810, -19147.234375 ) ) $Name: Jump Node right $List: ( ;! 1 points in list ( -3532.314453, 2.851705, -21005.925781 ) ) $Name: Jump Node Left $List: ( ;! 1 points in list ( -2419.583252, 0.000079, -21006.994141 ) ) $Name: Jump node high $List: ( ;! 1 points in list ( -3002.046387, 533.693909, -21005.537109 ) ) $Name: Jump node low $List: ( ;! 1 points in list ( -3005.257568, -523.224487, -21002.132813 ) ) $Name: Waypoint path 7 $List: ( ;! 2 points in list ( -2757.037598, 1323.796753, -16213.400391 ) ( -1903.021729, -1017.946594, -12450.291992 ) ) $Name: Waypoint path 8 $List: ( ;! 2 points in list ( -2178.791016, -1481.479126, -16199.091797 ) ( -2928.645264, 1113.350586, -12405.328125 ) ) #Messages ;! 244 total $Name: Intro $Team: -1 $MessageNew: XSTR("We have four freighters, one gas miner, and a transport now en route to the Vega node. The GVC Ptah-Nu and the corvette Lemnos will provide fire support. ", 1955) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_01.WAV $Name: Intro reply $Team: -1 $MessageNew: XSTR("Command, we're sustaining heavy fire! If we don't get fighter cover pronto, we'll never reach Vega!", 1956) $end_multi_text +AVI Name: Head-VC2 +Wave Name: sm310_im_01.WAV $Name: Second wave inbound $Team: -1 $MessageNew: XSTR("All units, be advised a second convoy group is entering the field of engagement. A science vessel and two medical ships are inbound. More freighters are on their way.", 1957) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_02.WAV $Name: sun explode $Team: -1 $MessageNew: XSTR("We are detecting a massive shockwave emanating from the Capella sun! All units, proceed to the Vega node! You are advised to leave the system immediately!", 1958) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_03.WAV $Name: Third Wave $Team: -1 $MessageNew: XSTR("The third convoy is in position! Two medical ships and four troop transports are now heading for the node. The GTC Sparta will help cover their escape. We will deploy the final convoy momentarily.", 1959) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_04.WAV $Name: 2 Cains $Team: -1 $MessageNew: XSTR("The Shivans have sortied two Cain-class warships, the Bane and the Melchom. Intercept these cruisers before they make the jump to Vega.", 1960) ;t be good.", -1) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_05.WAV $Name: COM- Notus $Team: -1 $MessageNew: XSTR("All civilians on board the Omega transport have reached the Vega system safely.", 1961) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_06.WAV $Name: COM- Notus dead $Team: -1 $MessageNew: XSTR("Omega down! Repeat! Omega down! ", 1962) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_07.WAV $Name: One troop dead $Team: -1 $MessageNew: XSTR("Lambda transport down! ", 1963) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_08.WAV $Name: Another troop dead $Team: -1 $MessageNew: XSTR("We've lost another transport! End this massacre now, pilots!", 1964) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_09.WAV $Name: All four troop $Team: -1 $MessageNew: XSTR("The Shivans decimated our Lambda convoy! Four troop transports down!", 1965) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_10.WAV $Name: Third troop dead $Team: -1 $MessageNew: XSTR("We have one Lamba transport left! Get them to the node alive!", 1966) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_11.WAV $Name: All troops make it $Team: -1 $MessageNew: XSTR("Lambda reports all four transports have reached the Vega system.", 1967) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_12.WAV $Name: Troops depart $Team: -1 $MessageNew: XSTR("Lambda reports all surviving transports have reached the Vega system.", 1968) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_13.WAV $Name: Deanna Safe $Team: -1 $MessageNew: XSTR("The Io and her cargo have safely cleared the node.", 1969) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_14.WAV $Name: Deanna down $Team: -1 $MessageNew: XSTR("GTFr Io, this is Allied Command. We have lost your signal. Do you copy? ", 1970) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_15.WAV $Name: DC Ward Okay $Team: -1 $MessageNew: XSTR("The Miranda has escaped the Capella system. ", 1971) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_16.WAV $Name: DC Ward dead $Team: -1 $MessageNew: XSTR("The Shivans have destroyed the Miranda! We've lost the freighter and her cargo!", 1972) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_17.WAV $Name: Sophron OK $Team: -1 $MessageNew: XSTR("The GTFr Sophron will rendezvous with our fleet in Vega.", 1973) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_18.WAV $Name: Sophron Dead $Team: -1 $MessageNew: XSTR("The Shivans have vaporized the Sophron!", 1974) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_19.WAV $Name: OVR- BUG $Team: -1 $MessageNew: XSTR("This is the Lemnos. Now proceeding to disengage and depart.", 1975) $end_multi_text +AVI Name: Head-CM5 +Wave Name: sm310_le_01.WAV $Name: OVR- Destroyed $Team: -1 $MessageNew: XSTR("Lemnos here. We are going down. Repeat. We are going down. All units stand clear of the shockwave!", 1976) $end_multi_text +AVI Name: Head-CM5 +Wave Name: sm310_le_02.WAV $Name: Roch or res down $Team: -1 $MessageNew: XSTR("An allied warship has gone down! ", 1977) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_20.WAV $Name: Another cruiser $Team: -1 $MessageNew: XSTR("We've lost a second cruiser to the Shivan attack!", 1978) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_21.WAV $Name: LAR- ok $Team: -1 $MessageNew: XSTR("The GTC Zollner has made it to the Vega node!", 1979) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_22.WAV $Name: Resolve ok $Team: -1 $MessageNew: XSTR("The GTC Sparta has now jumped to Vega. ", 1980) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_23.WAV $Name: Immac dead $Team: -1 $MessageNew: XSTR("We've lost the GTM Sydenham!", 1981) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_24.WAV $Name: Munif Dead $Team: -1 $MessageNew: XSTR("This is the Herophilus! We will not survive this engagement! Hull integrity is dropping! We have breaches on twelve decks!", 1982) $end_multi_text +AVI Name: Head-CM4 +Wave Name: sm310_mu_01.WAV $Name: repr trouble $Team: -1 $MessageNew: XSTR("This is the Boerhaave. If we don't get fighter cover ASAP, we'll die out here, Command!", 1983) $end_multi_text +AVI Name: Head-CM3 +Wave Name: sm310_re_01.WAV $Name: repr okay $Team: -1 $MessageNew: XSTR("Boerhaave here, Command. We're in the clear. See you in Vega.", 1984) $end_multi_text +AVI Name: Head-CM3 +Wave Name: sm310_re_02.WAV $Name: Eenn and immo OK $Team: -1 $MessageNew: XSTR("The Ennead and the Hez-Ur have jumped safely to Vega.", 1985) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_25.WAV $Name: 2 more vas okay $Team: -1 $MessageNew: XSTR("Vasudan transports Kebechet and Ipet have escaped the Capella system.", 1986) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_26.WAV $Name: Pa Nu dead $Team: -1 $MessageNew: XSTR("The Shivans destroyed the Ptah-Nu!", 1987) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_27.WAV $Name: 25 seconds $Team: -1 $MessageNew: XSTR("Capella has gone supernova! Repeat! Capella has gone supernova! You must get to the Vega node and engage your jump drive now! ", 1988) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_28.WAV $Name: 10 Seconds $Team: -1 $MessageNew: XSTR("This is Allied Command, signing off. Godspeed, pilots.", 1989) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_29.WAV $Name: Intro 2 $Team: -1 $MessageNew: XSTR("The SC Thanatos has been engaged. Two wings of Nahemas and a wing of Nephilim are inbound.", 1990) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_30.WAV $Name: Rak dead $Team: -1 $MessageNew: XSTR("Allied forces have neutralized the Thanatos!", 1991) $end_multi_text +AVI Name: Head-CM2 +Wave Name: sm310_ac_31.WAV #Reinforcements ;! 0 total #Background bitmaps ;! 40 total $Num stars: 399 $Ambient light level: 0 $Sun: SunGold +Angles: 0.000000 0.000000 4.625119 +Scale: 2.000000 $Starbitmap: neb14 +Angles: 0.000000 2.321286 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb03 +Angles: 0.401425 0.663225 0.139626 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 0.820304 4.834558 0.000000 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb13 +Angles: 0.000000 1.308996 0.558505 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: neb14 +Angles: 6.021381 0.890117 5.794488 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 1 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3.577922 0.366519 0.663225 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb11 +Angles: 3.961894 1.570795 0.506145 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 1 $Starbitmap: planeth +Angles: 0.087266 0.785398 1.134463 +ScaleX: 1.500000 +ScaleY: 1.500000 +DivX: 1 +DivY: 1 $Starbitmap: planetd +Angles: 0.052360 0.174533 1.343902 +ScaleX: 0.250000 +ScaleY: 0.250000 +DivX: 1 +DivY: 1 $Starbitmap: SunSathanas01 +Angles: 0.034907 0.000000 4.537852 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: SunSathanas02 +Angles: 6.248274 0.000000 4.642572 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: SunSathanas03 +Angles: 0.000000 0.000000 4.712385 +ScaleX: 1.100000 +ScaleY: 1.100000 +DivX: 1 +DivY: 1 $Starbitmap: SunSathanas01 +Angles: 0.052360 0.000000 4.747292 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: 2: Exodus $Briefing Music: Brief1 #End #Mission Info $Version: 0.10 $Name: XSTR("Bringing The Hammer Down", 1992) $Author: Brad Johnson $Created: 10/16/98 at 11:48:10 $Modified: 10/07/99 at 16:00:22 $Notes: Part one of the Templar campaign. An assault on a Hammer of Light Destroyer. Multiplayer Mission. Max respawns 8. Recommended respawns 4. $End Notes: $Mission Desc: XSTR("Multiplayer co-op mission, Part 1 of the Templar Campaign. An assault on a Hammer of Light Destroyer. Max respawns: 8. Recommended respawns: 4.", 1993) $end_multi_text +Game Type Flags: 10 +Flags: 0 +Num Players: 8 +Num Respawns: 8 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -583.394775, 10045.948242, -1576.526733 +Viewer orient: 0.999983, 0.000000, 0.005868, -0.004236, 0.692061, 0.721827, -0.004061, -0.721839, 0.692049 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("Congratulations, pilot. Because of your excellent service record, you have been chosen to participate in Operation Templar. This is a joint Terran-Vasudan endeavor intended to eradicate the last remnants of the Vasudan fanatics who call themselves the $h Hammer $h of $h Light.", 1994) $end_multi_text $voice: Tem1_MB_01.wav $camera_pos: -4830.910156, 3273.398438, 3921.841309 $camera_orient: 0.999983, 0.000000, 0.005868, -0.004236, 0.692061, 0.721827, -0.004061, -0.721839, 0.692049 $camera_time: 500 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 33 $team: Friendly $class: GTNB Pharos $pos: -4842.089844, -0.000036, 7052.581543 $label: Alpha Centauri Jump Node +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("At 2130 hours, $h Hammer $h of $h Light operatives infiltrated Vasudan ranks in an attempt to hijack the $f GVD $f Anhur, a Typhon-class destroyer in the Vasuda system. Security forces are now battling the rebels for control of the ship. Your mission is to provide cover for the marine transports that will dock with the $f Anhur and insert reinforcements.", 1995) $end_multi_text $voice: Tem1_MB_02.wav $camera_pos: -2951.284668, 11898.144531, -3527.468994 $camera_orient: 0.999976, 0.000001, 0.006940, -0.005010, 0.692061, 0.721822, -0.004802, -0.721839, 0.692044 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Neutral $class: GVD Typhon $pos: -301.100006, 0.000000, 10031.099609 $label: Anhur +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 33 $team: Friendly $class: GTNB Pharos $pos: -4842.089844, -0.000036, 7052.581543 $label: Alpha Centauri Jump Node +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Supreme Admiral Khu and other high-ranking officers of the Admiralty were on board the $f Anhur for a demonstration of the Scarab stealth technology prototypes. Should the rebels attempt to seize the prototypes or take the Admiralty hostage, we will need to act decisively.", 1996) $end_multi_text $voice: Tem1_MB_03.wav $camera_pos: -3360.008057, 418.679138, 7884.498047 $camera_orient: 0.999998, 0.000000, 0.002126, -0.001535, 0.692061, 0.721837, -0.001471, -0.721839, 0.692060 $camera_time: 500 $num_lines: 0 $num_icons: 4 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Neutral $class: GVD Typhon $pos: -301.100098, 0.000000, 10031.099609 $label: Anhur +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 33 $team: Friendly $class: GTNB Pharos $pos: -4842.089844, -0.000036, 7052.581543 $label: Alpha Centauri Jump Node +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 13 $team: Neutral $class: GVFr Satis $pos: -3284.106934, 29.237011, 8212.743164 $label: Taurus 3 +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 34 $team: Neutral $class: GVT Isis $pos: -3496.608643, 134.099899, 8223.156250 $label: GVT Isis 53 +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 4 $Formula: ( or ( and ( is-destroyed-delay 0 "Imhotep" ) ( not ( is-destroyed-delay 0 "Anhur" ) ) ) ( has-departed-delay 0 "Anhur" ) ( and ( not ( is-destroyed-delay 0 "Imhotep" ) ) ( not ( has-departed-delay 0 "Anhur" ) ) ( not ( is-destroyed-delay 0 "Anhur" ) ) ) ) $Multi text XSTR("This is a terrible loss. Your incompetence has resulted in the Hammer of Light escaping with the Anhur, high-level Vasudan hostages, and the stealth technology prototypes. We are sending in another team to track them down. You are dismissed.", 1997) $end_multi_text $Voice: Tem1_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( is-destroyed-delay 0 "Imhotep" "Anhur" ) $Multi text XSTR("You prevented the Hammer of Light from escaping with the captured destroyer. They will be that much weaker when we meet them again. But that provides little comfort to those lost on the Anhur. We must somehow eliminate this scourge once and for all!", 1998) $end_multi_text $Voice: Tem1_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-destroyed-delay 0 "Anhur" ) ( not ( is-destroyed-delay 0 "Imhotep" ) ) ( has-arrived-delay 0 "Imhotep" ) ) $Multi text XSTR("Great work, pilot! The remnants of the Hammer of Light forces are on the run. We are currently pursuing them into the Alpha Centauri system.", 1999) $end_multi_text $Voice: Tem1_DB_03.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( not ( is-event-true-delay "Mission Done" 0 ) ) ( not ( is-event-true-delay "Anhur Departs" 0 ) ) ) $Multi text XSTR("You did not have orders to return to base. By deserting your unit, you have jeopardized this mission. Consider yourself grounded until you can be court-martialed, pilot.", 2000) $end_multi_text $Voice: Tem3_DB_05.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 8 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Hercules" 8 "GTF Loki" 8 "GTB Medusa" 8 "GTB Ursa" 8 "GTB Zeus" 8 ) +Weaponry Pool: ( "Akheton SDG" 8 "Morning Star" 8 "Prometheus R" 36 "UD-8 Kayser" 4 "Circe" 8 "Lamprey" 8 "Tempest" 400 "Hornet" 260 "Harpoon" 240 "Trebuchet" 180 "Piranha" 244 "Stiletto II" 160 "Infyrno" 240 "Cyclops" 88 "Helios" 12 ) #Objects ;! 45 total $Name: Alpha 1 ;! Object #0 $Class: GTF Ulysses $Team: Friendly $Location: 2573.330322, -19.078400, 7851.951172 $Orientation: 0.604131, 0.000000, 0.796885, 0.004215, 0.999986, -0.003195, -0.796874, 0.005289, 0.604122 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Ulysses $Team: Friendly $Location: 2472.347168, -55.985939, 7755.368652 $Orientation: 0.634330, 0.000000, 0.773062, 0.012062, 0.999878, -0.009898, -0.772968, 0.015603, 0.634253 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTF Ulysses $Team: Friendly $Location: 2674.313721, 19.203484, 7755.368652 $Orientation: 0.607520, 0.000000, 0.794304, -0.004072, 0.999987, 0.003114, -0.794294, -0.005126, 0.607512 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GTF Ulysses $Team: Friendly $Location: 2572.522949, 61.890678, 7654.192871 $Orientation: 0.637367, 0.000000, 0.770561, -0.012786, 0.999862, 0.010576, -0.770455, -0.016594, 0.637279 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Imhotep ;! Object #4 $Class: GVD Typhon $Team: Friendly $Location: -2272.789063, 1026.200195, 3004.936279 $Orientation: 0.998270, 0.000000, 0.058794, 0.008649, 0.989121, -0.146852, -0.058154, 0.147106, 0.987410 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 2" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 $Arrival Location: Hyperspace +Arrival Delay: 20 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-destroyed-delay 3 "Anhur" ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 $Name: Anhur ;! Object #5 $Class: GVD Typhon $Team: Neutral $Location: -301.100006, 0.000000, 10031.099609 $Orientation: -0.480793, 0.000000, 0.876834, 0.000000, 1.000000, 0.000000, -0.876834, 0.000000, -0.480793 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret02 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Sbank Ammo: ( 0 ) +Subsystem: turret08 +Sbank Ammo: ( 0 ) +Subsystem: turret09 +Sbank Ammo: ( 0 ) +Subsystem: turret10 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret11 +Subsystem: turret12 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret13 +Sbank Ammo: ( 0 ) +Subsystem: turret14 +Subsystem: turret15 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "Anhur" "Waypoint path 4" 0 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 $Name: Ankh 1 ;! Object #6 $Class: GVSG Ankh $Team: Neutral $Location: -846.235657, -0.000609, 9179.302734 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 4 $Name: Ankh 2 ;! Object #7 $Class: GVSG Ankh $Team: Neutral $Location: 55.026642, -69.397751, 9119.875977 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 4 $Name: Ankh 3 ;! Object #8 $Class: GVSG Ankh $Team: Neutral $Location: 770.345398, 15.059760, 9664.376953 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 4 $Name: Ankh 5 ;! Object #9 $Class: GVSG Ankh $Team: Neutral $Location: -1499.015991, -35.087524, 10579.978516 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Primary Banks: ( "Prometheus R" ) +Subsystem: turret02a +Primary Banks: ( "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 4 $Name: Ankh 6 ;! Object #10 $Class: GVSG Ankh $Team: Neutral $Location: -900.002136, 60.346054, 11276.200195 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Primary Banks: ( "Circe" ) +Subsystem: turret02a +Primary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 4 $Name: Ankh 7 ;! Object #11 $Class: GVSG Ankh $Team: Neutral $Location: 8.273239, 0.000380, 11427.038086 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 4 $Name: Ankh 8 ;! Object #12 $Class: GVSG Ankh $Team: Neutral $Location: -658.999084, 355.582397, 9829.698242 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 4 $Name: Ankh 9 ;! Object #13 $Class: GVSG Ankh $Team: Neutral $Location: 118.954605, 329.262512, 10378.768555 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 4 $Name: Ankh 10 ;! Object #14 $Class: GVSG Ankh $Team: Neutral $Location: -658.999084, -317.725525, 9829.698242 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 4 $Name: Ankh 11 ;! Object #15 $Class: GVSG Ankh $Team: Neutral $Location: 118.954605, -344.045410, 10378.768555 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 4 $Name: Aries 1 ;! Object #16 $Class: GVF Thoth $Team: Neutral $Location: 2948.734619, 0.000356, 10019.193359 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Aries 2 ;! Object #17 $Class: GVF Thoth $Team: Neutral $Location: 3082.254883, 0.000552, 9972.546875 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Aries 3 ;! Object #18 $Class: GVF Thoth $Team: Neutral $Location: 3350.323730, 0.000134, 9995.861328 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Aries 4 ;! Object #19 $Class: GVF Thoth $Team: Neutral $Location: 3595.848633, 0.000345, 9995.861328 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Gemini 1 ;! Object #20 $Class: GVB Osiris $Team: Neutral $Location: 1955.444092, -0.000350, 9986.968750 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Piranha" "Cyclops" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Gemini 2 ;! Object #21 $Class: GVB Osiris $Team: Neutral $Location: 2062.778809, -0.000506, 9976.119141 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Piranha" "Cyclops" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Gemini 3 ;! Object #22 $Class: GVB Osiris $Team: Neutral $Location: 2163.271729, -0.000501, 9978.349609 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Piranha" "Cyclops" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Gemini 4 ;! Object #23 $Class: GVB Osiris $Team: Neutral $Location: 2257.907471, -0.000445, 9987.056641 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Piranha" "Cyclops" "Cyclops" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Pisces 1 ;! Object #24 $Class: GVF Thoth $Team: Neutral $Location: 2322.076416, 0.000171, 10697.580078 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Pisces 2 ;! Object #25 $Class: GVF Thoth $Team: Neutral $Location: 2846.958008, -0.001014, 10392.066406 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Pisces 3 ;! Object #26 $Class: GVF Thoth $Team: Neutral $Location: 2723.665527, -0.000051, 10674.248047 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Pisces 4 ;! Object #27 $Class: GVF Thoth $Team: Neutral $Location: 2969.187500, 0.000160, 10674.248047 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Taurus 1 ;! Object #28 $Class: GVFr Satis $Team: Neutral $Location: -3536.264893, 133.701035, 7879.677246 $Orientation: -0.638182, 0.000000, 0.769885, -0.051615, 0.997750, -0.042786, -0.768153, -0.067043, -0.636747 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Hostages", 2001) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-main +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 50 $Name: Taurus 2 ;! Object #29 $Class: GVFr Satis $Team: Neutral $Location: -2934.413330, -75.226929, 8196.722656 $Orientation: -0.596763, 0.000000, 0.802418, 0.022691, 0.999600, 0.016876, -0.802097, 0.028279, -0.596524 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Hostages", 2001) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-main +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 $Name: Taurus 3 ;! Object #30 $Class: GVFr Satis $Team: Neutral $Location: -3216.512695, 104.497009, 8633.558594 $Orientation: -0.737776, 0.000000, 0.675046, -0.025698, 0.999275, -0.028086, -0.674556, -0.038068, -0.737241 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Weapons", 2002) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-main +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 $Name: Cancer 1 ;! Object #31 $Class: GVF Horus $Team: Neutral $Location: -4865.828613, 526.848938, 7052.908691 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 0.169967, -0.985450, 0.000000, 0.985450, 0.169967 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Cancer 2 ;! Object #32 $Class: GVF Horus $Team: Neutral $Location: -4765.752441, 518.664978, 7057.778809 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 0.286715, -0.958016, 0.000000, 0.958016, 0.286715 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Cancer 3 ;! Object #33 $Class: GVF Horus $Team: Neutral $Location: -4752.723633, 498.431915, 7018.187012 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 0.305817, -0.952090, 0.000000, 0.952090, 0.305817 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Cancer 4 ;! Object #34 $Class: GVF Horus $Team: Neutral $Location: -4809.515625, 576.927856, 7005.182129 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 0.209239, -0.977865, 0.000000, 0.977865, 0.209239 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Cancer 5 ;! Object #35 $Class: GVF Horus $Team: Neutral $Location: -4840.822754, 576.927979, 6920.298340 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 0.209239, -0.977865, 0.000000, 0.977865, 0.209239 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Seti ;! Object #36 $Class: GVT Isis $Team: Neutral $Location: -3350.379150, 134.099884, 8193.118164 $Orientation: -0.529888, 0.000000, 0.848068, -0.001226, 0.999999, -0.000766, -0.848067, -0.001446, -0.529887 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 5" 89 ) ) $Cargo 1: XSTR("Supreme Admiral Khu", 2003) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Seti" "Waypoint path 5:1" ) 100 ) $Determination: 10 +Flags: ( "no-shields" "no-dynamic" )+Respawn priority: 0 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 15 $Name: Beta 1 ;! Object #37 $Class: GTB Ursa $Team: Friendly $Location: 3023.683350, -39.105034, 8202.080078 $Orientation: 0.481997, 0.000000, 0.876173, 0.009029, 0.999947, -0.004967, -0.876126, 0.010305, 0.481972 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Piranha" "Cyclops" "Cyclops" ) +Subsystem: b05-turreta $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #38 $Class: GTB Ursa $Team: Friendly $Location: 2922.699951, 9.000000, 8105.500000 $Orientation: 0.512795, 0.000000, 0.858511, -0.002058, 0.999997, 0.001229, -0.858509, -0.002397, 0.512794 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Piranha" "Cyclops" "Cyclops" ) +Subsystem: b05-turreta $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #39 $Class: GTB Ursa $Team: Friendly $Location: 3124.666748, 25.108204, 8105.500000 $Orientation: 0.489992, 0.000000, 0.871727, -0.005569, 0.999980, 0.003131, -0.871709, -0.006389, 0.489982 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Piranha" "Cyclops" "Cyclops" ) +Subsystem: b05-turreta $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #40 $Class: GTB Ursa $Team: Friendly $Location: 3022.875732, 74.013184, 8004.324219 $Orientation: 0.520600, 0.000000, 0.853801, -0.016229, 0.999819, 0.009895, -0.853646, -0.019008, 0.520506 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Piranha" "Cyclops" "Cyclops" ) +Subsystem: b05-turreta $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Leo 1 ;! Object #41 $Class: GVF Seth $Team: Neutral $Location: 3101.936523, -0.000230, 10502.753906 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 $Name: Leo 2 ;! Object #42 $Class: GVF Seth $Team: Neutral $Location: 3195.549072, -0.000131, 10507.186523 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 $Name: Leo 3 ;! Object #43 $Class: GVF Seth $Team: Neutral $Location: 3300.032715, -0.000127, 10507.201172 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 $Name: Leo 4 ;! Object #44 $Class: GVF Seth $Team: Neutral $Location: 3097.239014, -0.000152, 10604.938477 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 #Wings ;! 8 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Aries $Waves: 10 $Wave Threshold: 0 $Special Ship: 0 ;! Aries 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Anhur $Arrival Cue: ( true ) $Departure Location: Docking Bay $Departure Anchor: Anhur +Departure delay: 3 $Departure Cue: ( is-destroyed-delay 0 "Alpha" "Beta" "Imhotep" ) $Ships: ( ;! 4 total "Aries 1" "Aries 2" "Aries 3" "Aries 4" ) $AI Goals: ( goals ( ai-guard "Anhur" 89 ) ( ai-chase "Imhotep" 75 ) ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 30 +Wave Delay Max: 45 $Name: Gemini $Waves: 7 $Wave Threshold: 0 $Special Ship: 0 ;! Gemini 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Anhur +Arrival delay: 70 $Arrival Cue: ( true ) $Departure Location: Docking Bay $Departure Anchor: Anhur $Departure Cue: ( is-destroyed-delay 10 "Imhotep" ) $Ships: ( ;! 4 total "Gemini 1" "Gemini 2" "Gemini 3" "Gemini 4" ) $AI Goals: ( goals ( ai-chase "Imhotep" 89 ) ) +Flags:( ) +Wave Delay Min: 4 +Wave Delay Max: 10 $Name: Pisces $Waves: 10 $Wave Threshold: 0 $Special Ship: 0 ;! Pisces 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Anhur +Arrival delay: 45 $Arrival Cue: ( is-destroyed-delay 9 "Aries" ) $Departure Location: Docking Bay $Departure Anchor: Anhur +Departure delay: 6 $Departure Cue: ( is-destroyed-delay 0 "Alpha" "Beta" "Imhotep" ) $Ships: ( ;! 4 total "Pisces 1" "Pisces 2" "Pisces 3" "Pisces 4" ) $AI Goals: ( goals ( ai-guard-wing "Gemini" 89 ) ( ai-chase "Imhotep" 50 ) ( ai-guard "Anhur" 50 ) ) +Flags:( ) +Wave Delay Min: 30 +Wave Delay Max: 50 $Name: Taurus $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "Taurus" "Waypoint path 1" 0 ) $Ships: ( ;! 3 total "Taurus 1" "Taurus 2" "Taurus 3" ) +Flags:( ) $Name: Cancer $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "On the move" 20 ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "Cancer" "Waypoint path 1" 0 ) $Ships: ( ;! 5 total "Cancer 1" "Cancer 2" "Cancer 3" "Cancer 4" "Cancer 5" ) $AI Goals: ( goals ( ai-guard "Anhur" 89 ) ( ai-chase "Imhotep" 50 ) ( ai-chase-any 50 ) ) +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) $Name: Leo $Waves: 5 $Wave Threshold: 1 $Special Ship: 0 ;! Leo 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Anhur +Arrival delay: 90 $Arrival Cue: ( is-destroyed-delay 6 "Pisces" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Leo 1" "Leo 2" "Leo 3" "Leo 4" ) $AI Goals: ( goals ( ai-guard "Anhur" 50 ) ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 30 +Wave Delay Max: 45 #Events ;! 22 total $Formula: ( when ( or ( and ( is-destroyed-delay 0 "Ankh 1" "Ankh 2" "Ankh 3" "Ankh 5" "Ankh 6" "Ankh 7" "Ankh 8" "Ankh 9" "Ankh 10" "Ankh 11" ) ( < ( hits-left "Anhur" ) 60 ) ) ( < ( hits-left "Anhur" ) 50 ) ) ( add-goal "Anhur" ( ai-waypoints-once "Waypoint path 4" 89 ) ) ) +Name: All Turrets dead +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( good-secondary-time "Friendly" 100 "Cyclops" "Anhur" ) ( good-secondary-time "Neutral" 100 "Cyclops" "Imhotep" ) ) +Name: Good Secondary +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-event-true-delay "All Turrets dead" 0 ) ( not ( has-departed-delay 0 "Anhur" ) ) ) ( send-message "#Command" "High" "On the move" ) ( add-goal "Pisces" ( ai-guard "Anhur" 89 ) ) ) +Name: On the move +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 10 "Anhur" ) ( do-nothing ) ) +Name: Big Bad Ship Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 1 "Imhotep" ) ( add-goal "Taurus" ( ai-waypoints-once "Waypoint path 1" 89 ) ) ) +Name: Good Guys Arrive 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 0 "Anhur" ) ( or ( is-destroyed-delay 0 "Imhotep" ) ( has-departed-delay 0 "Imhotep" ) ) ) ( add-goal "Cancer" ( ai-waypoints-once "Waypoint path 1" 89 ) ) ) +Name: Bad Reinforcements Depart +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Seti" ) ( send-message "#Command" "High" "Isis Depart" ) ) +Name: Isis Depart +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-goal-true-delay "Destroy HOL" 10 ) ( send-message "#Command" "High" "Mission Done" ) ) +Name: Mission Done +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha" "Beta" ) ( do-nothing ) ) +Name: Return To Base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( has-departed-delay 1 "Anhur" ) ( send-message "#Command" "High" "Anhur Departs" ) ) +Name: Anhur Departs +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha" "Beta" ) ( do-nothing ) ) +Name: Return To Base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( has-arrived-delay 0 "Imhotep" ) ( validate-goal "Protect" ) ) +Name: Validate Protection +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 5 ) ( send-message "Anhur" "High" "Hostages Taken Away" ) ) +Name: Hostages Taken Away +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "TC Confirm" ) ( invalidate-goal "Prevent" ) ( validate-goal "Destroy HOL" ) ) +Name: TC Confirm +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( < ( hits-left "Imhotep" ) 48 ) ( send-message "Imhotep" "High" "Good Typhon Damaged" ) ) +Name: Good Typhon Damaged +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Anhur" ) ( do-nothing ) ) +Name: Destroy Anhur +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Anhur", 2004) $Formula: ( when ( is-destroyed-delay 0 "Aries" ) ( do-nothing ) ) +Name: Destroy Aries +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aries", 14) $Formula: ( when ( is-destroyed-delay 0 "Gemini" ) ( do-nothing ) ) +Name: Destroy Gemini +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Gemini", 16) $Formula: ( when ( is-destroyed-delay 0 "Pisces" ) ( do-nothing ) ) +Name: Destroy Pisces +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Pisces", 22) $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Destroy Cancer +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( is-destroyed-delay 0 "Leo" ) ( do-nothing ) ) +Name: Destroy Leo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Leo", 15) $Formula: ( when ( is-destroyed-delay 0 "Ankh 1" "Ankh 2" "Ankh 3" "Ankh 5" "Ankh 6" "Ankh 7" "Ankh 8" "Ankh 9" "Ankh 10" "Ankh 11" ) ( do-nothing ) ) +Name: Destroy Sentry Guns +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Sentry Guns", 2005) #Goals ;! 3 total $Type: Primary +Name: Destroy HOL $MessageNew: XSTR("Destroy the Anhur", 2006) $end_multi_text $Formula: ( and ( is-destroyed-delay 3 "Anhur" ) ( not ( has-departed-delay 0 "Anhur" ) ) ) +Invalid +Score: 400 $Type: Secondary +Name: Protect $MessageNew: XSTR("Protect the Imhotep", 2007) $end_multi_text $Formula: ( and ( has-departed-delay 0 "Imhotep" ) ( not ( is-destroyed-delay 0 "Imhotep" ) ) ) +Invalid $Type: Primary +Name: Prevent $MessageNew: XSTR("Prevent the Anhur's Capture by the HOL", 2008) $end_multi_text $Formula: ( has-time-elapsed 9999 ) #Waypoints ;! 5 lists total $Jump Node: -4842.089844, -0.000036, 7052.581543 $Jump Node Name: Alpha Centauri Jump Node $Name: Waypoint path 1 $List: ( ;! 1 points in list ( -4371.023438, -0.000948, 7437.983398 ) ) $Name: Waypoint path 2 $List: ( ;! 1 points in list ( -2657.303223, 2093.947021, 9809.262695 ) ) $Name: Waypoint path 3 $List: ( ;! 1 points in list ( -4815.701660, 0.000029, 7029.387695 ) ) $Name: Waypoint path 4 $List: ( ;! 1 points in list ( -3841.912354, -0.000750, 8089.573242 ) ) $Name: Waypoint path 5 $List: ( ;! 1 points in list ( -4367.271973, 131.847137, 7437.807617 ) ) #Messages ;! 214 total $Name: On the move $Team: -1 $MessageNew: XSTR("The Anhur is engaging its fusion drive, heading to the Alpha Centauri jump node. Do not let it escape!", 2009) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem1_AC_01.wav $Name: Isis Depart $Team: -1 $MessageNew: XSTR("An Isis transport and Taurus freighters have entered the Alpha Centauri jump node. There go the prototypes and Vasudan VIPs!", 2010) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem1_AC_02.wav $Name: Mission Done $Team: -1 $MessageNew: XSTR("This mission is over. Return to base.", 459) $end_multi_text +AVI Name: Head-CM2 +Wave Name: MT4_AC_01.wav $Name: Anhur Departs $Team: -1 $MessageNew: XSTR("The Anhur has escaped to Alpha Centauri. Return to base.", 2011) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem1_AC_03.wav $Name: Hostages Taken Away $Team: -1 $MessageNew: XSTR("This is Lieutenant Osun of the Anhur. The rebels have engineering and bridge. They also have the hostages and prototypes on transports to Alpha Centauri.", 2012) $end_multi_text +AVI Name: Head-VC +Wave Name: Tem1_An_01.wav $Name: Good Typhon Damaged $Team: -1 $MessageNew: XSTR("Imhotep here. We are taking severe damage. Request immediate support.", 2013) $end_multi_text +Persona: Large Ship +AVI Name: Head-VC +Wave Name: Tem1_Im_01.wav $Name: TC Confirm $Team: -1 $MessageNew: XSTR("Confirmed. Hostages and prototypes are on board the transports and out of intercept range. Advising Alpha Centauri. Alpha and Beta wings, you are now to engage and destroy the Anhur.", 2014) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem1_AC_04.wav #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 500 $Ambient light level: 0 +Nebula: Nebula01 +Color: Blue +Pitch: 304 +Bank: 347 +Heading: 296 #Asteroid Fields #Music $Event Music: 4: Numbers $Briefing Music: Brief4 #End #Mission Info $Version: 0.10 $Name: XSTR("Chasing the Threat", 2015) $Author: Brad Johnson $Created: 10/21/98 at 15:30:59 $Modified: 10/07/99 at 16:03:46 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("Multiplayer co-op mission, Part 2 of the Templar Campaign. Pursuing Hammer of Light transports containing hostages. Max respawns: 8. Recommended respawns: 4.", 2016) $end_multi_text +Game Type Flags: 10 +Flags: 0 +Num Players: 8 +Num Respawns: 10 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -2605.283203, 12731.502930, 871.132996 +Viewer orient: 0.999999, 0.000002, 0.001731, -0.001478, 0.521998, 0.852946, -0.000902, -0.852947, 0.521997 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("We arrived too late in Vasuda to prevent the $h HoL transport and freighters from escaping. We are now pursuing them to Alpha Centauri. The rebels demand the release of all $h HoL leaders in government custody in exchange for the safe return of the hostages. The Vasudans have agreed to negotiate to give us time to attempt a rescue.", 2017) $end_multi_text $voice: Tem2_MB_01.wav $camera_pos: 81.457489, 6355.708496, 329.432098 $camera_orient: 0.999999, 0.000002, 0.001732, -0.001478, 0.521998, 0.852945, -0.000902, -0.852947, 0.521997 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 13 $team: Neutral $class: GVFr Satis $pos: 1772.982544, 0.212409, 4703.298828 $label: Taurus +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 34 $team: Neutral $class: GVT Isis $pos: -1946.035400, -0.000315, 4560.979492 $label: Isis +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 33 $team: Friendly $class: GTNB Pharos $pos: -25.955780, -0.001454, 3274.137695 $label: Vasuda Jump Node +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Vasudan intelligence believes the $h Hammer $h of $h Light has isolated Supreme Admiral Khu and is holding him on board the $h Isis transport. The other hostages were transferred to two $h Taurus freighters. The third $h Taurus contains the stealth technology prototypes.", 2018) $end_multi_text $voice: Tem2_MB_02.wav $camera_pos: -81.095337, 5135.844238, 1489.106934 $camera_orient: 0.999999, 0.000002, 0.001731, -0.001478, 0.521998, 0.852946, -0.000902, -0.852947, 0.521997 $camera_time: 600 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 13 $team: Neutral $class: GVFr Satis $pos: 1772.982544, 0.212409, 4703.298828 $label: Taurus +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 34 $team: Neutral $class: GVT Isis $pos: -1946.035400, -0.000315, 4560.979492 $label: Isis +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Your mission is to scan all three freighters and destroy the vessel containing the prototypes. Once you have completed this objective, stand by for further orders. Under no circumstances should you fire on the ships carrying hostages.", 2019) $end_multi_text $voice: Tem2_MB_03.wav $camera_pos: 1776.194702, 3037.754639, 2844.346680 $camera_orient: 0.999999, 0.000002, 0.001731, -0.001478, 0.521998, 0.852946, -0.000902, -0.852947, 0.521997 $camera_time: 1000 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 13 $team: Neutral $class: GVFr Satis $pos: 1772.982544, 0.212409, 4703.298828 $label: Taurus +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 3 $Formula: ( is-goal-true-delay "Scan" 0 ) $Multi text XSTR("The Taurus freighters are taking the hostages to Aldebaran, while Admiral Khu is being taken to Sirius. Your orders are to follow the freighters. Other assets will try to track Admiral Khu.", 2020) $end_multi_text $Voice: Tem2_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( or ( not ( has-departed-delay 0 "Taurus 1" "Taurus 2" ) ) ( is-destroyed-delay 0 "Taurus 1" ) ( is-destroyed-delay 0 "Taurus 2" ) ( is-destroyed-delay 0 "Seti" ) ( not ( is-goal-true-delay "Scan" 0 ) ) ) $Multi text XSTR("You disobeyed a direct order, pilot. Your reckless and criminal behavior has endangered the lives of our allies, jeopardizing future cooperation between Terrans and Vasudans. You are confined to the brig pending a court-martial.", 2021) $end_multi_text $Voice: Tem2_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( not ( is-event-true-delay "Mission Over" 0 ) ) ( not ( is-event-true-delay "Pick Your Node" 0 ) ) ) $Multi text XSTR("You did not have orders to return to base. By deserting your unit, you have jeopardized this mission. Consider yourself grounded until you can be court-martialed, pilot.", 2000) $end_multi_text $Voice: Tem3_DB_05.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 8 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Hercules" 8 "GTF Loki" 8 ) +Weaponry Pool: ( "Akheton SDG" 8 "Morning Star" 8 "Prometheus R" 28 "UD-8 Kayser" 4 "Circe" 8 "Lamprey" 8 "Tempest" 400 "Hornet" 260 "Harpoon" 260 "Trebuchet" 120 "Piranha" 140 "Stiletto II" 120 "Infyrno" 120 "Cyclops" 40 "Helios" 8 ) #Objects ;! 41 total $Name: Alpha 1 ;! Object #0 $Class: GTF Ulysses $Team: Friendly $Location: -2048.019287, 30.157589, 8540.866211 $Orientation: -0.533907, 0.000000, -0.845543, 0.008187, 0.999953, -0.005170, 0.845503, -0.009683, -0.533882 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Taurus 1 ;! Object #1 $Class: GVFr Satis $Team: Neutral $Location: 908.484863, 0.001351, 6911.641602 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Hostages", 2001) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-main +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" "escort" "scannable" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 $Name: Taurus 2 ;! Object #2 $Class: GVFr Satis $Team: Neutral $Location: 783.290283, -17.715368, 6567.103516 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Hostages", 2001) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-main +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" "escort" "scannable" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 $Name: Taurus 3 ;! Object #3 $Class: GVFr Satis $Team: Neutral $Location: 1041.554443, 18.144270, 6557.682617 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Weapons", 2002) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-main +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" "escort" "scannable" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 $Name: Alpha 2 ;! Object #4 $Class: GTF Ulysses $Team: Friendly $Location: -2178.731445, 50.196251, 8662.289063 $Orientation: -0.542331, 0.000000, -0.840165, 0.012817, 0.999884, -0.008273, 0.840068, -0.015255, -0.542267 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #5 $Class: GTF Ulysses $Team: Friendly $Location: -2291.285889, -38.413475, 8576.588867 $Orientation: -0.508443, 0.000000, -0.861096, -0.009900, 0.999934, 0.005845, 0.861039, 0.011496, -0.508409 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #6 $Class: GTF Ulysses $Team: Friendly $Location: -2210.511963, -48.937004, 8463.368164 $Orientation: -0.493248, 0.000000, -0.869889, -0.013242, 0.999884, 0.007508, 0.869788, 0.015222, -0.493191 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Wosyet ;! Object #7 $Class: GVC Aten $Team: Friendly $Location: 933.309998, 295.802856, 4275.697266 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 3" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 $Arrival Location: Hyperspace +Arrival Delay: 5 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( or ( are-waypoints-done-delay "Wosyet" "Waypoint path 5" 0 ) ( are-waypoints-done-delay "Wosyet" "Waypoint path 3" 0 ) ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 80 $Name: Aries 1 ;! Object #8 $Class: GVF Thoth $Team: Neutral $Location: -173.805252, 109.599655, 12749.162109 $Orientation: -0.999532, 0.000000, -0.030607, 0.000000, 1.000000, 0.000000, 0.030607, 0.000000, -0.999532 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Aries 2 ;! Object #9 $Class: GVF Thoth $Team: Neutral $Location: 42.188217, -65.564072, 12728.148438 $Orientation: -0.999867, 0.000000, -0.016292, 0.000000, 1.000000, 0.000000, 0.016292, 0.000000, -0.999867 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Aries 3 ;! Object #10 $Class: GVF Thoth $Team: Neutral $Location: 258.180786, -39.370926, 12707.136719 $Orientation: -0.999998, 0.000000, -0.001926, 0.000000, 1.000000, 0.000000, 0.001926, 0.000000, -0.999998 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Aries 4 ;! Object #11 $Class: GVF Thoth $Team: Neutral $Location: 259.139282, 127.608383, 12533.296875 $Orientation: -0.999998, 0.000000, -0.001951, 0.000000, 1.000000, 0.000000, 0.001951, 0.000000, -0.999998 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Aries 5 ;! Object #12 $Class: GVF Thoth $Team: Neutral $Location: 31.660385, 129.237213, 12456.358398 $Orientation: -0.999847, 0.000000, -0.017513, 0.000000, 1.000000, 0.000000, 0.017513, 0.000000, -0.999847 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Aries 6 ;! Object #13 $Class: GVF Thoth $Team: Neutral $Location: -191.954437, -20.574274, 12380.727539 $Orientation: -0.999457, 0.000000, -0.032958, 0.000000, 1.000000, 0.000000, 0.032958, 0.000000, -0.999457 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Virgo 1 ;! Object #14 $Class: GVF Horus $Team: Neutral $Location: 328.089600, 0.005693, 12393.430664 $Orientation: -0.994720, 0.000000, -0.102628, 0.000000, 1.000000, 0.000000, 0.102628, 0.000000, -0.994720 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Virgo 2 ;! Object #15 $Class: GVF Horus $Team: Neutral $Location: 425.158997, 291.376068, 12389.935547 $Orientation: -0.995317, 0.000000, -0.096664, 0.000000, 1.000000, 0.000000, 0.096664, 0.000000, -0.995317 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Virgo 3 ;! Object #16 $Class: GVF Horus $Team: Neutral $Location: 520.862183, 0.005577, 12390.452148 $Orientation: -0.995874, 0.000000, -0.090749, 0.000000, 1.000000, 0.000000, 0.090749, 0.000000, -0.995874 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Virgo 4 ;! Object #17 $Class: GVF Horus $Team: Neutral $Location: 624.023926, -180.048126, 12391.674805 $Orientation: -0.996435, 0.000000, -0.084360, 0.000000, 1.000000, 0.000000, 0.084360, 0.000000, -0.996435 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Seti ;! Object #18 $Class: GVT Isis $Team: Neutral $Location: -5616.558105, -0.000296, 6234.584961 $Orientation: 0.865164, 0.000000, 0.501489, 0.000000, 1.000000, 0.000000, -0.501489, 0.000000, 0.865164 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 8" 89 ) ) $Cargo 1: XSTR("Supreme Admiral Khu", 2003) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "Seti" "Waypoint path 8" 0 ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" )+Respawn priority: 0 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 15 $Name: Pisces 1 ;! Object #19 $Class: GVF Horus $Team: Neutral $Location: -5847.723633, 349.876801, 7473.896484 $Orientation: -0.593582, 0.000000, -0.804773, 0.000000, 1.000000, 0.000000, 0.804773, 0.000000, -0.593582 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 $Name: Pisces 2 ;! Object #20 $Class: GVF Horus $Team: Neutral $Location: -5791.864258, -105.039398, 7457.296875 $Orientation: -0.594422, 0.000000, -0.804153, 0.000000, 1.000000, 0.000000, 0.804153, 0.000000, -0.594422 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 $Name: Pisces 3 ;! Object #21 $Class: GVF Horus $Team: Neutral $Location: -5690.526367, 215.399780, 7459.220703 $Orientation: -0.597050, 0.000000, -0.802204, 0.000000, 1.000000, 0.000000, 0.802204, 0.000000, -0.597050 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 $Name: Pisces 4 ;! Object #22 $Class: GVF Horus $Team: Neutral $Location: -5586.736328, -0.002045, 7461.423828 $Orientation: -0.599765, 0.000000, -0.800176, 0.000000, 1.000000, 0.000000, 0.800176, 0.000000, -0.599765 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 $Name: Pisces 5 ;! Object #23 $Class: GVF Horus $Team: Neutral $Location: -5790.821289, -188.487762, 7363.919922 $Orientation: -0.591251, 0.000000, -0.806488, 0.000000, 1.000000, 0.000000, 0.806488, 0.000000, -0.591251 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 $Name: Pisces 6 ;! Object #24 $Class: GVF Horus $Team: Neutral $Location: -5689.862305, 164.689148, 7358.396973 $Orientation: -0.593615, 0.000000, -0.804750, 0.000000, 1.000000, 0.000000, 0.804750, 0.000000, -0.593615 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 $Name: Hathor ;! Object #25 $Class: GVC Aten $Team: Neutral $Location: -1108.942261, -0.000015, 12412.541016 $Orientation: -0.617192, 0.000000, 0.786813, 0.000000, 1.000000, 0.000000, -0.786813, 0.000000, -0.617192 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 4" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 $Arrival Location: Hyperspace +Arrival Delay: 75 $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "Hathor" "Waypoint path 4" 0 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 80 $Name: Leo 1 ;! Object #26 $Class: PVFR Ma'at $Team: Neutral $Location: -779.921387, -8.766005, 12256.964844 $Orientation: -0.584538, -0.000000, 0.811366, 0.000894, 1.000000, 0.000644, -0.811366, 0.001102, -0.584538 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 $Arrival Location: Hyperspace +Arrival Delay: 120 $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Leo 2 ;! Object #27 $Class: PVFR Ma'at $Team: Neutral $Location: -678.072754, -8.766102, 12141.201172 $Orientation: -0.584538, -0.000000, 0.811366, 0.000894, 1.000000, 0.000644, -0.811366, 0.001102, -0.584538 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 $Arrival Location: Hyperspace +Arrival Delay: 120 $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Cancer 1 ;! Object #28 $Class: GVF Thoth $Team: Neutral $Location: -5964.805664, 332.763062, 8240.769531 $Orientation: 0.701918, 0.000000, -0.712258, 0.053323, 0.997194, 0.052549, 0.710259, -0.074865, 0.699948 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Cancer 2 ;! Object #29 $Class: GVF Thoth $Team: Neutral $Location: -5865.155273, -103.686943, 8233.871094 $Orientation: 0.714025, 0.000000, -0.700121, -0.016619, 0.999718, -0.016949, 0.699923, 0.023737, 0.713824 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Cancer 3 ;! Object #30 $Class: GVF Thoth $Team: Neutral $Location: -5766.096680, 98.721436, 8227.013672 $Orientation: 0.726204, 0.000000, -0.687480, 0.015768, 0.999737, 0.016656, 0.687299, -0.022936, 0.726013 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Cancer 4 ;! Object #31 $Class: GVF Thoth $Team: Neutral $Location: -5663.411133, 0.000163, 8231.064453 $Orientation: 0.737766, 0.000000, -0.675057, 0.000000, 1.000000, 0.000000, 0.675057, 0.000000, 0.737766 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Cancer 5 ;! Object #32 $Class: GVF Thoth $Team: Neutral $Location: -5871.574219, 198.929977, 8139.666992 $Orientation: 0.723636, 0.000000, -0.690182, 0.030898, 0.998997, 0.032396, 0.689490, -0.044768, 0.722910 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Cancer 6 ;! Object #33 $Class: GVF Thoth $Team: Neutral $Location: -5760.810547, -183.718094, 8139.508789 $Orientation: 0.736208, 0.000000, -0.676755, -0.028469, 0.999115, -0.030970, 0.676156, 0.042066, 0.735557 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Virgo 5 ;! Object #34 $Class: GVF Horus $Team: Neutral $Location: 292.178345, 0.005994, 12295.250977 $Orientation: -0.995874, 0.000000, -0.090749, 0.000000, 1.000000, 0.000000, 0.090749, 0.000000, -0.995874 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Beta 1 ;! Object #35 $Class: GTF Ulysses $Team: Friendly $Location: -1966.042236, -0.918207, 7533.285156 $Orientation: -0.248767, 0.000000, -0.968563, -0.000337, 1.000000, 0.000086, 0.968563, 0.000348, -0.248767 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #36 $Class: GTF Ulysses $Team: Friendly $Location: -2101.419189, 81.057571, 7609.566406 $Orientation: -0.262725, 0.000000, -0.964871, 0.028074, 0.999577, -0.007644, 0.964462, -0.029096, -0.262613 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #37 $Class: GTF Ulysses $Team: Friendly $Location: -2049.454102, 36.381607, 7376.520508 $Orientation: -0.185919, 0.000000, -0.982565, 0.013329, 0.999908, -0.002522, 0.982475, -0.013566, -0.185902 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #38 $Class: GTF Ulysses $Team: Friendly $Location: -2246.849854, -49.647881, 7469.666992 $Orientation: -0.204501, 0.000000, -0.978866, -0.016792, 0.999853, 0.003508, 0.978722, 0.017155, -0.204471 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: VAC 4 28 ;! Object #39 $Class: VAC 4 $Team: Neutral $Location: -767.810059, -0.042232, 12266.468750 $Orientation: -0.584538, 0.000000, 0.811366, 0.029194, 0.999353, 0.021032, -0.810841, 0.035981, -0.584160 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Spare Parts", 2022) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Docked With: Leo 1 $Docker Point: cargo dock $Dockee Point: cargo dock +Group: 0 +Score: 3 $Name: VAC 4 30 ;! Object #40 $Class: VAC 4 $Team: Neutral $Location: -665.961426, -0.042330, 12150.704102 $Orientation: -0.584538, 0.000000, 0.811366, 0.029194, 0.999353, 0.021032, -0.810841, 0.035981, -0.584160 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Spare Parts", 2022) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Docked With: Leo 2 $Docker Point: cargo dock $Dockee Point: cargo dock +Group: 0 +Score: 3 #Wings ;! 8 total $Name: Taurus $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( < ( distance "Taurus" "Aldebaran Jump Node WP:1" ) 666 ) $Ships: ( ;! 3 total "Taurus 1" "Taurus 2" "Taurus 3" ) $AI Goals: ( goals ( ai-waypoints-once "Aldebaran Jump Node WP" 89 ) ) +Flags:( ) $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) +Wave Delay Min: 20 +Wave Delay Max: 45 $Name: Aries $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aries 1 $Arrival Location: Hyperspace +Arrival delay: 60 $Arrival Cue: ( is-destroyed-delay 6 "Virgo" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Aries 1" "Aries 2" "Aries 3" "Aries 4" "Aries 5" "Aries 6" ) $AI Goals: ( goals ( ai-chase-wing "Alpha" 89 ) ( ai-guard-wing "Taurus" 50 ) ( ai-chase "Wosyet" 50 ) ( ai-chase-wing "Beta" 50 ) ) +Flags:( ) $Name: Virgo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Hyperspace $Arrival Cue: ( or ( has-time-elapsed 15 ) ( < ( distance "" "Taurus" ) 1500 ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 5 total "Virgo 1" "Virgo 2" "Virgo 3" "Virgo 4" "Virgo 5" ) $AI Goals: ( goals ( ai-guard-wing "Taurus" 89 ) ( ai-chase "Wosyet" 50 ) ( ai-chase-wing "Alpha" 50 ) ( ai-chase-wing "Beta" 50 ) ) +Flags:( ) $Name: Pisces $Waves: 2 $Wave Threshold: 0 $Special Ship: 0 ;! Pisces 1 $Arrival Location: Hyperspace +Arrival delay: 100 $Arrival Cue: ( has-arrived-delay 0 "Wosyet" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Pisces 1" "Pisces 2" "Pisces 3" "Pisces 4" "Pisces 5" "Pisces 6" ) $AI Goals: ( goals ( ai-chase "Wosyet" 89 ) ( ai-guard-wing "Taurus" 89 ) ( ai-chase-wing "Alpha" 50 ) ( ai-chase-wing "Beta" 50 ) ) +Flags:( ) +Wave Delay Min: 30 +Wave Delay Max: 40 $Name: Leo $Waves: 1 $Wave Threshold: 0 $Special Ship: 1 ;! Leo 2 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 3 "Hathor" ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "Leo" "Waypoint path 7" 0 ) $Ships: ( ;! 2 total "Leo 1" "Leo 2" ) $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 7" 89 ) ) +Flags:( ) $Name: Cancer $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Hyperspace $Arrival Cue: ( and ( has-arrived-delay 4 "Hathor" ) ( is-destroyed-delay 6 "Aries" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Cancer 1" "Cancer 2" "Cancer 3" "Cancer 4" "Cancer 5" "Cancer 6" ) $AI Goals: ( goals ( ai-guard "Hathor" 89 ) ( ai-guard-wing "Leo" 50 ) ( ai-guard-wing "Taurus" 50 ) ( ai-chase "Wosyet" 50 ) ( ai-chase-wing "Beta" 50 ) ) +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) #Events ;! 32 total $Formula: ( when ( depart-node-delay 0 "Aldebaran Jump Node" "Alpha 1" ) ( do-nothing ) ) +Name: Aldebaran Jump Node +Repeat Count: 1 +Interval: 1 $Formula: ( when ( depart-node-delay 0 "Sirius Jump Node" "Alpha 1" ) ( do-nothing ) ) +Name: Sirius Jump Node +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Seti" ) 2 ) ( ship-invulnerable "Seti" ) ) +Name: Invincible Isis +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 3 "Seti" ) ( send-message "#Command" "High" "Sirius Jump Node" ) ) +Name: Isis Transport Warps Out +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 3 "Taurus" ) ( send-message "#Command" "High" "Tarus Has Made It" ) ) +Name: Taurus Warps Out +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 2 "Leo" ) ( send-message "#Command" "High" "New HOL Group" ) ) +Name: New HOL Group +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 4 "Hathor" ) ( send-message "#Command" "High" "Aten Destroyed" ) ) +Name: Aten Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 3 "Seti" ) ( send-message "#Command" "High" "Isis Transport Destroyed" ) ) +Name: Isis Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( destroyed-or-departed-delay 10 "Leo" "Hathor" "Taurus 3" ) ( send-message "#Command" "High" "Pick Your Node" ) ) +Name: Pick Your Node +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha" "Beta" ) ( do-nothing ) ) +Name: Return To Base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( or ( is-destroyed-delay 0 "Seti" ) ( is-destroyed-delay 0 "Taurus 2" ) ( is-destroyed-delay 0 "Taurus 3" ) ) ( do-nothing ) ) +Name: Do Not Destroy +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-cargo-known-delay 3 "Taurus 1" "Taurus 2" "Taurus 3" ) ( send-message "#Command" "High" "Destroy Taurus 3" ) ) +Name: Destroy Taurus 3 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( unprotect-ship "Taurus 3" ) ) +Name: Unprotect Taurus 3 +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( has-time-elapsed 10 ) ( send-message "#Command" "High" "Scan Taurus" ) ) +Name: Scan Taurus +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( validate-goal "Scan" ) ( invalidate-goal "Prevent" ) ) +Name: Validate Goal +Repeat Count: 1 +Interval: 1 +Chained: 2 $Formula: ( when ( is-destroyed-delay 0 "Taurus 3" ) ( send-message "Taurus 1" "High" "Threat" ) ) +Name: Threat +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Okay" ) ) +Name: Okay +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( < ( hits-left "Wosyet" ) 95 ) ( send-message "Wosyet" "High" "Vasudan Cruiser" ) ) +Name: Vasudan Cruiser +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Get Out" ) ( clear-goals "Wosyet" ) ( add-goal "Wosyet" ( ai-waypoints-once "Waypoint path 5" 89 ) ) ) +Name: Get Out +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( or ( < ( hits-left "Taurus 2" ) 90 ) ( < ( hits-left "Taurus 1" ) 90 ) ( and ( < ( hits-left "Taurus 3" ) 90 ) ( is-goal-incomplete "Scan" ) ( is-event-false-delay "Okay" 0 ) ) ) ( send-message "#Command" "High" "Hold your fire" ) ) +Name: Hold Your Fire +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( < ( hits-left "Taurus 2" ) 50 ) ( < ( hits-left "Taurus 1" ) 50 ) ( and ( is-destroyed-delay 0 "Taurus 3" ) ( is-goal-incomplete "Scan" ) ) ( < ( hits-left "Seti" ) 50 ) ( is-destroyed-delay 0 "Taurus 2" ) ( is-destroyed-delay 0 "Taurus 1" ) ) ( send-message "#Command" "High" "You're jeopardizing" ) ) +Name: Mission Over +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha" "Beta" ) ( do-nothing ) ) +Name: Return To Base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( is-destroyed-delay 0 "Taurus 3" ) ( do-nothing ) ) +Name: Taurus 3 Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( depart-node-delay 0 "Aldebaran Jump Node" "Alpha 1" ) ( do-nothing ) ) +Name: Depart Aldebaran +Repeat Count: 1 +Interval: 1 $Formula: ( when ( depart-node-delay 0 "Sirius Jump Node" "Alpha 1" ) ( do-nothing ) ) +Name: Depart Sirius +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Hathor" ) ( do-nothing ) ) +Name: Hathor Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Leo" ) ( do-nothing ) ) +Name: Leo Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Aries" ) ( do-nothing ) ) +Name: Destroy Aries +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aries", 14) $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Destroy Virgo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( is-destroyed-delay 0 "Pisces" ) ( do-nothing ) ) +Name: Destroy Pisces +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Pisces", 22) $Formula: ( when ( is-destroyed-delay 0 "Leo" ) ( do-nothing ) ) +Name: Destroy Leo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Leo", 15) $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Destroy Cancer +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Cancer", 20) #Goals ;! 2 total $Type: Primary +Name: Scan $MessageNew: XSTR("Scan Taurus Freighters.", 2023) $end_multi_text $Formula: ( is-cargo-known-delay 0 "Taurus 1" "Taurus 2" "Taurus 3" ) +Invalid +Score: 50 $Type: Primary +Name: Prevent $MessageNew: XSTR("Prevent the HoL transport and freighters from escaping", 2024) $end_multi_text $Formula: ( has-time-elapsed 999999 ) #Waypoints ;! 9 lists total $Jump Node: 927.492859, -0.003475, 4154.618164 $Jump Node Name: Vasuda Jump Node $Jump Node: -0.692886, 0.006678, 13072.041992 $Jump Node Name: Aldebaran Jump Node $Jump Node: -6278.877930, -0.001367, 7878.028320 $Jump Node Name: Sirius Jump Node $Name: Waypoint path 1 $List: ( ;! 1 points in list ( 43.887436, 0.005936, 12092.934570 ) ) $Name: Waypoint path 2 $List: ( ;! 1 points in list ( -586.373291, 0.005485, 12432.055664 ) ) $Name: Waypoint path 3 $List: ( ;! 1 points in list ( 764.320435, 0.005441, 12407.481445 ) ) $Name: Waypoint path 4 $List: ( ;! 1 points in list ( -5604.056641, 0.005343, 8505.314453 ) ) $Name: Waypoint path 5 $List: ( ;! 1 points in list ( 954.955261, 0.000805, 4903.810059 ) ) $Name: Waypoint path 6 $List: ( ;! 1 points in list ( -47.635010, 0.000920, 4989.994141 ) ) $Name: Waypoint path 7 $List: ( ;! 1 points in list ( -5546.134766, 0.004939, 7981.500000 ) ) $Name: Waypoint path 8 $List: ( ;! 1 points in list ( -6006.573242, 0.000345, 7123.855957 ) ) $Name: Aldebaran Jump Node WP $List: ( ;! 1 points in list ( 2.724979, -0.000005, 13014.813477 ) ) #Messages ;! 224 total $Name: Get Out $Team: -1 $MessageNew: XSTR("We're pulling out, pilots. Provide cover for the PVC Wosyet.", 2025) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: Tem2_AC_01.wav $Name: Sirius Jump Node $Team: -1 $MessageNew: XSTR("Isis transport has jumped to Sirius.", 2026) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: Tem2_AC_02.wav $Name: Tarus Has Made It $Team: -1 $MessageNew: XSTR("Taurus wing has entered the Aldebaran jump node. Hostages have cleared the system. Engage and destroy all Hammer of Light vessels.", 2027) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: Tem2_AC_03.wav $Name: New HOL Group $Team: -1 $MessageNew: XSTR("Sensors indicate HOL cruiser and three new freighters en route to Aldebaran jump node. Destroy them, Alpha.", 2028) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: Tem2_AC_04.wav $Name: Aten Destroyed $Team: -1 $MessageNew: XSTR("Hammer of Light cruiser Hathor destroyed.", 2029) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: Tem2_AC_05.wav $Name: Isis Transport Destroyed $Team: -1 $MessageNew: XSTR("Isis transport has been eliminated.", 2030) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: Tem2_AC_06.wav $Name: Pick Your Node $Team: -1 $MessageNew: XSTR("Hammer of Light confirmed in Aldebaran and Sirius. Proceed to the nearest jump node and rendezvous with our forces in that system.", 2031) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: Tem2_AC_07.wav $Name: Destroy Taurus 3 $Team: -1 $MessageNew: XSTR("Destroy Taurus 3. The stealth prototypes are on board.", 2032) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: Tem2_AC_08.wav $Name: Threat $Team: -1 $MessageNew: XSTR("Cease fire, Terrans. We will kill the hostages if you do not withdraw.", 2033) $end_multi_text +Persona: Large Ship Vasudan +AVI Name: Head-VC +Wave Name: Tem2_T1_01.wav $Name: Scan Taurus $Team: -1 $MessageNew: XSTR("Do NOT fire on the freighters. Proceed to scan Taurus wing and locate the hostages.", 2034) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: Tem2_AC_09.wav $Name: Okay $Team: -1 $MessageNew: XSTR("All pilots, hold your fire. Stay clear of Taurus 1 and 2. Do not engage those freighters.", 2035) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: Tem2_AC_10.wav $Name: Vasudan Cruiser $Team: -1 $MessageNew: XSTR("Wosyet here. Sustaining heavy damage. Request cover.", 2036) $end_multi_text +Persona: Large Ship Vasudan +AVI Name: Head-VC +Wave Name: Tem2_Wo_01.wav $Name: Hold your fire $Team: -1 $MessageNew: XSTR("Cease fire immediately, pilot.", 2037) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: Tem2_AC_11.wav $Name: Do not engage $Team: -1 $MessageNew: XSTR("Do not engage the Hammer of Light vessels. Repeat. Do not engage.", 2038) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: Tem2_AC_12.wav $Name: You have your orders $Team: -1 $MessageNew: XSTR("You have your orders, pilot. Stand down.", 2039) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: Tem2_AC_13.wav $Name: You are endangering $Team: -1 $MessageNew: XSTR("Your actions are endangering the hostages!", 2040) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: Tem2_AC_14.wav $Name: You're jeopardizing $Team: -1 $MessageNew: XSTR("You're jeopardizing this mission! Return to base!", 2041) $end_multi_text +Persona: Terran Command +AVI Name: Head-CM2 +Wave Name: Tem2_AC_15.wav #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 500 $Ambient light level: 0 +Nebula: Nebula01 +Color: Blue +Pitch: 352 +Bank: 79 +Heading: 192 #Asteroid Fields #Music $Event Music: 2: Exodus $Briefing Music: Brief2 #End #Mission Info $Version: 0.10 $Name: XSTR("Tightening the Noose", 2042) $Author: Brad Johnson $Created: 10/26/98 at 14:09:48 $Modified: 10/08/99 at 16:20:02 $Notes: Aldebaran jump node. $End Notes: $Mission Desc: XSTR("Multiplayer co-op mission, Part 3 of the Templar Campaign. Rescue Vasudan hostages and neutralize final Hammer of Light destroyer. Max respawns: 8. Recommended respawns: 4.", 2043) $end_multi_text +Game Type Flags: 10 +Flags: 0 +Num Players: 8 +Num Respawns: 8 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -969.992859, 7012.818359, -2959.245605 +Viewer orient: 0.999975, 0.000000, 0.007034, -0.005517, 0.620412, 0.784257, -0.004364, -0.784276, 0.620397 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 4 $start_stage $multi_text XSTR("The $h Hammer $h of $h Light freighters carrying the Vasudan hostages seem to be headed for a rendezvous with the $h Tanis, an $h HoL destroyer. The $h Tanis and the freighters are now in the Aldebaran system. Command anticipates the rebels will try to transfer the hostages to the destroyer.", 2044) $end_multi_text $voice: Tem3_MB_01.wav $camera_pos: -897.729492, 19999.640625, -13232.388672 $camera_orient: 0.999975, 0.000000, 0.007034, -0.005517, 0.620412, 0.784257, -0.004364, -0.784276, 0.620397 $camera_time: 1500 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 33 $team: Friendly $class: GTNB Pharos $pos: -1022.163574, -0.000429, 3486.838135 $label: Aldebaran +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Your main task is to keep those freighters from docking with the $h Tanis. We need to get the hostages back and we won't be able to if they get them onto that destroyer. If you can prevent that rendezvous, we'll send in marines in troop transports to capture the freighters and rescue the hostages.", 2045) $end_multi_text $voice: Tem3_MB_02.wav $camera_pos: -975.871521, 5956.330566, -1040.750244 $camera_orient: 0.999975, 0.000000, 0.007034, -0.005517, 0.620412, 0.784257, -0.004364, -0.784276, 0.620397 $camera_time: 1500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Neutral $class: GVD Typhon $pos: -1022.163574, -0.000429, 3486.838135 $label: Tanis +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 14 $team: Neutral $class: GVFr Satis $pos: 186.611588, -0.000531, 2772.813721 $label: Taurus +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("Do whatever is necessary to ensure the hostages' safety. We don't know what other forces the $h HoL has in-system, but you must handle them. Once the hostages are out of danger, wipe out the remaining $h HoL vessels.", 2046) $end_multi_text $voice: Tem3_MB_03.wav $camera_pos: 203.500870, 3035.260986, 371.787323 $camera_orient: 0.999975, 0.000000, 0.007034, -0.005517, 0.620412, 0.784257, -0.004364, -0.784276, 0.620397 $camera_time: 1500 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 14 $team: Neutral $class: GVFr Satis $pos: 186.611588, -0.000531, 2772.813721 $label: Taurus +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("We have been advised that our forces in the Sirius system are preparing to engage the last known $h Hammer $h of $h Light outpost. A decisive victory in both systems will mean the complete annihilation of the $h Hammer $h of $h Light. This is a historic moment, pilot. Command is confident you are up to the challenge.", 2047) $end_multi_text $voice: Tem3_MB_04.wav $camera_pos: -975.871521, 5956.330566, -1040.750244 $camera_orient: 0.999975, 0.000000, 0.007034, -0.005517, 0.620412, 0.784257, -0.004364, -0.784276, 0.620397 $camera_time: 1500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Neutral $class: GVD Typhon $pos: -1022.163574, -0.000429, 3486.838135 $label: Tanis +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 14 $team: Neutral $class: GVFr Satis $pos: 186.611588, -0.000531, 2772.813721 $label: Taurus +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 5 $Formula: ( and ( has-departed-delay 0 "Zeta 1" "Zeta 2" ) ( is-destroyed-delay 0 "Tanis" "Cambyses" "Akhenaton" "Taurus" "Aries" "Pisces" "Virgo" "Cancer" ) ) $Multi text XSTR("Because of your outstanding performance, the hostages were successfully recovered. Operation Templar was a total success. All loyal citizens of the GTVA are celebrating the eradication of the Hammer of Light. Excellent work, pilots!", 2048) $end_multi_text $Voice: Tem3_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( has-departed-delay 0 "Zeta 3" ) ( is-destroyed-delay 0 "Tanis" "Cambyses" "Akhenaton" "Taurus" "Aries" "Pisces" "Virgo" "Cancer" ) ) $Multi text XSTR("Against difficult odds, GTVA marines boarded the HoL freighters and recovered the Vasudan hostages. This rescue effort would not have succeeded without your efforts. Well done, pilots.", 2049) $end_multi_text $Voice: Tem3_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( or ( and ( is-destroyed-delay 8 "Zeta 1" "Zeta 2" ) ( not ( has-docked-delay "Zeta 1" "Taurus 1" 1 0 ) ) ( not ( has-docked-delay "Zeta 2" "Taurus 2" 1 0 ) ) ( not ( is-event-true-delay "Hostages Clear 2" 0 ) ) ( not ( is-event-true-delay "Taurus 1 and Hostages Destroyed" 0 ) ) ( not ( is-event-true-delay "Taurus 2 and Hostages Destroyed" 0 ) ) ( not ( is-event-true-delay "Destroyer and Hostages Dead" 0 ) ) ) ( and ( is-destroyed-delay 0 "Zeta 3" ) ( not ( has-docked-delay "Zeta 3" "Tanis" 1 0 ) ) ( not ( is-event-true-delay "Hostages Clear 2" 0 ) ) ( not ( is-event-true-delay "Taurus 1 and Hostages Destroyed" 0 ) ) ( not ( is-event-true-delay "Taurus 2 and Hostages Destroyed" 0 ) ) ( not ( is-event-true-delay "Destroyer and Hostages Dead" 0 ) ) ) ( is-event-true-delay "First Transports Destroyed" 0 ) ) $Multi text XSTR("The GTVA has issued a formal apology for our failure to rescue the hostages. The Vasudans have little choice but to comply with the rebels' demands and release Hammer of Light prisoners in exchange for the officers. Operation Templar was a total failure.", 2050) $end_multi_text $Voice: Tem3_DB_03.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( or ( and ( is-destroyed-delay 0 "Zeta 3" ) ( has-docked-delay "Zeta 3" "Tanis" 1 0 ) ) ( and ( is-destroyed-delay 0 "Zeta 2" ) ( has-docked-delay "Zeta 1" "Taurus 1" 1 0 ) ( has-docked-delay "Zeta 2" "Taurus 2" 1 0 ) ( is-destroyed-delay 0 "Zeta 1" ) ) ( and ( is-destroyed-delay 0 "Taurus 2" ) ( not ( has-docked-delay "Zeta 2" "Taurus 2" 1 0 ) ) ) ( and ( is-destroyed-delay 0 "Taurus 1" ) ( not ( has-docked-delay "Zeta 1" "Taurus 1" 1 0 ) ) ) ) $Multi text XSTR("We botched the rescue mission, and the hostages paid with their lives. The Vasudans have terminated Operation Templar and will deal with the Hammer of Light on their own. There's a garbage scow with your name on it. Dismissed.", 2051) $end_multi_text $Voice: Tem3_DB_04.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( not ( is-event-true-delay "Taurus 1 and Hostages Destroyed" 0 ) ) ( not ( is-event-true-delay "Taurus 2 and Hostages Destroyed" 0 ) ) ( not ( is-event-true-delay "Destroyer and Hostages Dead" 0 ) ) ( not ( is-event-true-delay "Transport 3 Dead w/o Hostages" 0 ) ) ( not ( is-event-true-delay "Failure From Command" 0 ) ) ( not ( is-event-true-delay "All Good" 0 ) ) ) $Multi text XSTR("You did not have orders to return to base. By deserting your unit, you have jeopardized this mission. Consider yourself grounded until you can be court-martialed, pilot.", 2000) $end_multi_text $Voice: Tem3_DB_05.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 8 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 4 "GTF Hercules" 8 "GTF Loki" 8 "GTB Medusa" 4 "GTB Zeus" 4 ) +Weaponry Pool: ( "Akheton SDG" 20 "Morning Star" 8 "Prometheus R" 20 "UD-8 Kayser" 8 "Circe" 16 "Lamprey" 12 "Tempest" 400 "Hornet" 800 "Harpoon" 160 "Trebuchet" 80 "Piranha" 144 "Stiletto II" 80 "Infyrno" 160 "Cyclops" 88 "Helios" 12 ) #Objects ;! 32 total $Name: Alpha 1 ;! Object #0 $Class: GTF Ulysses $Team: Friendly $Location: -401.354431, 0.000020, 2.737753 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Akheton SDG" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Ulysses $Team: Friendly $Location: -301.795349, 52.156887, -94.052650 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Akheton SDG" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTF Ulysses $Team: Friendly $Location: -403.250977, -42.144024, -198.229996 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Akheton SDG" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GTF Ulysses $Team: Friendly $Location: -505.375977, -21.883511, -90.366310 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Akheton SDG" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #4 $Class: GTB Ursa $Team: Friendly $Location: 299.482147, -0.000017, -6.769573 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Akheton SDG" ) +Secondary Banks: ( "Piranha" "Cyclops" "Cyclops" ) +Subsystem: b05-turreta $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #5 $Class: GTB Ursa $Team: Friendly $Location: 399.041138, 68.786911, -103.560059 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Akheton SDG" ) +Secondary Banks: ( "Piranha" "Cyclops" "Cyclops" ) +Subsystem: b05-turreta $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #6 $Class: GTB Ursa $Team: Friendly $Location: 297.585571, 69.821472, -207.737381 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Akheton SDG" ) +Secondary Banks: ( "Piranha" "Cyclops" "Cyclops" ) +Subsystem: b05-turreta $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #7 $Class: GTB Ursa $Team: Friendly $Location: 195.460587, -46.183777, -99.873688 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Akheton SDG" ) +Secondary Banks: ( "Piranha" "Cyclops" "Cyclops" ) +Subsystem: b05-turreta $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Taurus 1 ;! Object #8 $Class: GVFr Satis $Team: Neutral $Location: 25.648281, -0.002146, 1892.082886 $Orientation: 1.000000, 0.000000, -0.000290, -0.000082, 0.958936, -0.283622, 0.000278, 0.283622, 0.958936 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Hostages", 2001) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-main +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 $Name: Taurus 2 ;! Object #9 $Class: GVFr Satis $Team: Neutral $Location: -284.460938, -0.003000, 1401.779419 $Orientation: 0.996635, 0.000000, -0.081974, -0.017398, 0.977217, -0.211526, 0.080106, 0.212241, 0.973929 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Hostages", 2001) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-main +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 $Name: Taurus 3 ;! Object #10 $Class: GVFr Satis $Team: Neutral $Location: 210.645889, -0.001958, 1507.744263 $Orientation: 0.992539, 0.000000, 0.121926, 0.026028, 0.976949, -0.211880, -0.119115, 0.213473, 0.969660 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 10" 89 ) ) $Cargo 1: XSTR("Weapons", 2002) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01-main +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Arrival Location: Hyperspace $Arrival Cue: ( is-previous-event-false "Templar-02" "Destroy Taurus 3" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 $Name: Tanis ;! Object #11 $Class: GVD Typhon $Team: Neutral $Location: -1022.163574, -0.000429, 3486.838135 $Orientation: -0.997887, 0.024051, 0.060402, 0.035912, 0.978372, 0.203724, -0.054196, 0.205462, -0.977166 $IFF: IFF 1 $AI Behavior: None +AI Class: General $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Primary Banks: ( "Vasudan Light Laser" ) +Subsystem: turret05 +Subsystem: turret06 +Primary Banks: ( "Terran Huge Turret" ) +Subsystem: turret07 +Sbank Ammo: ( 0 ) +Subsystem: turret08 +Secondary Banks: ( "MX-52" ) +Sbank Ammo: ( 0 ) +Subsystem: turret09 +Sbank Ammo: ( 0 ) +Subsystem: turret10 +Primary Banks: ( "Vasudan Light Laser" ) +Subsystem: turret11 +Subsystem: turret12 +Primary Banks: ( "Vasudan Light Laser" ) +Subsystem: turret13 +Sbank Ammo: ( 0 ) +Subsystem: turret14 +Primary Banks: ( "Vasudan Light Laser" ) +Subsystem: turret15 +Primary Banks: ( "Vasudan Light Laser" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 $Name: Cambyses ;! Object #12 $Class: GVC Aten $Team: Neutral $Location: 556.586914, -463.629791, 3889.454590 $Orientation: -0.943285, 0.000000, -0.331985, 0.000000, 1.000000, 0.000000, 0.331985, 0.000000, -0.943285 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 12 "Akhenaton" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 80 $Name: Akhenaton ;! Object #13 $Class: GVC Aten $Team: Neutral $Location: -2640.111328, 460.794586, 3114.049561 $Orientation: 0.435683, 0.000000, -0.900101, 0.000000, 1.000000, 0.000000, 0.900101, 0.000000, 0.435683 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 80 $Name: Aries 1 ;! Object #14 $Class: GVF Thoth $Team: Neutral $Location: -2998.878418, 0.000434, 5001.330566 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Aries 2 ;! Object #15 $Class: GVF Thoth $Team: Neutral $Location: -2899.015381, -0.000424, 5001.330566 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Aries 3 ;! Object #16 $Class: GVF Thoth $Team: Neutral $Location: -2801.432861, -0.000398, 4996.968750 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Aries 4 ;! Object #17 $Class: GVF Thoth $Team: Neutral $Location: -2799.526855, -0.000330, 4902.173828 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Pisces 1 ;! Object #18 $Class: GVF Seth $Team: Neutral $Location: -2604.844482, 127.664345, 3398.703613 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: Pisces 2 ;! Object #19 $Class: GVF Seth $Team: Neutral $Location: -2647.387207, 127.664307, 3300.047363 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 6 $Name: Virgo 1 ;! Object #20 $Class: GTF Ulysses $Team: Neutral $Location: 2.086986, 0.032284, 4001.371582 $Orientation: -0.197845, 0.000000, -0.980233, -0.739700, 0.656167, 0.149297, 0.643197, 0.754616, -0.129819 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Virgo 2 ;! Object #21 $Class: GTF Ulysses $Team: Neutral $Location: -104.420212, -61.608288, 4099.740234 $Orientation: -0.303158, 0.000000, -0.952940, -0.682660, 0.697718, 0.217174, 0.664884, 0.716372, -0.211519 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Edjo 1 ;! Object #22 $Class: GVSG Edjo $Team: Neutral $Location: -1567.085693, 48.945171, 2463.094482 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Primary Banks: ( "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 4 $Name: Edjo 2 ;! Object #23 $Class: GVSG Edjo $Team: Neutral $Location: -1097.921997, 210.315918, 2263.864746 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Primary Banks: ( "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 4 $Name: Edjo 3 ;! Object #24 $Class: GVSG Edjo $Team: Neutral $Location: -578.814941, 78.452614, 2463.094482 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Primary Banks: ( "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 4 $Name: Cancer 1 ;! Object #25 $Class: GVF Seth $Team: Neutral $Location: -3004.892578, 0.000406, 4464.994629 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 $Name: Cancer 2 ;! Object #26 $Class: GVF Seth $Team: Neutral $Location: -2905.046387, 0.000190, 4464.995117 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 $Name: Cancer 3 ;! Object #27 $Class: GVF Seth $Team: Neutral $Location: -2803.327393, 0.000195, 4468.603027 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 $Name: Cancer 4 ;! Object #28 $Class: GVF Seth $Team: Neutral $Location: -3006.136719, 0.000239, 4363.777344 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 8 $Name: Zeta 1 ;! Object #29 $Class: GTT Elysium $Team: Friendly $Location: 990.799988, 249.199997, 3529.500000 $Orientation: 0.037376, 0.000000, 0.999301, -0.240306, 0.970656, 0.008988, -0.969977, -0.240474, 0.036279 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $AI Goals: ( goals ( ai-dock "Taurus 1" "topside docking" "docking point" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 $Arrival Location: Hyperspace $Arrival Cue: ( and ( is-disabled-delay 8 "Taurus 1" ) ( not ( has-docked-delay "Taurus 1" "Tanis" 1 0 ) ) ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "Zeta 1" "Waypoint path 5" 0 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Zeta 2 ;! Object #30 $Class: GTT Elysium $Team: Friendly $Location: 804.236145, 456.557281, 3120.901611 $Orientation: 0.544198, 0.000000, 0.838957, -0.401739, 0.877894, 0.260592, -0.736515, -0.478856, 0.477748 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $AI Goals: ( goals ( ai-dock "Taurus 2" "topside docking" "docking point" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 $Arrival Location: Hyperspace $Arrival Cue: ( and ( is-disabled-delay 9 "Taurus 2" ) ( not ( has-docked-delay "Taurus 2" "Tanis" 1 0 ) ) ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "Zeta 2" "Waypoint path 4" 0 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Zeta 3 ;! Object #31 $Class: GTT Elysium $Team: Friendly $Location: -2053.480469, -0.000052, 2025.844727 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 8" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 $Arrival Location: Hyperspace $Arrival Cue: ( or ( and ( has-docked-delay "Taurus 1" "Tanis" 1 10 ) ( is-disabled-delay 10 "Taurus 2" ) ) ( has-docked-delay "Taurus 2" "Tanis" 1 10 ) ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "Zeta 3" "Waypoint path 9" 0 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 #Wings ;! 7 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) +Wave Delay Min: 20 +Wave Delay Max: 45 $Name: Taurus $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Taurus 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Taurus 1" "Taurus 2" ) $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 89 ) ) +Flags:( ) $Name: Aries $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Aries 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Tanis +Arrival delay: 20 $Arrival Cue: ( true ) $Departure Location: Docking Bay $Departure Anchor: Tanis $Departure Cue: ( is-destroyed-delay 0 "Alpha" "Beta" ) $Ships: ( ;! 4 total "Aries 1" "Aries 2" "Aries 3" "Aries 4" ) $AI Goals: ( goals ( ai-guard "Tanis" 89 ) ( ai-guard "Akhenaton" 50 ) ( ai-guard "Cambyses" 50 ) ) +Flags:( ) +Wave Delay Min: 20 +Wave Delay Max: 30 $Name: Pisces $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Pisces 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Pisces 1" "Pisces 2" ) $AI Goals: ( goals ( ai-guard "Akhenaton" 89 ) ( ai-guard "Cambyses" 50 ) ( ai-guard "Tanis" 50 ) ( ai-guard-wing "Taurus" 50 ) ( ai-chase-any 50 ) ) +Flags:( ) $Name: Virgo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 4 "Cambyses" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Virgo 1" "Virgo 2" ) $AI Goals: ( goals ( ai-guard "Cambyses" 89 ) ( ai-guard "Akhenaton" 50 ) ( ai-guard "Tanis" 50 ) ) +Flags:( ) $Name: Cancer $Waves: 3 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Tanis +Arrival delay: 60 $Arrival Cue: ( true ) $Departure Location: Docking Bay $Departure Anchor: Tanis $Departure Cue: ( is-destroyed-delay 0 "Alpha" "Beta" ) $Ships: ( ;! 4 total "Cancer 1" "Cancer 2" "Cancer 3" "Cancer 4" ) $AI Goals: ( goals ( ai-guard-wing "Taurus" 89 ) ( ai-guard "Tanis" 50 ) ( ai-guard "Cambyses" 50 ) ( ai-guard "Akhenaton" 50 ) ) +Flags:( ) +Wave Delay Min: 20 +Wave Delay Max: 30 #Events ;! 66 total $Formula: ( when ( has-arrived-delay 0 "Taurus 3" ) ( validate-goal "Destroy Taurus 3" ) ) +Name: Destroy Taurus 3 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Cambyses" ) 40 ) ( add-goal "Cambyses" ( ai-waypoints-once "Waypoint path 2" 89 ) ) ) +Name: Weak Aten 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Akhenaton" ) 40 ) ( add-goal "Akhenaton" ( ai-waypoints-once "Waypoint path 3" 89 ) ) ) +Name: Weak Aten 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( has-docked-delay "Taurus 1" "Tanis" 1 0 ) ( has-docked-delay "Taurus 2" "Tanis" 1 0 ) ) ( protect-ship "Tanis" ) ) +Name: Protect Typhon +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-undocked-delay "Zeta 3" "Tanis" 1 0 ) ( unprotect-ship "Tanis" ) ) +Name: Unprotect Typhon +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Tanis" ) ( do-nothing ) ) +Name: Destroy Tanis +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Tanis", 2052) $Formula: ( when ( has-docked-delay "Zeta 2" "Taurus 2" 1 9 ) ( transfer-cargo "Taurus 2" "Zeta 2" ) ( clear-goals "Taurus 2" ) ) +Name: Transfer Hostages From Taurus 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( add-goal "Zeta 2" ( ai-undock 89 ) ) ( unprotect-ship "Taurus 2" ) ) +Name: Undock 2 +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( true ) ( add-goal "Zeta 2" ( ai-waypoints-once "Waypoint path 4" 89 ) ) ) +Name: Fly Away 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( has-docked-delay "Zeta 1" "Taurus 1" 1 8 ) ( transfer-cargo "Taurus 1" "Zeta 1" ) ( clear-goals "Taurus 1" ) ) +Name: Transfer Hostages From Taurus 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( add-goal "Zeta 1" ( ai-undock 89 ) ) ( unprotect-ship "Taurus 1" ) ) +Name: Undock 1 +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( true ) ( add-goal "Zeta 1" ( ai-waypoints-once "Waypoint path 5" 89 ) ) ) +Name: Fly Away 1 +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( and ( has-departed-delay 0 "Zeta 1" "Zeta 2" ) ( not ( has-docked-delay "Taurus 1" "Tanis" 1 0 ) ) ( not ( has-docked-delay "Taurus 2" "Tanis" 1 0 ) ) ) ( send-message "#Command" "High" "1st Hostages Clear" ) ( validate-goal "Kill'em All" ) ) +Name: Hostages Clear +Repeat Count: 1 +Interval: 1 $Formula: ( when ( are-waypoints-done-delay "Taurus" "Waypoint path 1" 0 ) ( add-goal "Taurus 1" ( ai-dock "Tanis" "docking point" "topside dock" 89 ) ) ) +Name: Taurus 1 Dock +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-docked-delay "Taurus 1" "Tanis" 1 5 ) ( exchange-cargo "Taurus 1" "Tanis" ) ( unprotect-ship "Taurus 1" ) ) +Name: Transfer Hostages Destroyer 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( add-goal "Taurus 1" ( ai-undock 89 ) ) ) +Name: Undock 1 From Destroyer +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( add-goal "Taurus 1" ( ai-waypoints-once "Waypoint path For Taurus 1" 89 ) ) ) +Name: Fly Waypoints Taurus 1 +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( or ( has-undocked-delay "Taurus 1" "Tanis" 1 0 ) ( and ( or ( is-destroyed-delay 0 "Taurus 1" ) ( is-disabled-delay 0 "Taurus 1" ) ) ( not ( has-docked-delay "Taurus 1" "Tanis" 1 0 ) ) ) ) ( add-goal "Taurus 2" ( ai-dock "Tanis" "docking point" "topside dock" 89 ) ) ) +Name: Taurus 2 Dock +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-docked-delay "Taurus 2" "Tanis" 1 6 ) ( exchange-cargo "Taurus 2" "Tanis" ) ( unprotect-ship "Taurus 2" ) ) +Name: Transfer Hostages Destroyer 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-docked-delay "Taurus 2" "Tanis" 1 0 ) ( not ( is-destroyed-delay 0 "Taurus 2" ) ) ( are-waypoints-done-delay "Zeta 3" "Waypoint path 8" 0 ) ) ( send-message "Zeta 3" "High" "Destroy Taurus 2" ) ) +Name: Destroy Taurus 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "TC Destroy Taurus 2" ) ) +Name: TC Destroy Taurus 2 +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( and ( are-waypoints-done-delay "Zeta 3" "Waypoint path 8" 0 ) ( or ( not ( has-docked-delay "Taurus 2" "Tanis" 1 0 ) ) ( is-destroyed-delay 0 "Taurus 2" ) ) ) ( add-goal "Zeta 3" ( ai-dock "Tanis" "topside docking" "topside dock" 89 ) ) ) +Name: Transport 3 Dock +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-docked-delay "Zeta 3" "Tanis" 1 15 ) ( transfer-cargo "Tanis" "Zeta 3" ) ( add-goal "Zeta 3" ( ai-undock 89 ) ) ) +Name: Transport 3 Undock +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( has-undocked-delay "Zeta 3" "Tanis" 1 0 ) ( add-goal "Zeta 3" ( ai-waypoints-once "Waypoint path 9" 89 ) ) ) +Name: Transport 3 Leave +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( has-departed-delay 0 "Zeta 3" ) ( validate-goal "Kill'em All" ) ( send-message "#Command" "High" "Hostages Clear" ) ) +Name: Transport 3 Clear +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Hostages Clear 2" ) ) +Name: Hostages Clear 2 +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( or ( and ( has-undocked-delay "Zeta 3" "Tanis" 1 0 ) ( is-destroyed-delay 3 "Zeta 3" ) ) ( and ( is-destroyed-delay 3 "Zeta 1" "Zeta 2" ) ( has-docked-delay "Zeta 1" "Taurus 1" 1 0 ) ( has-docked-delay "Zeta 2" "Taurus 2" 1 0 ) ) ) ( send-message "#Command" "High" "Dead Hostages" ) ( validate-goal "Kill'em All" ) ) +Name: Dead Hostages +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 3 "Taurus 1" ) ( not ( has-docked-delay "Taurus 1" "Tanis" 1 0 ) ) ( not ( has-docked-delay "Zeta 1" "Taurus 1" 1 0 ) ) ( not ( is-event-true-delay "Zeta1 Dead Zeta2 Departs" 0 ) ) ( not ( is-event-true-delay "Taurus 2 and Hostages Destroyed" 0 ) ) ) ( send-message "#Command" "High" "Taurus 1 Destroyed" ) ) +Name: Taurus 1 and Hostages Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha" "Beta" ) ( do-nothing ) ) +Name: Return To Base 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( and ( is-destroyed-delay 3 "Taurus 2" ) ( not ( has-docked-delay "Taurus 2" "Tanis" 1 0 ) ) ( not ( has-docked-delay "Zeta 2" "Taurus 2" 1 0 ) ) ( not ( is-event-true-delay "Zeta1 Dead Zeta2 Departs" 0 ) ) ( not ( is-event-true-delay "Taurus 1 and Hostages Destroyed" 0 ) ) ) ( send-message "#Command" "High" "Taurus 2 Destroyed" ) ) +Name: Taurus 2 and Hostages Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha" "Beta" ) ( do-nothing ) ) +Name: Return To Base 3 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( and ( or ( has-docked-delay "Taurus 1" "Tanis" 1 0 ) ( has-docked-delay "Taurus 2" "Tanis" 1 0 ) ) ( is-destroyed-delay 3 "Tanis" ) ( not ( or ( has-docked-delay "Zeta 3" "Tanis" 1 0 ) ( is-destroyed-delay 0 "Zeta 3" ) ) ) ) ( send-message "#Command" "High" "Destroyer and Hostages Dead" ) ) +Name: Destroyer and Hostages Dead +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha" "Beta" ) ( do-nothing ) ) +Name: Return To Base 4 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( and ( is-destroyed-delay 0 "Zeta 2" ) ( has-departed-delay 0 "Zeta 1" ) ( is-disabled-delay 0 "Taurus 1" "Taurus 2" ) ( not ( has-docked-delay "Zeta 2" "Taurus 2" 1 0 ) ) ) ( send-message "#Command" "High" "Remaining Hostages 2" ) ( validate-goal "Kill'em All" ) ) +Name: Zeta1 Dead Zeta2 Departs +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( good-secondary-time "Friendly" 100 "Cyclops" "Cambyses" ) ( good-secondary-time "Friendly" 100 "Cyclops" "Akhenaton" ) ) +Name: Good Secondary Time +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( is-event-true-delay "Destroy Tanis" 0 ) ( is-event-true-delay "Hostages Clear" 0 ) ( is-event-true-delay "Zeta1 Dead Zeta2 Departs" 0 ) ) ( good-secondary-time "Friendly" 100 "Cyclops" "Tanis" ) ( good-secondary-time "Friendly" 100 "Helios" "Tanis" ) ) +Name: Good Secondary Time 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 8 "Zeta 1" "Zeta 2" ) ( not ( has-docked-delay "Zeta 1" "Taurus 1" 1 0 ) ) ( not ( has-docked-delay "Zeta 2" "Taurus 2" 1 0 ) ) ) ( send-message "Taurus 1" "High" "Executing Hostages" ) ) +Name: First Transports Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Okay 2" ) ) +Name: Failure From Command +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( has-departed-delay 0 "Alpha" "Beta" ) ( do-nothing ) ) +Name: Return To Base 5 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( and ( is-disabled-delay 2 "Taurus 1" ) ( not ( has-docked-delay "Taurus 1" "Tanis" 1 0 ) ) ) ( send-message "#Command" "High" "Sending Transport 1" ) ) +Name: Sending Transport 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-disabled-delay 2 "Taurus 2" ) ( not ( has-docked-delay "Taurus 2" "Tanis" 1 0 ) ) ) ( send-message "#Command" "High" "Sending Transport 2" ) ) +Name: Sending Transport 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( and ( is-destroyed-delay 0 "Zeta 1" ) ( has-docked-delay "Zeta 1" "Taurus 1" 1 0 ) ( has-docked-delay "Zeta 2" "Taurus 2" 1 0 ) ( has-departed-delay 0 "Zeta 2" ) ) ( and ( is-destroyed-delay 0 "Zeta 2" ) ( has-docked-delay "Zeta 1" "Taurus 1" 1 0 ) ( has-docked-delay "Zeta 2" "Taurus 2" 1 0 ) ( has-departed-delay 0 "Zeta 1" ) ) ) ( send-message "#Command" "High" "Remaining Hostages" ) ) +Name: Remaining Hostages +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 0 "Zeta 3" ) ( not ( has-docked-delay "Zeta 3" "Tanis" 1 0 ) ) ) ( send-message "#Command" "High" "Mission Over" ) ) +Name: Transport 3 Dead w/o Hostages +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha" "Beta" ) ( do-nothing ) ) +Name: Return To Base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( or ( and ( has-docked-delay "Taurus 1" "Tanis" 1 4 ) ( is-disabled-delay 4 "Taurus 2" ) ) ( has-docked-delay "Taurus 2" "Tanis" 1 10 ) ) ( send-message "#Command" "High" "Transport 3 Arriving" ) ) +Name: Transport 3 Arriving +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 0 "Zeta 1" ) ( has-departed-delay 0 "Zeta 2" ) ( is-disabled-delay 0 "Taurus 1" "Taurus 2" ) ( not ( has-docked-delay "Zeta 1" "Taurus 1" 1 0 ) ) ) ( send-message "#Command" "High" "Remaining Hostages 3" ) ( validate-goal "Kill'em All" ) ) +Name: Zeta2 Dead Zeta1 Depart +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Zeta 1" ) ( do-nothing ) ) +Name: Protect Zeta 1 +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Protect Zeta 1", 2053) $Formula: ( when ( has-departed-delay 0 "Zeta 2" ) ( do-nothing ) ) +Name: Protect Zeta 2 +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Protect Zeta 2", 2054) $Formula: ( when ( has-departed-delay 0 "Zeta 3" ) ( do-nothing ) ) +Name: Protect Zeta 3 +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Protect Zeta 3", 2055) $Formula: ( when ( and ( is-disabled-delay 0 "Taurus 1" ) ( not ( has-docked-delay "Taurus 1" "Tanis" 1 0 ) ) ) ( do-nothing ) ) +Name: Disable Taurus 1 +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Disable Taurus 1", 2056) $Formula: ( when ( and ( is-disabled-delay 0 "Taurus 2" ) ( not ( has-docked-delay "Taurus 2" "Tanis" 1 0 ) ) ) ( do-nothing ) ) +Name: Disable Taurus 2 +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Disable Taurus 2", 2057) $Formula: ( when ( is-destroyed-delay 0 "Cambyses" "Akhenaton" ) ( do-nothing ) ) +Name: Destroy Cruisers +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Cruisers", 1611) $Formula: ( when ( is-destroyed-delay 0 "Taurus 3" ) ( do-nothing ) ) +Name: Destroy Taurus 3 +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Taurus 3", 2058) $Formula: ( when ( is-destroyed-delay 0 "Aries" ) ( do-nothing ) ) +Name: Destroy Aries +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aries", 14) $Formula: ( when ( is-destroyed-delay 0 "Pisces" ) ( do-nothing ) ) +Name: Destroy Pisces +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Pisces", 22) $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Destroy Virgo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Destroy Cancer +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( has-time-elapsed 3 ) ( send-message "#Command" "High" "Stop Freighters" ) ) +Name: Stop Freighters +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-docked-delay "Zeta 1" "Taurus 1" 1 2 ) ( send-message "Zeta 1" "Normal" "Zeta 1 Transfer" ) ) +Name: Zeta 1 Transfer +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-docked-delay "Zeta 2" "Taurus 2" 1 2 ) ( send-message "Zeta 2" "Normal" "Zeta 2 Transfer" ) ) +Name: Zeta 2 Transfer +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( has-undocked-delay "Zeta 1" "Taurus 1" 1 1 ) ( has-undocked-delay "Zeta 2" "Taurus 3" 1 1 ) ) ( send-message "#Command" "High" "Hostages Survive" ) ) +Name: Hostages Survive +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-disabled-delay 0 "Zeta 1" ) ( self-destruct "Zeta 1" ) ) +Name: Zeta1 Disabled +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-disabled-delay 0 "Zeta 2" ) ( self-destruct "Zeta 2" ) ) +Name: Zeta2 Disabled +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-disabled-delay 0 "Zeta 3" ) ( self-destruct "Zeta 3" ) ) +Name: Zeta3 Disabled +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( has-departed-delay 0 "Zeta 1" "Zeta 2" ) ( is-destroyed-delay 0 "Tanis" "Aries" "Pisces" "Virgo" "Cancer" "Cambyses" "Akhenaton" ) ) ( do-nothing ) ) +Name: All Good +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha" "Beta" ) ( do-nothing ) ) +Name: Return To Base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) #Goals ;! 3 total $Type: Primary +Name: Rescue Hostages $MessageNew: XSTR("Rescue Hostages", 2059) $end_multi_text $Formula: ( and ( or ( has-departed-delay 0 "Zeta 3" ) ( has-departed-delay 0 "Zeta 1" "Zeta 2" ) ) ( not ( is-event-true-delay "Transport 3 Clear" 0 ) ) ( not ( is-event-true-delay "Taurus 1 and Hostages Destroyed" 0 ) ) ( not ( is-event-true-delay "Taurus 2 and Hostages Destroyed" 0 ) ) ( not ( is-event-true-delay "Destroyer and Hostages Dead" 0 ) ) ( not ( is-event-true-delay "Failure From Command" 0 ) ) ) +Score: 200 $Type: Primary +Name: Kill'em All $MessageNew: XSTR("Destroy All Enemy Fighters", 2060) $end_multi_text $Formula: ( is-destroyed-delay 0 "Tanis" "Cambyses" "Akhenaton" "Taurus" "Aries" "Pisces" "Virgo" "Cancer" ) +Invalid +Score: 100 $Type: Secondary +Name: Destroy Taurus 3 $MessageNew: XSTR("Destroy Taurus 3", 2058) $end_multi_text $Formula: ( is-destroyed-delay 1 "Taurus 3" ) +Invalid #Waypoints ;! 10 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( -260.408173, 569.030762, 3590.116699 ) ) $Name: Waypoint path 2 $List: ( ;! 1 points in list ( -700.703674, -131.636444, 2998.079346 ) ) $Name: Waypoint path 3 $List: ( ;! 1 points in list ( -1801.978516, 0.000093, 3861.418945 ) ) $Name: Waypoint path 4 $List: ( ;! 1 points in list ( 509.438599, 311.322449, 3067.247314 ) ) $Name: Waypoint path 5 $List: ( ;! 1 points in list ( 698.194763, 471.439087, 3502.988037 ) ) $Name: Waypoint path For Taurus 1 $List: ( ;! 1 points in list ( -1608.631226, 442.974365, 4266.558105 ) ) $Name: Waypoint path For Taurus 2 $List: ( ;! 1 points in list ( -1851.545288, 268.597076, 3100.555908 ) ) $Name: Waypoint path 8 $List: ( ;! 1 points in list ( -1488.836792, 701.323364, 3693.953613 ) ) $Name: Waypoint path 9 $List: ( ;! 1 points in list ( -1006.455261, 947.564941, 3860.839844 ) ) $Name: Waypoint path 10 $List: ( ;! 1 points in list ( -23.981434, -76.467407, 3495.818848 ) ) #Messages ;! 230 total $Name: Hostages Clear $Team: -1 $MessageNew: XSTR("The hostages are safe and sound!", 2061) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem3_AC_01.wav $Name: Destroy Taurus 2 $Team: -1 $MessageNew: XSTR("Zeta 3 here. Taurus 2 is blocking access to the Tanis. Request assistance.", 2062) $end_multi_text +AVI Name: Head-CM1 +Wave Name: Tem3_Z3_01.wav $Name: Dead Hostages $Team: -1 $MessageNew: XSTR("We lost the hostages! Fire at will, pilots. Execute a clean sweep.", 2063) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem3_AC_02.wav $Name: Mission Over $Team: -1 $MessageNew: XSTR("Mission over, pilots. Return to base.", 2064) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem3_AC_03.wav $Name: Taurus 1 Destroyed $Team: -1 $MessageNew: XSTR("There were hostages on Taurus 1, pilot. You are hereby relieved of duty. Return to base immediately!", 2065) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem3_AC_04.wav $Name: Taurus 2 Destroyed $Team: -1 $MessageNew: XSTR("You killed the hostages, pilot. Return to base immediately!", 2066) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem3_AC_05.wav $Name: Destroyer and Hostages Dead $Team: -1 $MessageNew: XSTR("You violated a direct order, pilot. The hostages were aboard the Tanis. Return to base immediately!", 2067) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem3_AC_06.wav $Name: Nothing We Can Do $Team: -1 $MessageNew: XSTR("Primary objective failed. Hostages down. Execute a clean sweep, pilots. Fire at will.", 2068) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem3_AC_07.wav $Name: Executing Hostages $Team: -1 $MessageNew: XSTR("This is Vasudan Admiral Iman. I have been instructed to inform you that a hostage will be executed every five Terran minutes if your forces do not withdraw.", 2069) $end_multi_text +Persona: Large Ship Vasudan +AVI Name: Head-VC +Wave Name: Tem3_Ta_01.wav $Name: Okay 2 $Team: -1 $MessageNew: XSTR("Pilots, return to base.", 2070) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem3_AC_08.wav $Name: Sending Transport 1 $Team: -1 $MessageNew: XSTR("Deploying Zeta 1.", 2071) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem3_AC_09.wav $Name: Sending Transport 2 $Team: -1 $MessageNew: XSTR("Deploying Zeta 2.", 2072) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem3_AC_10.wav $Name: Remaining Hostages $Team: -1 $MessageNew: XSTR("Surviving hostages are now clear. Fighters, sweep the area clean. Fire at will.", 2073) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem3_AC_11.wav $Name: Remaining Hostages 2 $Team: -1 $MessageNew: XSTR("Zeta 1 is now clear. We lost Zeta 2. Pilots, fire at will.", 2074) $end_multi_text +AVI Name: Head-CM2 +Wave Name: TEm3_AC_12.wav $Name: Transport 3 Arriving $Team: -1 $MessageNew: XSTR("Hostages now aboard the Tanis. Deploying Zeta 3.", 2075) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem3_AC_13.wav $Name: 1st Hostages Clear $Team: -1 $MessageNew: XSTR("Zeta 1 and Zeta 2 have cleared the system.", 2076) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem3_AC_14.wav $Name: TC Destroy Taurus 2 $Team: -1 $MessageNew: XSTR("Acknowledged, Zeta 3. Pilots, clear that docking point! Destroy Taurus 2. Repeat. Destroy Taurus 2.", 2077) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem3_AC_15.wav $Name: Remaining Hostages 3 $Team: -1 $MessageNew: XSTR("Zeta 2 is now clear. We lost Zeta 1. Pilots, fire at will.", 2078) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem3_AC_16.wav $Name: Hostages Clear 2 $Team: -1 $MessageNew: XSTR("Sweep the area clean, pilots. Fire at will.", 2079) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem3_AC_17.wav $Name: Stop Freighters $Team: -1 $MessageNew: XSTR("You must stop the freighters from docking with the Tanis, pilots. Take out their engines, but do it without killing the hostages!", 2080) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem3_AC_18.wav $Name: Zeta 1 Transfer $Team: -1 $MessageNew: XSTR("Zeta 1 here. Hostages being transferred.", 2081) $end_multi_text +AVI Name: Head-CM1 +Wave Name: Tem3_Z1_01.wav $Name: Zeta 2 Transfer $Team: -1 $MessageNew: XSTR("Zeta 2 here. Hostages being transferred.", 2082) $end_multi_text +AVI Name: Head-CM1 +Wave Name: Tem3_Z2_01.wav $Name: Hostages Survive $Team: -1 $MessageNew: XSTR("Make sure those hostages survive to jump out, pilots!", 2083) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem3_AC_19.wav #Reinforcements ;! 0 total #Background bitmaps ;! 0 total $Num stars: 500 $Ambient light level: 0 +Nebula: Nebula01 +Color: Blue +Pitch: 331 +Bank: 36 +Heading: 43 #Asteroid Fields #Music $Event Music: 3: Leviticus $Briefing Music: Brief3 #End #Mission Info $Version: 0.10 $Name: XSTR("Final Outpost", 2084) $Author: Brad Johnson $Created: 10/26/98 at 14:09:48 $Modified: 10/07/99 at 16:05:08 $Notes: Sirius Jump Node$End Notes: $Mission Desc: XSTR("Multiplayer co-op mission, Conclusion to the Templar Campaign. Rescue a Vasudan VIP and destroy the last Hammer of Light stronghold. Max respawns: 8. Recommended respawns: 4.", 2085) $end_multi_text +Game Type Flags: 10 +Flags: 0 +Num Players: 8 +Num Respawns: 8 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 2.225630, 5181.593262, 1531.092773 +Viewer orient: 0.999933, 0.000000, 0.011553, -0.008360, 0.690235, 0.723537, -0.007974, -0.723586, 0.690189 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 3 $start_stage $multi_text XSTR("Welcome to Sirius, pilots. Vasudan forces have tracked the $h Isis transport to the remote $h Nagada outpost here. This installation was de-commissioned after the Great War, but the $h Hammer $h of $h Light has brought the facility back on-line. Intelligence suspects they have been operating in this sector for only a short time.", 2086) $end_multi_text $voice: Tem4_MB_01.wav $camera_pos: 2.225630, 5181.593262, 1531.092773 $camera_orient: 0.999933, 0.000000, 0.011553, -0.008360, 0.690235, 0.723537, -0.007974, -0.723586, 0.690189 $camera_time: 500 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Neutral $class: GTI Arcadia $pos: -120.342041, 183.947525, 6296.816895 $label: Nagada Outpost +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("The Vasudans are deploying a hostage rescue team to invade the $h Nagada outpost, neutralize the rebels, and extract Supreme Admiral Khu. Your mission is to provide cover for the rescue team's transports. Success in this endeavor is of the utmost importance.", 2087) $end_multi_text $voice: Tem4_MB_02.wav $camera_pos: 15.230605, 5366.777832, 405.499695 $camera_orient: 0.999933, 0.000000, 0.011553, -0.008360, 0.690235, 0.723537, -0.007974, -0.723586, 0.690189 $camera_time: 500 $num_lines: 0 $num_icons: 3 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Neutral $class: GTI Arcadia $pos: -120.342041, 183.947525, 6296.816895 $label: Nagada Outpost +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 18 $team: Friendly $class: GTC Fenris $pos: -1970.854614, 699.500977, 3958.791748 $label: Impunity +id: 3 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 34 $team: Friendly $class: GVT Isis $pos: -1745.713257, 699.711365, 4788.503418 $label: Keb +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("With our victory in Aldebaran, this is the last remaining stronghold of the $h Hammer $h of $h Light. A decisive victory here will mean the complete annihilation of the $h HoL. We believe you are the team to accomplish this historic task. Good luck, pilots!", 2088) $end_multi_text $voice: Tem4_MB_03.wav $camera_pos: -92.746559, 2688.008789, 3908.330322 $camera_orient: 0.999933, 0.000000, 0.011553, -0.008360, 0.690235, 0.723537, -0.007974, -0.723586, 0.690189 $camera_time: 1000 $num_lines: 0 $num_icons: 1 $Flags: 0 $Formula: ( true ) $start_icon $type: 6 $team: Neutral $class: GTI Arcadia $pos: -120.342041, 183.947525, 6296.816895 $label: Nagada Outpost +id: 1 $hlight: 1 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 6 $Formula: ( and ( or ( has-departed-delay 0 "Liberty" ) ( has-departed-delay 0 "Keb" ) ) ( is-destroyed-delay 0 "Nagada Outpost" ) ) $Multi text XSTR("We rescued Supreme Admiral Khu and destroyed outpost Nagada, the last refuge of the Hammer of Light. The GTVA has declared Operation Templar a complete success. Excellent work, pilots!", 2089) $end_multi_text $Voice: Tem4_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( is-event-true-delay "Rescue Failed" 0 ) $Multi text XSTR("Allied Command has formally apologized to the Vasudan Emperor for our failure to rescue Supreme Admiral Khu. The Vasudans are left with little choice but to comply with the rebels' demands and release Hammer of Light prisoners in exchange for the admiral. Operation Templar has failed.", 2090) $end_multi_text $Voice: Tem4_DB_02.wav $Recommendation text: XSTR("Clear out the outpost's defenses around the docking port before calling in the rescue team.", 2091) $end_multi_text $Formula: ( and ( not ( is-event-true-delay "Rescue Failed" 0 ) ) ( not ( is-event-true-delay "Outpost Destroyed" 0 ) ) ) $Multi text XSTR("You did not have orders to return to base. By deserting your unit, you have jeopardized this mission. Consider yourself grounded until you can be court-martialed, pilot.", 2000) $end_multi_text $Voice: Tem4_DB_03.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-event-true-delay "VIP Dead" 0 ) ( is-destroyed-delay 0 "Nagada Outpost" ) ) $Multi text XSTR("Though the Hammer of Light's outpost was destroyed, we lost Supreme Admiral Khu. The GTVA has issued a formal apology for this failure. Future cooperative efforts with our Vasudan allies have been jeopardized.", 2092) $end_multi_text $Voice: Tem4_DB_04.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( not ( is-destroyed-delay 0 "Nagada Outpost" ) ) ( is-destroyed-delay 0 "Leo 1" ) ( has-departed-delay 0 "Leo 2" ) ) $Multi text XSTR("After two attempts, we managed to rescue Supreme Admiral Khu. Unfortunately, outpost Nagada remains operational. We are deploying a strike force to eliminate the hostiles you failed to neutralize.", 2093) $end_multi_text $Voice: Tem4_DB_05.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-event-true-delay "VIP Dead" 0 ) ( not ( is-destroyed-delay 0 "Nagada Outpost" ) ) ) $Multi text XSTR("Operation Templar has been declared a total failure. The Hammer of Light's outpost remains operational, and Supreme Admiral Khu was killed during the rescue attempt. The Vasudans have decided to resolve the situation without Terran involvement. You are grounded pending reassignment.", 2094) $end_multi_text $Voice: Tem4_DB_06.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 8 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 4 "GTF Hercules" 8 "GTF Loki" 8 "GTB Medusa" 4 "GTB Zeus" 4 ) +Weaponry Pool: ( "Akheton SDG" 8 "Morning Star" 8 "Prometheus R" 28 "UD-8 Kayser" 8 "Circe" 8 "Lamprey" 8 "Tempest" 400 "Hornet" 260 "Harpoon" 260 "Trebuchet" 80 "Piranha" 144 "Stiletto II" 140 "Infyrno" 120 "Cyclops" 88 "Helios" 12 ) #Objects ;! 45 total $Name: Alpha 1 ;! Object #0 $Class: GTF Ulysses $Team: Friendly $Location: -444.140503, 19.303307, 1893.500977 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 2 ;! Object #1 $Class: GTF Ulysses $Team: Friendly $Location: -344.581421, 2.100643, 1796.710449 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 3 ;! Object #2 $Class: GTF Ulysses $Team: Friendly $Location: -446.037048, -14.042355, 1692.533203 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Alpha 4 ;! Object #3 $Class: GTF Ulysses $Team: Friendly $Location: -548.161987, -11.332533, 1800.396973 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Prometheus R" "Prometheus R" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 1 ;! Object #4 $Class: GTB Ursa $Team: Friendly $Location: 256.696075, 51.088547, 1883.993652 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Piranha" "Cyclops" "Cyclops" ) +Subsystem: b05-turreta $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 2 ;! Object #5 $Class: GTB Ursa $Team: Friendly $Location: 356.255066, 110.322464, 1787.203125 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Piranha" "Cyclops" "Cyclops" ) +Subsystem: b05-turreta $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 3 ;! Object #6 $Class: GTB Ursa $Team: Friendly $Location: 254.799500, -100.335434, 1683.025879 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Piranha" "Cyclops" "Cyclops" ) +Subsystem: b05-turreta $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Beta 4 ;! Object #7 $Class: GTB Ursa $Team: Friendly $Location: 152.674515, -39.421715, 1790.889648 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Piranha" "Cyclops" "Cyclops" ) +Subsystem: b05-turreta $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Hathor ;! Object #8 $Class: GVC Aten $Team: Neutral $Location: 1446.300049, 227.899994, 3702.300049 $Orientation: 0.947310, 0.000000, 0.320318, -0.006222, 0.999811, 0.018400, -0.320257, -0.019423, 0.947131 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 $Arrival Location: Hyperspace $Arrival Cue: ( is-previous-event-false "Templar-02" "Hathor Destroyed" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 80 $Name: Leo 1 ;! Object #9 $Class: PVFR Ma'at $Team: Neutral $Location: -906.282349, 220.988205, 4293.309570 $Orientation: 0.998622, -0.000000, 0.052486, 0.007418, 0.989961, -0.141143, -0.051959, 0.141338, 0.988597 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Leo 2 ;! Object #10 $Class: PVFR Ma'at $Team: Neutral $Location: -663.738220, 65.690544, 4289.121582 $Orientation: 0.958497, -0.000000, 0.285102, 0.055763, 0.980686, -0.187473, -0.279596, 0.195590, 0.939984 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 100 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Nagada Outpost ;! Object #11 $Class: GTI Arcadia $Team: Neutral $Location: -120.342041, 183.947525, 6296.816895 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Supreme Admiral Khu", 2003) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret02 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret06 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret07 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret08 +Subsystem: turret09 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret10 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret11 +Subsystem: turret12 +Sbank Ammo: ( 0 ) +Subsystem: turret13 +Sbank Ammo: ( 0 ) +Subsystem: turret14 +Sbank Ammo: ( 0 ) +Subsystem: turret15 +Sbank Ammo: ( 0 ) +Subsystem: turret16 +Sbank Ammo: ( 0 ) +Subsystem: turret17 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret18 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret19 +Subsystem: turret20 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret21 +Subsystem: turret22 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret23 +Primary Banks: ( "Standard Flak" ) +Subsystem: turret24 +Primary Banks: ( "Standard Flak" ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 $Name: Nu ;! Object #12 $Class: GVT Isis $Team: Neutral $Location: 3183.629883, 0.000175, 6376.773438 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 3" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Nagada Outpost $Arrival Cue: ( < ( hits-left "Nagada Outpost" ) 80 ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "Nu" "Waypoint path 3" 0 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 15 $Name: Aries 1 ;! Object #13 $Class: GVF Thoth $Team: Neutral $Location: 2995.301514, -0.001664, 8009.986328 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Aries 2 ;! Object #14 $Class: GVF Thoth $Team: Neutral $Location: 3098.407959, -0.000929, 8006.516113 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Aries 3 ;! Object #15 $Class: GVF Thoth $Team: Neutral $Location: 3205.197021, -0.000934, 8006.516113 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Aries 4 ;! Object #16 $Class: GVF Thoth $Team: Neutral $Location: 3300.938721, -0.000937, 8006.516113 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Aries 5 ;! Object #17 $Class: GVF Thoth $Team: Neutral $Location: 3002.411133, -0.000927, 7899.448242 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Aries 6 ;! Object #18 $Class: GVF Thoth $Team: Neutral $Location: 3102.099121, -0.000943, 7903.761230 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Virgo 1 ;! Object #19 $Class: GVF Seth $Team: Neutral $Location: -302.436462, 14.220867, 3832.477539 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Virgo 2 ;! Object #20 $Class: GVF Seth $Team: Neutral $Location: -403.418701, -29.247610, 3838.420898 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Virgo 3 ;! Object #21 $Class: GVF Seth $Team: Neutral $Location: -504.083435, 31.593699, 3835.442383 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Virgo 4 ;! Object #22 $Class: GVF Seth $Team: Neutral $Location: -505.813477, -11.301533, 3728.720703 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Virgo 5 ;! Object #23 $Class: GVF Seth $Team: Neutral $Location: -404.244385, 36.344566, 3731.377197 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Virgo 6 ;! Object #24 $Class: GVF Seth $Team: Neutral $Location: -306.711029, 70.827103, 3731.377197 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Impunity ;! Object #25 $Class: GTC Fenris $Team: Friendly $Location: -1982.497070, 699.501160, 4772.546387 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Nagada Outpost" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09a-01-main $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Energy Build Up" 3 ) $Determination: 10 +Flags: ( "cargo-known" "reinforcement" "no-shields" )+Respawn priority: 0 +Orders Accepted: 1 ;! note that this is a bitfield!!! +Group: 0 +Score: 100 $Name: Liberty ;! Object #26 $Class: GTT Elysium $Team: Friendly $Location: -1300.017090, 1150.533325, 6936.277344 $Orientation: -0.063981, 0.000000, 0.997951, 0.071440, 0.997434, 0.004580, -0.995391, 0.071586, -0.063817 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-dock "Nagada Outpost" "topside docking" "topside docking" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 $Arrival Location: Hyperspace $Arrival Cue: ( and ( is-destroyed-delay 15 "Keb" ) ( not ( has-docked-delay "Keb" "Nagada Outpost" 1 0 ) ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "reinforcement" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Pisces 1 ;! Object #27 $Class: GVF Horus $Team: Neutral $Location: 2998.476074, -0.000284, 7702.309570 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Pisces 2 ;! Object #28 $Class: GVF Horus $Team: Neutral $Location: 3094.485352, 0.000588, 7701.470215 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Pisces 3 ;! Object #29 $Class: GVF Horus $Team: Neutral $Location: 3200.255127, 0.000635, 7697.803223 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Pisces 4 ;! Object #30 $Class: GVF Horus $Team: Neutral $Location: 3310.642578, 0.000644, 7700.642090 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Ankh 01 ;! Object #31 $Class: GVSG Ankh $Team: Neutral $Location: -501.102203, 0.000073, 4992.833984 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 4 $Name: Ankh 02 ;! Object #32 $Class: GVSG Ankh $Team: Neutral $Location: 611.716125, -0.000008, 5299.265625 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 4 $Name: Ankh 03 ;! Object #33 $Class: GVSG Ankh $Team: Neutral $Location: -776.630798, 0.000834, 8232.760742 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 4 $Name: Ankh 04 ;! Object #34 $Class: GVSG Ankh $Team: Neutral $Location: 354.133636, 0.000736, 8261.843750 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 4 $Name: Ankh 05 ;! Object #35 $Class: GVSG Ankh $Team: Neutral $Location: 1695.776489, 0.000871, 6326.045898 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 4 $Name: Ankh 06 ;! Object #36 $Class: GVSG Ankh $Team: Neutral $Location: -1799.276855, 0.000176, 6073.576660 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 4 $Name: Ankh 07 ;! Object #37 $Class: GVSG Ankh $Team: Neutral $Location: -1925.119141, 0.000542, 7010.816406 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01a +Subsystem: turret02a $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Group: 0 +Score: 4 $Name: Cancer 1 ;! Object #38 $Class: GVF Thoth $Team: Neutral $Location: 3097.659668, 0.000348, 7599.875977 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Cancer 2 ;! Object #39 $Class: GVF Thoth $Team: Neutral $Location: 3199.195313, 0.000270, 7602.487793 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Capricorn 1 ;! Object #40 $Class: GVF Thoth $Team: Neutral $Location: 3099.992188, 0.000212, 7498.381836 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: Capricorn 2 ;! Object #41 $Class: GVF Thoth $Team: Neutral $Location: 3201.527832, 0.000135, 7500.993652 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Group: 0 +Score: 14 $Name: VAC 4 11 ;! Object #42 $Class: VAC 4 $Team: Neutral $Location: -904.788452, 227.468491, 4276.912109 $Orientation: 0.998622, 0.000000, 0.052486, 0.009226, 0.984429, -0.175539, -0.051669, 0.175782, 0.983072 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Spare Parts", 2022) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Docked With: Leo 1 $Docker Point: cargo dock $Dockee Point: cargo dock +Group: 0 +Score: 3 $Name: VAC 4 12 ;! Object #43 $Class: VAC 4 $Team: Neutral $Location: -658.347778, 71.255791, 4273.213379 $Orientation: 0.958497, 0.000000, 0.285102, 0.065481, 0.973267, -0.220145, -0.277481, 0.229677, 0.932873 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Spare Parts", 2022) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Docked With: Leo 2 $Docker Point: cargo dock $Dockee Point: cargo dock +Group: 0 +Score: 3 $Name: Keb ;! Object #44 $Class: GVT Isis $Team: Friendly $Location: -1946.697876, 699.711609, 4850.289551 $Orientation: 0.000000, 0.000000, -1.000000, 0.999848, 0.017442, 0.000000, 0.017442, -0.999848, -0.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "Keb" "Waypoint path 6" 0 ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Docked With: Impunity $Docker Point: Docking bay 2 $Dockee Point: main dock +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 15 #Wings ;! 8 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Alpha 1" "Alpha 2" "Alpha 3" "Alpha 4" ) +Hotkey: 0 +Flags:( ) $Name: Beta $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Beta 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Beta 1" "Beta 2" "Beta 3" "Beta 4" ) +Hotkey: 1 +Flags:( ) +Wave Delay Min: 20 +Wave Delay Max: 45 $Name: Leo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Leo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-previous-event-false "Templar-02" "Leo Destroyed" ) $Departure Location: Hyperspace $Departure Cue: ( are-waypoints-done-delay "Leo" "Waypoint path 7" 0 ) $Ships: ( ;! 2 total "Leo 1" "Leo 2" ) $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 2" 89 ) ) +Flags:( ) $Name: Aries $Waves: 10 $Wave Threshold: 0 $Special Ship: 0 ;! Aries 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Nagada Outpost +Arrival delay: 20 $Arrival Cue: ( is-destroyed-delay 6 "Virgo" ) $Departure Location: Hyperspace $Departure Cue: ( is-destroyed-delay 2 "Alpha" "Beta" ) $Ships: ( ;! 6 total "Aries 1" "Aries 2" "Aries 3" "Aries 4" "Aries 5" "Aries 6" ) $AI Goals: ( goals ( ai-guard "Nagada Outpost" 89 ) ( ai-guard "Hathor" 50 ) ( ai-guard-wing "Leo" 50 ) ( ai-chase "Impunity" 50 ) ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 8 +Wave Delay Max: 12 $Name: Virgo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 6 total "Virgo 1" "Virgo 2" "Virgo 3" "Virgo 4" "Virgo 5" "Virgo 6" ) $AI Goals: ( goals ( ai-guard-wing "Leo" 89 ) ( ai-guard "Hathor" 50 ) ( ai-guard "Nagada Outpost" 50 ) ) +Flags:( ) $Name: Pisces $Waves: 5 $Wave Threshold: 0 $Special Ship: 0 ;! Pisces 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Nagada Outpost +Arrival delay: 120 $Arrival Cue: ( is-destroyed-delay 8 "Aries" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 4 total "Pisces 1" "Pisces 2" "Pisces 3" "Pisces 4" ) $AI Goals: ( goals ( ai-chase "Impunity" 89 ) ( ai-guard "Hathor" 50 ) ( ai-guard "Nagada Outpost" 50 ) ( ai-chase-any 50 ) ) +Flags:( ) +Wave Delay Min: 8 +Wave Delay Max: 12 $Name: Cancer $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Docking Bay +Arrival Distance: 0 $Arrival Anchor: Nagada Outpost $Arrival Cue: ( has-arrived-delay 10 "Keb" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Cancer 1" "Cancer 2" ) $AI Goals: ( goals ( ai-chase "Keb" 89 ) ( ai-chase "Impunity" 50 ) ( ai-guard "Hathor" 50 ) ( ai-chase "Liberty" 50 ) ( ai-guard "Nagada Outpost" 50 ) ) +Flags:( ) $Name: Capricorn $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Capricorn 1 $Arrival Location: Hyperspace $Arrival Cue: ( has-arrived-delay 11 "Liberty" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 2 total "Capricorn 1" "Capricorn 2" ) $AI Goals: ( goals ( ai-chase "Liberty" 89 ) ( ai-guard "Hathor" 50 ) ( ai-guard "Nagada Outpost" 50 ) ) +Flags:( ) #Events ;! 36 total $Formula: ( when ( < ( hits-left "Nagada Outpost" ) 10 ) ( send-message "Nagada Outpost" "High" "Suicide" ) ) +Name: Destroy All +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( send-message "#Command" "High" "Energy Build Up" ) ) +Name: Energy Build Up +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( self-destruct "Nagada Outpost" ) ) +Name: Self Destruct +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( < ( hits-left "Nu" ) 10 ) ( ship-invulnerable "Nu" ) ) +Name: Invulnerable Isis +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Hathor" ) 40 ) ( add-goal "Hathor" ( ai-waypoints-once "Waypoint path 4" 89 ) ) ) +Name: Aten Low +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( or ( is-destroyed-delay 0 "Leo 1" ) ( is-destroyed-delay 0 "Leo 2" ) ) ( are-waypoints-done-delay "Leo" "Waypoint path 2" 0 ) ) ( add-goal "Leo 1" ( ai-waypoints-once "Waypoint path 5" 89 ) ) ( add-goal "Leo 2" ( ai-waypoints-once "Waypoint path 5" 89 ) ) ) +Name: One Dead Leo +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( good-secondary-time "Friendly" 100 "Cyclops" "Nagada Outpost" ) ( good-secondary-time "Friendly" 100 "Helios" "Nagada Outpost" ) ( good-secondary-time "Friendly" 100 "Stiletto II" "Nagada Outpost" ) ( good-secondary-time "Friendly" 100 "Cyclops" "Leo 1" ) ( good-secondary-time "Friendly" 100 "Cyclops" "Leo 2" ) ) +Name: Good Secondary +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 35 "Impunity" ) ( add-goal "Keb" ( ai-undock 89 ) ) ( add-goal "Keb" ( ai-dock "Nagada Outpost" "main dock" "topside docking" 89 ) ) ) +Name: Isis Dock +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-docked-delay "Keb" "Nagada Outpost" 1 0 ) ( clear-goals "Keb" ) ) +Name: Isis Undock +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( exchange-cargo "Keb" "Nagada Outpost" ) ( add-goal "Keb" ( ai-undock 89 ) ) ) +Name: Isis Undock 2 +Repeat Count: 1 +Interval: 1 +Chained: 25 $Formula: ( when ( has-undocked-delay "Keb" "Nagada Outpost" 1 0 ) ( add-goal "Keb" ( ai-waypoints-once "Waypoint path 6" 89 ) ) ) +Name: Isis Fly Away +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Keb" ) ( validate-goal "Protect Isis" ) ) +Name: Validate Protect Isis +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 10 "Keb" ) ( not ( has-docked-delay "Keb" "Nagada Outpost" 1 0 ) ) ) ( send-message "#Command" "High" "Sending Transport 2" ) ) +Name: Sending Transport 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-docked-delay "Liberty" "Nagada Outpost" 1 20 ) ( exchange-cargo "Liberty" "Nagada Outpost" ) ( add-goal "Liberty" ( ai-undock 89 ) ) ( add-goal "Liberty" ( ai-waypoints-once "Waypoint path 6" 89 ) ) ) +Name: Elysium Docked +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Liberty" ) ( validate-goal "Protect Elysium" ) ) +Name: Validate Protect Elysium +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-undocked-delay "Keb" "Nagada Outpost" 1 0 ) ( send-message "Keb" "High" "All Clear 1" ) ( validate-goal "Destroy HOL Outpost" ) ( unprotect-ship "Nagada Outpost" ) ) +Name: Clear 1 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-undocked-delay "Liberty" "Nagada Outpost" 1 0 ) ( send-message "Liberty" "High" "All Clear 2" ) ( validate-goal "Destroy HOL Outpost" ) ( unprotect-ship "Nagada Outpost" ) ) +Name: Clear 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 0 "Keb" ) ( not ( has-docked-delay "Keb" "Nagada Outpost" 1 0 ) ) ( is-destroyed-delay 0 "Liberty" ) ( not ( has-docked-delay "Liberty" "Nagada Outpost" 1 0 ) ) ) ( send-message "#Command" "High" "Rescue Failed" ) ) +Name: Rescue Failed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha" "Beta" ) ( do-nothing ) ) +Name: Return To Base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( or ( and ( is-destroyed-delay 3 "Keb" ) ( has-docked-delay "Keb" "Nagada Outpost" 1 0 ) ) ( and ( is-destroyed-delay 3 "Liberty" ) ( has-docked-delay "Liberty" "Nagada Outpost" 1 0 ) ) ) ( send-message "#Command" "High" "VIP Dead" ) ( unprotect-ship "Nagada Outpost" ) ) +Name: VIP Dead +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-destroyed-delay 15 "Nagada Outpost" ) ( not ( is-event-true-delay "Rescue Failed" 0 ) ) ) ( send-message "#Command" "High" "Outpost Destroyed" ) ) +Name: Outpost Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha" "Beta" ) ( do-nothing ) ) +Name: Return To Base 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) $Formula: ( when ( or ( has-departed-delay 0 "Keb" ) ( has-departed-delay 0 "Liberty" ) ) ( send-message "#Command" "High" "VIP Clear" ) ( unprotect-ship "Nagada Outpost" ) ) +Name: VIP Clear +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Nu" ) ( validate-goal "Stop HOL" ) ) +Name: Validate Stop HOL +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Nagada Outpost" ) 20 ) ( add-goal "Leo" ( ai-waypoints-once "Waypoint path 7" 89 ) ) ) +Name: Leo Leaving +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 5 ) ( send-message "#Command" "High" "VIP On Board" ) ) +Name: Arrival Message +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Nu" ) ( send-message "#Command" "High" "Transports Escaping" ) ) +Name: Transports Escaping +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Keb" ) ( do-nothing ) ) +Name: Protect Keb +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Protect Keb", 2095) $Formula: ( when ( has-departed-delay 0 "Liberty" ) ( do-nothing ) ) +Name: Protect Liberty +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Protect Liberty", 2096) $Formula: ( when ( is-destroyed-delay 0 "Leo" ) ( do-nothing ) ) +Name: Destroy Leo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Leo", 15) $Formula: ( when ( is-destroyed-delay 0 "Aries" ) ( do-nothing ) ) +Name: Destroy Aries +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Aries", 14) $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Destroy Virgo +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Virgo", 17) $Formula: ( when ( is-destroyed-delay 0 "Pisces" ) ( do-nothing ) ) +Name: Destroy Pisces +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Pisces", 22) $Formula: ( when ( is-destroyed-delay 0 "Cancer" ) ( do-nothing ) ) +Name: Destroy Cancer +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Cancer", 20) $Formula: ( when ( is-destroyed-delay 0 "Capricorn" ) ( do-nothing ) ) +Name: Destroy Capricorn +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Capricorn", 963) $Formula: ( when ( or ( has-time-elapsed 120 ) ( and ( is-subsystem-destroyed-delay "Nagada Outpost" "turret10" 2 ) ( is-subsystem-destroyed-delay "Nagada Outpost" "turret18" 2 ) ( is-subsystem-destroyed-delay "Nagada Outpost" "turret17" 2 ) ) ) ( send-message "#Command" "High" "Call In Cruiser" ) ) +Name: Call In Cruiser +Repeat Count: 1 +Interval: 1 #Goals ;! 5 total $Type: Primary +Name: Protect Isis $MessageNew: XSTR("Protect the Isis Transport", 2097) $end_multi_text $Formula: ( and ( has-departed-delay 0 "Keb" ) ( not ( is-destroyed-delay 0 "Keb" ) ) ) +Invalid +Score: 100 $Type: Primary +Name: Protect Elysium $MessageNew: XSTR("Protect the Elysium transport.", 2098) $end_multi_text $Formula: ( and ( has-departed-delay 0 "Liberty" ) ( not ( is-destroyed-delay 0 "Liberty" ) ) ) +Invalid +Score: 100 $Type: Primary +Name: Save Important $MessageNew: XSTR("Rescue Admiral Khu.", 2099) $end_multi_text $Formula: ( or ( has-departed-delay 0 "Liberty" ) ( has-departed-delay 0 "Keb" ) ) +Score: 100 $Type: Primary +Name: Destroy HOL Outpost $MessageNew: XSTR("Destroy Hammer of Light Outpost.", 2100) $end_multi_text $Formula: ( is-destroyed-delay 0 "Nagada Outpost" ) +Invalid +Score: 400 $Type: Secondary +Name: Stop HOL $MessageNew: XSTR("Stop Hammer of Light From Escaping", 2101) $end_multi_text $Formula: ( is-destroyed-delay 0 "Nu" "Leo" ) +Invalid #Waypoints ;! 7 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( 1006.498352, 201.226883, 5002.973145 ) ) $Name: Waypoint path 2 $List: ( ;! 1 points in list ( -1006.910828, 494.672302, 6207.864258 ) ) $Name: Waypoint path 3 $List: ( ;! 1 points in list ( -7.055610, 258.389740, 9154.830078 ) ) $Name: Waypoint path 4 $List: ( ;! 1 points in list ( -1465.345703, -201.215927, 5188.375977 ) ) $Name: Waypoint path 5 $List: ( ;! 1 points in list ( 211.508896, 375.269073, 7332.622559 ) ) $Name: Waypoint path 6 $List: ( ;! 1 points in list ( -1290.398560, 1603.857422, 6021.513184 ) ) $Name: Waypoint path 7 $List: ( ;! 1 points in list ( -2605.224121, 698.573792, 7333.935059 ) ) #Messages ;! 219 total $Name: Suicide $Team: -1 $MessageNew: XSTR("Brothers, rejoice! I bury a blade in the heart of our enemy!", 2102) $end_multi_text +AVI Name: Head-VC +Wave Name: Tem4_Na_01.wav $Name: Sending Transport 2 $Team: -1 $MessageNew: XSTR("GTT Liberty is standing by.", 2103) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem4_AC_01.wav $Name: All Clear 1 $Team: -1 $MessageNew: XSTR("GVT Keb here. Docking point cleared. Admiral Khu is aboard.", 2104) $end_multi_text +AVI Name: Head-VC +Wave Name: Tem4_Ke_01.wav $Name: All Clear 2 $Team: -1 $MessageNew: XSTR("GTT Liberty. Docking point cleared. Admiral Khu on board.", 2105) $end_multi_text +AVI Name: Head-CM1 +Wave Name: Tem4_Li_01.wav $Name: VIP Dead $Team: -1 $MessageNew: XSTR("Admiral Khu is dead! Pilots, destroy all Hammer of Light vessels!", 2106) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem4_AC_02.wav $Name: Rescue Failed $Team: -1 $MessageNew: XSTR("Rescue failed. Abort mission and return to base.", 2107) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem4_AC_03.wav $Name: Outpost Destroyed $Team: -1 $MessageNew: XSTR("Eliminate all hostiles remaining. Secure the area and return to base.", 2108) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem4_AC_04.wav $Name: Energy Build Up $Team: -1 $MessageNew: XSTR("Stand clear of outpost Nagada! Sensors reading a massive energy surge!", 2109) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem4_AC_05.wav $Name: VIP Clear $Team: -1 $MessageNew: XSTR("Admiral Khu is safe and sound. Sweep this sector clear of HoL ships.", 2110) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem4_AC_06.wav $Name: VIP On Board $Team: -1 $MessageNew: XSTR("Admiral Khu is on outpost Nagada. Deploying transports now. Pilots, clear a path for the transports. GTC Impunity standing by.", 2111) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem4_AC_07.wav $Name: Transports Escaping $Team: -1 $MessageNew: XSTR("Hammer of Light transports escaping outpost Nagada. Intercept and destroy.", 2112) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem4_AC_08.wav $Name: Call In Cruiser $Team: -1 $MessageNew: XSTR("GTC Impunity still standing by. Call it in when you're ready.", 2113) $end_multi_text +AVI Name: Head-CM2 +Wave Name: Tem4_AC_09.wav #Reinforcements ;! 2 total $Name: Impunity $Type: Attack/Protect $Num times: 1 +Arrival Delay: 0 +No Messages: ( ) +Yes Messages: ( ) $Name: Liberty $Type: Attack/Protect $Num times: 1 +Arrival Delay: 0 +No Messages: ( ) +Yes Messages: ( ) #Background bitmaps ;! 0 total $Num stars: 500 $Ambient light level: 0 +Nebula: Nebula01 +Color: Blue +Pitch: 331 +Bank: 36 +Heading: 43 #Asteroid Fields #Music $Event Music: 1: Genesis $Briefing Music: Brief1 #End $Name: Templar $Type: multi coop +Description: XSTR("Operation Templar, a joint GTA-Vasudan endeavor, hunts down the last remnants of Hammer of Light. The rebels stage a desperate last stand, hijacking a Vasudan destroyer and taking hostages.", 2114) $end_multi_text +Num Players: 8 +Starting Ships: ( "GTF Ulysses" "GTF Hercules" "GTF Loki" "GTB Medusa" "GTB Ursa" "GTB Zeus" ) +Starting Weapons: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus R" "Prometheus S" "Maxim" "UD-8 Kayser" "Circe" "Lamprey" "Rockeye" "Tempest" "Hornet" "Hornet#Weak" "Tornado" "Harpoon" "Harpoon#Weak" "Trebuchet" "Piranha" "Stiletto II" "Infyrno" "Cyclops" "Helios" "EMP Adv." ) $Mission: Templar-01.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-goal-true "Templar-01.fs2" "Destroy HOL" ) ( next-mission "Templar-02.fs2" ) ) ( ( true ) ( next-mission "Templar-01.fs2" ) ) ) +Level: 0 +Position: 1 $Mission: Templar-02.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-goal-true "Templar-02.fs2" "Scan" ) ( next-mission "Templar-03.fs2" ) ) ( ( true ) ( next-mission "Templar-02.fs2" ) ) ) +Level: 1 +Position: 1 $Mission: Templar-03.fs2 +Flags: 0 +Formula: ( cond ( ( or ( is-previous-event-true "Templar-03.fs2" "Dead Hostages" ) ( is-previous-event-true "Templar-03.fs2" "Taurus 1 and Hostages Destroyed" ) ( is-previous-event-true "Templar-03.fs2" "Taurus 2 and Hostages Destroyed" ) ( is-previous-event-true "Templar-03.fs2" "Destroyer and Hostages Dead" ) ( is-previous-event-true "Templar-03.fs2" "Failure From Command" ) ) ( next-mission "Templar-03.fs2" ) ) ( ( true ) ( next-mission "Templar-04.fs2" ) ) ) +Level: 2 +Position: 1 $Mission: Templar-04.fs2 +Flags: 0 +Formula: ( cond ( ( is-previous-goal-false "Templar-04.fs2" "Save Important" ) ( next-mission "Templar-04.fs2" ) ) ( ( true ) ( end-of-campaign ) ) ) +Level: 3 +Position: 1 #End #Mission Info $Version: 0.10 $Name: XSTR("Training 1", 2115) $Author: James Agay $Created: 12/29/97 at 12:33:33 $Modified: 09/15/99 at 00:17:53 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("Standard Training module TSM-017c", 2116) $end_multi_text +Game Type Flags: 4 +Flags: 0 +Red Alert: 0 +Scramble: 0 +Disallow Support: 1 +Player Entry Delay: 1.000000 +Viewer pos: -738.837585, 1262.348999, -1962.347046 +Viewer orient: 0.999998, 0.000001, 0.001837, -0.000845, 0.888059, 0.459729, -0.001631, -0.459730, 0.888057 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing $Stage Text: XSTR("The 53rd Hammerheads Welcome to Vega, Ensign. I am Lieutenant Loukakis, squadron leader of the 53rd Hammerheads. You have been assigned to our unit. The Hammerheads are a space superiority squadron. We'll be flying the Myrmidon fighter, developed to replace the old GTF Ulysses. The Myrmidon is a Terran-Vasudan design and a versatile ship with high marks for speed, maneuverability, armor, and loadout.", 2117) $end_multi_text $Ani Filename: cb_train-01_a.ani +Wave Filename: TR1_CB_01.wav $Stage Text: XSTR("History of the 53rd The 53rd Hammerheads were formed during the Great War. At the time, we served on board the GTD Bastion, the finest ship in the history of Terran space travel. You may not know this, but the pilots who destroyed the SD Lucifer in 2335 were based on the Bastion, and some were even Hammerheads. With the 53rd, you're part of a long and proud tradition.", 2118) $end_multi_text $Ani Filename: cb_train-01_b.ani +Wave Filename: TR1_CB_02.wav $Stage Text: XSTR("Our New Home When the explosion of the Lucifer collapsed the jump node to the Sol system and severed all contact with Earth, Command transferred the Bastion to the 4th Fleet in Vega. Since then we've called Vega our home. Now Command has de-commissioned the Bastion and reassigned its squadrons to the newer Hecate destroyers. We'll be joining the GTD Aquitaine, flagship of the 3rd Fleet, Capella.", 2119) $end_multi_text $Ani Filename: cb_train-01_c.ani +Wave Filename: TR1_CB_03.wav $Stage Text: XSTR("Review Your Training The Aquitaine will be here in 36 hours. In the meantime, it would be advisable to review your training. We have all the simulator modules you'll need for the Myrmidon fighter. These modules will give you a refresher course on such basics as your Head-Up Display (HUD), throttle controls, and targeting. If you need to review your training, now would be a good time to do so.", 2120) $end_multi_text $Ani Filename: cb_train-01_d.ani +Wave Filename: TR1_CB_04.wav $Stage Text: XSTR("Armaments Because this is your first combat assignment, you'll be authorized to carry the standard armaments: the Subach HL-7, the Tempest dumb-fire, and the Rockeye heat-seeking missile. These weapons are covered in the training modules and in the tech room database. As you gain experience in combat, you will be authorized to use more advanced weaponry. Good luck, pilot. And welcome again to the 53rd.", 2121) $end_multi_text $Ani Filename: cb_train-01_e.ani +Wave Filename: TR1_CB_05.wav #Briefing $start_briefing $num_stages: 2 $start_stage $multi_text XSTR("Welcome to training simulator module TSM-103c, Class C qualification for the Myrmidon space superiority fighter. This module has been designed to acquaint pilots with basic targeting, throttle, and weapons systems.", 2122) $end_multi_text $voice: TR1_MB_01.wav $camera_pos: -1.276397, 105.344116, -65.505257 $camera_orient: 0.999998, 0.000000, 0.001837, -0.000845, 0.888059, 0.459729, -0.001631, -0.459730, 0.888057 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 22 $team: Friendly $class: GTF Myrmidon $pos: -3.075820, 0.000011, 95.451492 $label: Alpha 1 +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Friendly $class: GTF Myrmidon $pos: -58.962234, 0.000125, 141.898285 $label: Instructor +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("TSM units are approved for use as part of the GTVA combat training program or as a review for qualified pilots. The TSM series is not intended as a substitute for actual field training. ", 2123) $end_multi_text $voice: TR1_MB_02.wav $camera_pos: -0.973083, 243.449310, 111.147621 $camera_orient: 0.999998, 0.000000, 0.001837, -0.001837, 0.011257, 0.999935, -0.000021, -0.999937, 0.011257 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 22 $team: Friendly $class: GTF Myrmidon $pos: -3.075820, 0.000011, 95.451492 $label: Alpha 1 +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Friendly $class: GTF Myrmidon $pos: -58.962234, 0.000125, 141.898285 $label: Instructor +id: 4 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 3 $Formula: ( and ( is-goal-true-delay "Flight Training" 0 ) ( not ( special-check 2000 ) ) ) $Multi text XSTR("Well done, pilot. You have successfully completed TSM-103c, Class C qualification for the Myrmidon space superiority fighter. You may now proceed to training simulator module TSM-103b.", 2124) $end_multi_text $Voice: TR1_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( is-goal-false-delay "Flight Training" 0 ) ( not ( special-check 2000 ) ) ) $Multi text XSTR("Your performance was below acceptable standards for TSM-103c, Class C qualification for the Myrmidon space superiority fighter. To restart the module, select the replay mission option in the lower left-hand corner of this screen. ", 2125) $end_multi_text $Voice: TR1_DB_02.wav $Recommendation text: XSTR("Follow your instructions to the letter.", 2126) $end_multi_text $Formula: ( special-check 2000 ) $Multi text XSTR("Firing upon your instructor is grounds for immediate failure. To restart module TSM-103c, select the replay mission option in the lower left-hand corner of this screen. ", 2127) $end_multi_text $Voice: TR1_DB_03.wav $Recommendation text: XSTR("Your instructor is not a valid target.", 2128) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( ) +Weaponry Pool: ( "Subach HL-7" 1 ) #Objects ;! 6 total $Name: Alpha 1 ;! Object #0 $Class: GTF Myrmidon $Team: Friendly $Location: -9.452625, 0.000048, -100.486206 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "" ) +Secondary Banks: ( "" "" "" ) +Sbank Ammo: ( 0 0 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 $Name: Instructor ;! Object #1 $Class: GTF Myrmidon $Team: Friendly $Location: -94.679100, 0.000164, -0.931580 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "invulnerable" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 $Name: Drone 01 ;! Object #2 $Class: GTDR Amazon $Team: Hostile $Location: -743.161926, 0.000043, 518.250793 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Captain $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "" ) $Arrival Location: Near Ship +Arrival Distance: 800 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-event-true-delay "Full Stop" 0 ) $Departure Location: Hyperspace $Departure Cue: ( is-destroyed-delay 0 "Drone 02" "Drone 03" "Drone 04" ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 $Name: Drone 03 ;! Object #3 $Class: GTDR Amazon $Team: Hostile $Location: -859.500244, -0.000004, 571.535767 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Captain $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "" ) $Arrival Location: In front of ship +Arrival Distance: 500 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-event-true-delay "Kill 6- Good Job" 4 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 $Name: Drone 02 ;! Object #4 $Class: GTDR Amazon $Team: Hostile $Location: -527.968933, -0.000048, 737.207275 $Orientation: 0.946042, 0.000000, -0.324043, 0.000000, 1.000000, 0.000000, 0.324043, 0.000000, 0.946042 $IFF: IFF 1 $AI Behavior: None +AI Class: Captain $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "" ) $Arrival Location: Near Ship +Arrival Distance: 600 $Arrival Anchor: Alpha 1 $Arrival Cue: ( has-arrived-delay 2 "Drone 03" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 $Name: Drone 04 ;! Object #5 $Class: GTDR Amazon $Team: Hostile $Location: -948.092896, -0.000018, 315.734589 $Orientation: 0.345055, 0.006255, 0.938562, -0.018478, 0.999830, 0.000130, -0.938401, -0.017388, 0.345112 $IFF: IFF 1 $AI Behavior: None +AI Class: Captain $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Primary Banks: ( "" ) $Arrival Location: Near Ship +Arrival Distance: 600 $Arrival Anchor: Alpha 1 $Arrival Cue: ( has-arrived-delay 4 "Drone 03" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "protect-ship" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 #Wings ;! 1 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 1 total "Alpha 1" ) +Hotkey: 0 +Flags:( ) #Events ;! 46 total $Formula: ( when ( are-waypoints-done-delay "Instructor" "Waypoint path 6" 0 ) ( add-goal "Instructor" ( ai-guard "Alpha 1" 89 ) ) ( protect-ship "Alpha 1" ) ) +Name: Instructor +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-time-elapsed 4 ) ( training-msg "Welcome Message" "Welcome Message" 0 10 ) ( key-reset "t" ) ) +Name: Welcome Message +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( training-msg "Target" "Target" 0 30 ) ( key-reset "t" ) ) +Name: Target +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( and ( key-pressed "t" ) ( targeted "Instructor" ) ) ( training-msg "Target box" "Target box" 0 13 ) ( flash-hud-gauge "TARGET_MONITOR" ) ) +Name: Target Box +Repeat Count: 1 +Interval: 1 +Chained: 1 +Objective: XSTR("Target Instructor", 2129) +Objective key: XSTR("Press $T$", 2130) $Formula: ( when ( true ) ( training-msg "Target box 2" "Target box 2" 0 10 ) ) +Name: Target Box 2 +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( add-goal "Instructor" ( ai-waypoints-once "Waypoint path 2" 89 ) ) ) +Name: Instructor fly around +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( training-msg "Off Screen Indicator" "Off Screen Indicator" 0 11 ) ) +Name: Off Screne Indicator +Repeat Count: 1 +Interval: 1 +Chained: 2 $Formula: ( when ( true ) ( training-msg "Off screen indicator 2" "Off screen indicator 2" 0 13 ) ( flash-hud-gauge "OFFSCREEN_INDICATOR" ) ) +Name: Off Screen Indicator 2 +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( training-msg "Off Screen Indicator 3" "Off Screen Indicator 3" 0 10 ) ) +Name: Off Screne Indicator 3 +Repeat Count: 1 +Interval: 1 +Chained: 9 $Formula: ( when ( true ) ( training-msg "Off Screen Indicator 4" "Off Screen Indicator 4" 0 14 ) ) +Name: Off Screne Indicator 4 +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( training-msg "Off Screen Indicator 5" "Off Screen Indicator 5" 0 11 ) ) +Name: Off Screne Indicator 5 +Repeat Count: 1 +Interval: 1 +Chained: 9 $Formula: ( when ( true ) ( training-msg "Radar" "Radar" 0 14 ) ( flash-hud-gauge "RADAR" ) ) +Name: Radar +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( not ( facing "Instructor" 0 ) ) ( training-msg "Face Instructor" ) ( flash-hud-gauge "CENTER_RETICLE" ) ( flash-hud-gauge "WEAPON_LINKING_GAUGE" ) ( flash-hud-gauge "THREAT_GAUGE" ) ( flash-hud-gauge "THROTTLE_GAUGE" ) ) +Name: Face Instuctor +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( facing "Instructor" 10 ) ( training-msg "Good" "Good" 0 10 ) ( add-goal "Instructor" ( ai-waypoints-once "Waypoint path 3" 89 ) ) ) +Name: Facing Instructor 2 +Repeat Count: 1 +Interval: 1 +Chained: 6 +Objective: XSTR("Face Instructor", 2131) $Formula: ( when ( true ) ( training-msg "Facing Instructor 3" ) ) +Name: Facing Instuctor 3 +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( facing "Instructor" 10 ) ( do-nothing ) ) +Name: Match Speed +Repeat Count: 1 +Interval: 1 +Chained: 1 +Objective: XSTR("Face Instructor", 2131) $Formula: ( when ( true ) ( add-goal "Instructor" ( ai-waypoints-once "Waypoint path 4" 89 ) ) ( training-msg "Match Speed" "Match Speed Now" ) ( key-reset "M" ) ) +Name: Silly fix +Repeat Count: 2 +Interval: 21 +Chained: 2 $Formula: ( when ( key-pressed "M" ) ( training-msg "Match Speed 1 1/2" "Match Speed 1 1/2" 0 10 ) ) +Name: Match Speed 1 1/2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Match Speed", 2132) +Objective key: XSTR("Press $M$", 2133) $Formula: ( when ( true ) ( add-goal "Instructor" ( ai-waypoints-once "Waypoint path 5" 89 ) ) ( training-msg "Speed Gauge" ) ( flash-hud-gauge "THROTTLE_GAUGE" ) ) +Name: Match Speed 2 +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( are-waypoints-done-delay "Instructor" "Waypoint path 5" 0 ) ( add-goal "Instructor" ( ai-waypoints-once "Waypoint path 6" 89 ) ) ( cap-waypoint-speed "Instructor" 55 ) ) +Name: Catch Up +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( training-msg "Acceleration" "Acceleration" 0 13 ) ) +Name: Acceleration +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( and ( is-event-true-delay "Acceleration" 2 ) ( key-pressed "a" ) ( < ( distance "Instructor" "Alpha 1" ) 126 ) ) ( training-msg "Deceleration" ) ) +Name: Deceleration +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Fly within 125 meters", 2134) +Objective key: XSTR("Press and Hold $a$", 2135) $Formula: ( when ( or ( and ( is-event-true-delay "Deceleration" 0 ) ( > ( distance "Instructor" "Alpha 1" ) 199 ) ) ( are-waypoints-done-delay "Instructor" "Waypoint path 6" 0 ) ) ( training-msg "Afterburner" "Afterburner" 0 15 ) ( key-reset "Tab" ) ( add-goal "Instructor" ( ai-stay-still "Alpha 1" 89 ) ) ) +Name: Afterburner +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Drop back 200 meters", 2136) +Objective key: XSTR("Press and Hold $z$", 2137) $Formula: ( when ( key-pressed "Tab" ) ( training-msg "Afterburner 2" "Afterburner 2" 0 15 ) ( flash-hud-gauge "AFTERBURNER_ENERGY" ) ( add-goal "Instructor" ( ai-stay-still "Instructor" 89 ) ) ) +Name: Afterburner 2 +Repeat Count: 1 +Interval: 1 +Chained: 6 +Objective: XSTR("Use Afterburner", 2138) +Objective key: XSTR("Press and Hold $Tab$", 2139) $Formula: ( when ( true ) ( training-msg "Max Speed" "Max Speed" 0 17 ) ( key-reset "\" ) ( set-training-context-speed 73 77 ) ) +Name: Max top speed +Repeat Count: 1 +Interval: 1 +Chained: 9 $Formula: ( when ( and ( key-pressed "\" ) ( speed 2 ) ) ( do-nothing ) ) +Name: Event name +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Go Full Speed", 2140) +Objective key: XSTR("Press $\$", 2141) $Formula: ( when ( true ) ( training-msg "Full Stop" ) ( key-reset "Backspace" ) ( set-training-context-speed 0 3 ) ( add-goal "Instructor" ( ai-ignore "Drone 01" 70 ) ) ( add-goal "Instructor" ( ai-guard "Alpha 1" 60 ) ) ) +Name: Full Stop +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( speed 1 ) ( training-msg "Drone Warp In" "Drone Warp In" 0 7 ) ) +Name: Fly to Drone +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Come to a full stop", 2142) +Objective key: XSTR("Press $backspace$", 2143) $Formula: ( when ( and ( targeted "Drone 01" ) ( not ( is-destroyed-delay 0 "Drone 01" ) ) ) ( training-msg "Drone 2" ) ) +Name: Drone 2 +Repeat Count: 1 +Interval: 1 +Chained: 4 +Objective: XSTR("Target Drone 01", 2144) +Objective key: XSTR("Press $T$", 2130) $Formula: ( when ( and ( < ( distance "Alpha 1" "Drone 01" ) 101 ) ( not ( is-destroyed-delay 0 "Drone 01" ) ) ) ( do-nothing ) ) +Name: Drone 3 +Repeat Count: 1 +Interval: 1 +Chained: 4 +Objective: XSTR("Approach Drone 01", 2145) $Formula: ( when ( true ) ( training-msg "Drone 3" "Drone 3" 0 10 ) ) +Name: Odd fix again +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( and ( < ( distance "Alpha 1" "Drone 01" ) 100 ) ( not ( is-destroyed-delay 0 "Drone 01" ) ) ) ( training-msg "Kill 1" "Kill 1" 0 12 ) ) +Name: Kill 1 +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( and ( < ( hits-left "Drone 01" ) 99 ) ( targeted "Drone 01" ) ( not ( is-destroyed-delay 0 "Drone 01" ) ) ) ( training-msg "Kill 3" ) ) +Name: Fire on drone +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( and ( is-event-true-delay "Kill 1" 0 ) ( is-destroyed-delay 0 "Drone 01" ) ( is-event-false-delay "Fire on drone" 0 ) ) ( training-msg "Kill 2" ) ) +Name: Drone killed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Fire on drone" 8 ) ( training-msg "Kill 4" ) ( flash-hud-gauge "TARGET_MONITOR" ) ( ship-no-guardian "Drone 01" ) ) +Name: Kill 4 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( training-msg "Kill 5" ) ) +Name: Kill 5 - kill the drone +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( is-destroyed-delay 3 "Drone 01" ) ( training-msg "Kill 6" ) ) +Name: Kill 6- Good Job +Repeat Count: 1 +Interval: 1 +Chained: 6 +Objective: XSTR("Destroy Drone 01", 2146) $Formula: ( when ( true ) ( training-msg "Kill 7" ) ( unprotect-ship "Alpha 1" ) ) +Name: Kill7- Destroy Group +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( is-destroyed-delay 0 "Drone 03" "Drone 02" "Drone 04" ) ( protect-ship "Alpha 1" ) ) +Name: Escort Stuff 0 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Drones", 2147) $Formula: ( when ( and ( is-destroyed-delay 0 "Drone 01" "Drone 03" "Drone 02" "Drone 04" ) ( true ) ) ( training-msg "Fin 1" ) ) +Name: Warp Out +Repeat Count: 1 +Interval: 1 +Chained: 2 $Formula: ( when ( true ) ( training-msg "Fin 2" ) ) +Name: Warp Out 1A +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( training-msg "Fin 3" ) ) +Name: Warp out 1B +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( key-pressed "Alt-J" ) ( do-nothing ) ) +Name: Warp Out 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) +Objective key: XSTR("Press $Alt-J$", 2148) $Formula: ( when ( or ( special-check 2000 ) ( is-event-false-delay "Drone 3" 0 ) ) ( do-nothing ) ) +Name: Check training failed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( key-pressed "Alt-J" ) ( do-nothing ) ) +Name: Training failed +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return to base", 66) +Objective key: XSTR("Press $alt-j$", 520) $Formula: ( when ( has-arrived-delay 0 "Drone 01" ) ( ship-guardian "Drone 01" ) ) +Name: Drome 1 Guard +Repeat Count: 1 +Interval: 1 #Goals ;! 1 total $Type: Primary +Name: Flight Training $MessageNew: XSTR("Complete Training", 2149) $end_multi_text $Formula: ( is-event-true-delay "Warp Out" 0 ) +No music #Waypoints ;! 7 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( -82.018822, 0.002897, 183.237503 ) ) $Name: Waypoint path 2 $List: ( ;! 12 points in list ( 71.524284, -0.000014, 66.599213 ) ( 116.552063, 0.000026, 4.405155 ) ( 154.618393, -0.000027, -102.403259 ) ( 175.730957, 10.513542, -220.056427 ) ( 153.815552, -37.907101, -337.086609 ) ( 102.869911, 56.276054, -402.929260 ) ( 31.394608, -19.636896, -449.779419 ) ( -148.550354, 23.032873, -414.956665 ) ( -218.568222, 0.000033, -337.767670 ) ( -290.966797, -0.000050, -207.772324 ) ( -260.911499, -0.000051, 49.879566 ) ( -181.679199, 0.000024, 171.438080 ) ) $Name: Waypoint path 3 $List: ( ;! 2 points in list ( 9.768093, 0.000028, 330.553589 ) ( 132.172272, -0.000011, 236.677521 ) ) $Name: Waypoint path 4 $List: ( ;! 1 points in list ( 199.952057, -57.268764, 299.667206 ) ) $Name: Waypoint path 5 $List: ( ;! 2 points in list ( 160.262421, 0.000070, 695.639526 ) ( 64.854088, 71.104729, 1002.334412 ) ) $Name: Waypoint path 6 $List: ( ;! 6 points in list ( -56.812172, -0.000355, 1256.452026 ) ( -286.655151, -0.000109, 1375.298706 ) ( -576.169983, -0.000029, 1335.630249 ) ( -816.904907, 0.000100, 1060.748657 ) ( -963.080994, -0.000080, 608.371704 ) ( -999.850098, 0.000272, -0.662680 ) ) $Name: Troop path $List: ( ;! 4 points in list ( -1210.275024, -0.000335, 1239.301147 ) ( -1686.535034, -0.000202, 876.435913 ) ( -853.715149, -0.000197, 429.416504 ) ( -474.847412, -0.000172, 923.326538 ) ) #Messages ;! 244 total $Name: Welcome Message $Team: -1 $MessageNew: XSTR("Welcome to module TSM-103c, pilot. Don't touch the controls until you are told to do so. You will fail this session if you do not follow instructions carefully.", 2150) $end_multi_text +Wave Name: DTM_IN_01.wav $Name: Target $Team: -1 $MessageNew: XSTR("The first function you will learn is targeting. [Press $t$] Target my fighter.", 2151) $end_multi_text +Wave Name: DTM_IN_02.wav $Name: Target box $Team: -1 $MessageNew: XSTR("In the lower left hand corner of your HUD is your target view. The top lines display the targeted ship's name and class.", 2152) $end_multi_text +Wave Name: DTM_IN_03.wav $Name: Target box 2 $Team: -1 $MessageNew: XSTR("The next line shows the distance to your target and its speed.", 2153) $end_multi_text +Wave Name: DTM_IN_04.wav $Name: Off Screen Indicator $Team: -1 $MessageNew: XSTR("Note the brackets around my ship indicating I am your current target.", 2154) $end_multi_text +Wave Name: DTM_IN_05.wav $Name: Off Screen indicator 2 $Team: -1 $MessageNew: XSTR("As I fly out of view, the offscreen indicator will display. It points in the direction you must turn in order to face your target.", 2155) $end_multi_text +Wave Name: DTM_IN_06.wav $Name: Off Screen Indicator 3 $Team: -1 $MessageNew: XSTR("The indicator moves as I fly around. It is always pointing at your target.", 2156) $end_multi_text +Wave Name: DTM_IN_07.wav $Name: Off Screen Indicator 4 $Team: -1 $MessageNew: XSTR("Notice how the triangles separate. The farther apart they are, the farther you'll have to turn to face your target.", 2157) $end_multi_text +Wave Name: DTM_IN_08.wav $Name: Off Screen Indicator 5 $Team: -1 $MessageNew: XSTR("Finally, note the number by the indicator. This is the distance to your target.", 2158) $end_multi_text +Wave Name: DTM_IN_09.wav $Name: Radar $Team: -1 $MessageNew: XSTR("The circular gauge near the bottom of your HUD is the radar. Friendly ships are shown in green. Hostile ships appear in red. Ships directly in front of you appear in the radar's center.", 2159) $end_multi_text +Wave Name: DTM_IN_10.wav $Name: Face Instructor $Team: -1 $MessageNew: XSTR("Using your main flight controller turn your ship toward mine. Stop when my ship is in your center reticle.", 2160) $end_multi_text +Wave Name: DTM_IN_11.wav $Name: Good $Team: -1 $MessageNew: XSTR("Good. Now stay in that position.", 2161) $end_multi_text +Wave Name: DTM_IN_12.wav $Name: Facing Instructor 3 $Team: -1 $MessageNew: XSTR("Now turn toward my ship again.", 2162) $end_multi_text +Wave Name: DTM_IN_13.wav $Name: Match Speed $Team: -1 $MessageNew: XSTR("[Press $m$] Match my speed.", 2163) $end_multi_text +Wave Name: DTM_IN_14.wav $Name: Match Speed Now $Team: -1 $MessageNew: XSTR("Match my speed now. You must follow instructions if you wish to complete this module.", 2164) $end_multi_text +Wave Name: DTM_IN_15.wav $Name: Speed Gauge $Team: -1 $MessageNew: XSTR("To the left of the reticle is the speed gauge. The capital M next to the current speed indicates that you are matching speed with your target.", 2165) $end_multi_text +Wave Name: DTM_IN_16.wav $Name: Acceleration $Team: -1 $MessageNew: XSTR("Now I want you to accelerate [$a$] and move to within 125 meters of me. Do not collide with my ship.", 2166) $end_multi_text +Wave Name: DTM_IN_17.wav $Name: Deceleration $Team: -1 $MessageNew: XSTR("Good. Now decelerate [$z$] to drop 200 meters behind me.", 2167) $end_multi_text +Wave Name: DTM_IN_18.wav $Name: Afterburner $Team: -1 $MessageNew: XSTR("Well done. Now let's practice using the afterburner. [$tab$] Engage your afterburner, pilot.", 2168) $end_multi_text +Wave Name: DTM_IN_19.wav $Name: Afterburner 2 $Team: -1 $MessageNew: XSTR("The gauge to the left of your speed gauge displays remaining afterburner power. Note that your engines consume it rapidly.", 2169) $end_multi_text +Wave Name: DTM_IN_20.wav $Name: Max Speed $Team: -1 $MessageNew: XSTR("That extra speed is useful for quick, evasive maneuvers and closing large distances. Maintain your maximum top speed. [$\$] Try it now.", 2170) $end_multi_text +Wave Name: DTM_IN_21.wav $Name: Full Stop $Team: -1 $MessageNew: XSTR("Now bring your fighter to a complete stop. [$backspace$]", 2171) $end_multi_text +Wave Name: DTM_IN_22.wav $Name: Drone Warp In $Team: -1 $MessageNew: XSTR("Drone 01 has jumped in. Target it. [Press $t$]", 2172) $end_multi_text +Wave Name: DTM_IN_23.wav $Name: Match Speed 1 1/2 $Team: -1 $MessageNew: XSTR("Good. Now follow me. Note how your speed automatically changes to match mine.", 2173) $end_multi_text +Wave Name: DTM_IN_24.wav $Name: Afterburner 2 $Team: -1 $MessageNew: XSTR("The gauge to the left of your speed gauge indicates remaining afterburner power. Note that it is consumed rapidly.", 2174) $end_multi_text +Wave Name: DTM_IN_25.wav $Name: Drone 2 $Team: -1 $MessageNew: XSTR("Good. Now fly within 100 units of it and come to a stop. [$backspace$] Be careful not to fly too fast.", 2175) $end_multi_text +Wave Name: DTM_IN_26.wav $Name: Drone 3 $Team: -1 $MessageNew: XSTR("Well done. Note that it takes some time to come to a complete stop.", 2176) $end_multi_text +Wave Name: DTM_IN_27.wav $Name: Kill 1 $Team: -1 $MessageNew: XSTR("Now fire your primary weapon [press $left ctrl$] at Drone 01. Hit it a few times, but do not destroy it.", 2177) $end_multi_text +Wave Name: DTM_IN_28.wav $Name: Kill 2 $Team: -1 $MessageNew: XSTR("You had orders not to destroy Drone 01, pilot.", 2178) $end_multi_text +Wave Name: DTM_IN_29.wav $Name: Kill 3 $Team: -1 $MessageNew: XSTR("Near the center of your HUD, the hull integrity of your target is displayed. Notice that it has dropped from 100%.", 2179) $end_multi_text +Wave Name: DTM_IN_30.wav $Name: Kill 4 $Team: -1 $MessageNew: XSTR("This information is also available in the upper right corner of your target view.", 2180) $end_multi_text +Wave Name: DTM_IN_31.wav $Name: Kill 5 $Team: -1 $MessageNew: XSTR("Now destroy Drone 01. [Press $left ctrl$]", 2181) $end_multi_text +Wave Name: DTM_IN_32.wav $Name: Kill 6 $Team: -1 $MessageNew: XSTR("Good job.", 2182) $end_multi_text +Wave Name: DTM_IN_33.wav $Name: Kill 7 $Team: -1 $MessageNew: XSTR("Let's see how quickly you can destroy these new drones. Target hostiles [$h$] and destroy them with your Subach HL-7. [Press $left ctrl$] The HL-7 is standard issue on all Myrmidon space superiority fighters.", 2183) $end_multi_text +Wave Name: DTM_IN_34.wav $Name: Fin 1 $Team: -1 $MessageNew: XSTR("Well done. This concludes module TSM-103c.", 2184) $end_multi_text +Wave Name: DTM_IN_35.wav $Name: Fin 2 $Team: -1 $MessageNew: XSTR("Most sorties will end with an order to return to base. Do not leave the field of engagement until you have been authorized to do so.", 2185) $end_multi_text +Wave Name: DTM_IN_36.wav $Name: Fin 3 $Team: -1 $MessageNew: XSTR("Your navigation computer will be programmed with the proper coordinates. All you need to do is engage your subspace drive. Do this now. [$Alt-J$]", 2186) $end_multi_text +Wave Name: DTM_IN_41.wav #Reinforcements ;! 0 total #Background bitmaps ;! 16 total $Num stars: 880 $Ambient light level: 0 $Sun: SunGold +Angles: 0.453785 0.000000 2.076940 +Scale: 2.000000 $Starbitmap: neb01 +Angles: 0.750491 0.628318 1.221730 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb02 +Angles: 0.349066 0.785398 0.663225 +ScaleX: 3.000000 +ScaleY: 5.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb12 +Angles: 4.014254 0.349066 0.663225 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb18 +Angles: 1.117010 0.925024 1.378809 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb01 +Angles: 0.366519 0.000000 2.076940 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb02 +Angles: 1.221730 1.308996 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 3 +DivY: 2 $Starbitmap: neb12 +Angles: 1.570795 0.977384 2.617992 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb18 +Angles: 2.792525 0.750491 2.513272 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb18 +Angles: 0.174533 0.401425 2.949604 +ScaleX: 5.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb01 +Angles: 1.169370 2.146753 3.665189 +ScaleX: 5.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb12 +Angles: 0.785398 2.862338 4.345866 +ScaleX: 4.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 4 $Starbitmap: neb02 +Angles: 4.712385 0.785398 5.218530 +ScaleX: 4.000000 +ScaleY: 5.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb02 +Angles: 1.570795 2.391099 4.974185 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb12 +Angles: 1.378809 0.314159 0.663225 +ScaleX: 4.000000 +ScaleY: 5.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb01 +Angles: 3.665189 0.191986 4.188787 +ScaleX: 5.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb02 +Angles: 1.117010 2.391099 2.740165 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 #Asteroid Fields #Music $Event Music: None $Briefing Music: Brief1 #End #Mission Info $Version: 0.10 $Name: XSTR("Training 2", 2187) $Author: Brad Johnson $Created: 07/30/99 at 10:40:15 $Modified: 09/14/99 at 16:44:03 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("Training Mission 02 ", 2188) $end_multi_text +Game Type Flags: 4 +Flags: 0 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 6.903011, 131.166977, 13.605335 +Viewer orient: 1.000000, -0.000000, 0.000697, -0.000696, -0.060263, 0.998182, 0.000042, -0.998183, -0.060263 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 2 $start_stage $multi_text XSTR("Welcome to training simulator module TSM-103b, Class B qualification for the Myrmidon space superiority fighter. This module has been designed to acquaint pilots with advanced targeting controls, weapons systems, and rearming procedures.", 2189) $end_multi_text $voice: TR2_MB_01.wav $camera_pos: 6.903011, 131.166977, 13.605335 $camera_orient: 1.000000, 0.000000, 0.000697, -0.000696, -0.060263, 0.998182, 0.000042, -0.998183, -0.060263 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 22 $team: Friendly $class: GTF Myrmidon $pos: 0.000000, 0.000000, 0.000000 $label: Alpha 1 +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Friendly $class: GTF Hercules Mark II $pos: -1.778702, -32.323868, 30.424801 $label: Instructor +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("TSM units are approved for use as part of the GTVA combat training program or as a review for qualified pilots. The TSM series is not intended as a substitute for actual field training.", 2190) $end_multi_text $voice: TR2_MB_02.wav $camera_pos: 0.000000, 136.366394, -207.871414 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 22 $team: Friendly $class: GTF Myrmidon $pos: 0.000000, 0.000000, 0.000000 $label: Alpha 1 +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Friendly $class: GTF Hercules Mark II $pos: -49.201702, -32.323887, 143.595078 $label: Instructor +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 2 $Formula: ( is-event-true-delay "Covered A Lot" 0 ) $Multi text XSTR("Well done, pilot. You have successfully completed TSM-103b, Class B qualification for the Myrmidon space superiority fighter. You may now proceed to training simulator module TSM-103a.", 2191) $end_multi_text $Voice: TR2_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( not ( is-event-true-delay "Covered A Lot" 0 ) ) $Multi text XSTR("Your performance was below acceptable standards for TSM-103b, Class B qualification for the Myrmidon space superiority fighter. You will not be authorized to advance to the next training simulator module until you have completed this unit successfully.", 2192) $end_multi_text $Voice: TR2_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( ) +Weaponry Pool: ( "Subach HL-7" 18 "Rockeye" 110 "Tempest" 260 ) #Objects ;! 8 total $Name: Alpha 1 ;! Object #0 $Class: GTF Myrmidon $Team: Friendly $Location: 0.000000, 0.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Instructor ;! Object #1 $Class: GTF Hercules Mark II $Team: Friendly $Location: -48.273640, -32.323872, 138.411240 $Orientation: 0.877583, 0.000000, -0.479426, 0.000000, 1.000000, 0.000000, 0.479426, 0.000000, 0.877583 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( or ( is-event-true-delay "Training Canceled" 8 ) ( is-event-true-delay "Covered A Lot" 12 ) ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "invulnerable" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Drone 01 ;! Object #2 $Class: GTDR Amazon $Team: Hostile $Location: -23.480898, 0.000063, 389.485809 $Orientation: -0.999831, 0.000000, -0.018406, 0.000000, 1.000000, 0.000000, 0.018406, 0.000000, -0.999831 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Two Drones" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" )+Respawn priority: 0 +Group: 0 $Name: Drone 02 ;! Object #3 $Class: GTDR Amazon $Team: Hostile $Location: 53.466228, 55.377766, 455.508636 $Orientation: -0.998104, 0.000000, 0.061554, 0.000000, 1.000000, 0.000000, -0.061554, 0.000000, -0.998104 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Two Drones" 1 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" )+Respawn priority: 0 +Group: 0 $Name: Triton ;! Object #4 $Class: GTFR Triton $Team: Friendly $Location: -1239.148804, 148.363831, 1027.755005 $Orientation: 0.050774, 0.000000, -0.998710, 0.000000, 1.000000, 0.000000, 0.998710, 0.000000, 0.050774 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Targeting Control" 5 ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Well done" 8 ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 99 +Orders Accepted: 257 ;! note that this is a bitfield!!! +Group: 0 +Score: 20 $Name: Drone 03 ;! Object #5 $Class: GTDR Amazon $Team: Hostile $Location: -299.494232, -0.000016, 400.303040 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: In front of ship +Arrival Distance: 800 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-event-true-delay "More Drones" 2 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" )+Respawn priority: 0 +Group: 0 $Name: Drone 04 ;! Object #6 $Class: GTDR Amazon $Team: Hostile $Location: -194.352631, 0.000022, 306.580078 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: In front of ship +Arrival Distance: 800 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-event-true-delay "More Drones" 2 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" )+Respawn priority: 0 +Group: 0 $Name: Kos ;! Object #7 $Class: GTI Arcadia $Team: Friendly $Location: -3096.884277, -0.000273, -1495.501953 $Orientation: 0.802096, 0.000000, -0.597196, 0.000000, 1.000000, 0.000000, 0.597196, 0.000000, 0.802096 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 +Subsystem: turret06 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 +Subsystem: turret13 +Subsystem: turret14 +Subsystem: turret15 +Subsystem: turret16 +Subsystem: turret17 +Subsystem: turret18 +Subsystem: turret19 +Subsystem: turret20 +Subsystem: turret21 +Subsystem: turret22 +Subsystem: turret23 +Subsystem: turret24 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 1000 #Wings ;! 1 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 1 total "Alpha 1" ) +Hotkey: 0 +Flags:( ) #Events ;! 63 total $Formula: ( when ( has-time-elapsed 2 ) ( training-msg "Welcome" ) ( protect-ship "Alpha 1" ) ) +Name: Welcome +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( training-msg "Target Me" ) ( key-reset "T" ) ) +Name: Target Me +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( and ( key-pressed "T" ) ( targeted "Instructor" ) ) ( do-nothing ) ) +Name: Target Instructor +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Target Instructor", 2129) +Objective key: XSTR("Press $t$", 2193) $Formula: ( when ( true ) ( training-msg "Combat" ) ) +Name: Combat +Repeat Count: 1 +Interval: 1 +Chained: 2 $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Two Drones" ) ) +Name: Two Drones +Repeat Count: 1 +Interval: 1 +Chained: 17 $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Nearest Hostile" ) ( key-reset "H" ) ) +Name: Nearest Hostile +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Target Drone 01" ) ) +Name: Target Drone 01 +Repeat Count: 1 +Interval: 1 +Chained: 11 $Formula: ( when ( and ( key-pressed "H" ) ( targeted "Drone 01" ) ) ( do-nothing ) ) +Name: Nearest Hostile 2 +Repeat Count: 1 +Interval: 1 +Chained: 1 +Objective: XSTR("Target Drone 01", 2144) +Objective key: XSTR("Press $h$", 2194) $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Target Drone 02" ) ) +Name: Target Drone 02 +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( and ( key-pressed "H" ) ( targeted "Drone 02" ) ) ( do-nothing ) ) +Name: Target Drone 02 2 +Repeat Count: 1 +Interval: 1 +Chained: 1 +Objective: XSTR("Target Drone 02", 2195) +Objective key: XSTR("Press $h$", 2194) $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Excellent" ) ) +Name: Excellent +Repeat Count: 1 +Interval: 1 +Chained: 2 $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Targeting Control" ) ) +Name: Targeting Control +Repeat Count: 1 +Interval: 1 +Chained: 2 $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Observe" ) ) +Name: Observe +Repeat Count: 1 +Interval: 1 +Chained: 16 $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( flash-hud-gauge "ESCORT_VIEW" ) ) +Name: Flash Monitor +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Escort Target" ) ) +Name: Escort Target +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( and ( key-pressed "E" ) ( targeted "Triton" ) ) ( do-nothing ) ) +Name: Target The Triton +Repeat Count: 1 +Interval: 1 +Chained: 1 +Objective: XSTR("Target The Triton", 2196) +Objective key: XSTR("Press $e$", 2197) $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Escort Mission" ) ) +Name: Escort Mission +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Escort List" ) ) +Name: Escort List +Repeat Count: 1 +Interval: 1 +Chained: 13 $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Review" ) ) +Name: Review +Repeat Count: 1 +Interval: 1 +Chained: 15 $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Target 01 Again" ) ( key-reset "H" ) ) +Name: Target 01 Again +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( and ( key-pressed "H" ) ( targeted "Drone 01" ) ) ( do-nothing ) ) +Name: Target 01 Again 2 +Repeat Count: 1 +Interval: 1 +Chained: 1 +Objective: XSTR("Target Drone 01", 2144) +Objective key: XSTR("Press $h$", 2194) $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Target 02 Again" ) ( key-reset "H" ) ) +Name: Target 02 Again +Repeat Count: 1 +Interval: 1 +Chained: 2 $Formula: ( when ( and ( key-pressed "H" ) ( targeted "Drone 02" ) ) ( do-nothing ) ) +Name: Target 02 Again 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Target Drone 02", 2195) +Objective key: XSTR("Press $h$", 2194) $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Target Triton Again" ) ( key-reset "E" ) ) +Name: Target Triton Again +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( and ( key-pressed "E" ) ( targeted "Triton" ) ) ( do-nothing ) ) +Name: Target The Triton 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Target The Triton", 2196) +Objective key: XSTR("Press $e$", 2197) $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Well done" ) ) +Name: Well done +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Weapons" ) ) +Name: Weapons +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Loadout" ) ( flash-hud-gauge "WEAPONS_GAUGE" ) ) +Name: Loadout +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Primary" ) ( key-reset "." ) ) +Name: Primary +Repeat Count: 1 +Interval: 1 +Chained: 9 $Formula: ( when ( key-pressed "." ) ( do-nothing ) ) +Name: Toggle Primaries +Repeat Count: 1 +Interval: 1 +Chained: 1 +Objective: XSTR("Toggle Primaries", 2198) +Objective key: XSTR("Press $.$", 2199) $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Tempest" ) ) +Name: Tempest +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Arm Tempest" ) ) +Name: Arm Tempest +Repeat Count: 1 +Interval: 1 +Chained: 13 $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Dumb Fire" ) ) +Name: Dumb Fire +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Select Drone 01" ) ) +Name: Select Drone 01 +Repeat Count: 1 +Interval: 1 +Chained: 18 $Formula: ( when ( targeted "Drone 01" ) ( do-nothing ) ) +Name: Select Drone 01 2 +Repeat Count: 1 +Interval: 1 +Chained: 1 +Objective: XSTR("Target Drone 01", 2144) +Objective key: XSTR("Press $h$", 2194) $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Destroy Drone 01" ) ) +Name: Destroy Drone 01 +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( is-destroyed-delay 0 "Drone 01" ) ( do-nothing ) ) +Name: Destroy Drone 01 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Drone 01", 2146) +Objective key: XSTR("[Press $spacebar$]", 2200) $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Tempest Pulverize" ) ) +Name: Tempest Pulverize +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Maximize" ) ) +Name: Maximize +Repeat Count: 1 +Interval: 1 +Chained: 13 $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Rockeye" ) ) +Name: Rockeye +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Target Drone 02 Again 2" ) ) +Name: Target Drone 02 Again 2 +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( targeted "Drone 02" ) ( do-nothing ) ) +Name: Target Drone 02 Again 2a +Repeat Count: 1 +Interval: 1 +Chained: 1 +Objective: XSTR("Target Drone 02", 2195) +Objective key: XSTR("Press $h$", 2194) $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Homing Radius" ) ) +Name: Homing Radius +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Destroy Drone 02" ) ) +Name: Destroy Drone 02 +Repeat Count: 1 +Interval: 1 +Chained: 13 $Formula: ( when ( is-destroyed-delay 0 "Drone 02" ) ( do-nothing ) ) +Name: Destroy Drone 02 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Drone 02", 2201) +Objective key: XSTR("Press $spacebar$", 2202) $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Nice Shooting" ) ) +Name: Nice Shooting +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( not ( is-event-true-delay "Training Canceled" 0 ) ) ( training-msg "Double Fire" ) ) +Name: Double Fire +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( key-pressed "Shift-/" ) ( do-nothing ) ) +Name: Double Fire 2 +Repeat Count: 1 +Interval: 1 +Chained: 1 +Objective: XSTR("Toggle Double Fire Mode", 2203) +Objective key: XSTR("Press $Shift-/$", 2204) $Formula: ( when ( true ) ( training-msg "More Drones" ) ) +Name: More Drones +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( is-destroyed-delay 0 "Drone 03" "Drone 04" ) ( do-nothing ) ) +Name: Destroy Drones +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Drones", 2147) $Formula: ( when ( is-destroyed-delay 2 "Drone 03" "Drone 04" ) ( training-msg "Low On Missiles" ) ) +Name: Low On Missiles +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( training-msg "Communications" ) ( key-reset "C" ) ( key-reset "Shift-R" ) ) +Name: Communications +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( or ( key-pressed "C" ) ( key-pressed "Shift-R" ) ) ( do-nothing ) ) +Name: Use Communications +Repeat Count: 1 +Interval: 1 +Chained: 1 +Objective: XSTR("Use Communications", 2205) +Objective key: XSTR("Press $c$", 2206) $Formula: ( when ( true ) ( training-msg "Support Ship" ) ) +Name: Support Ship +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( true ) ( training-msg "ETA Support" ) ) +Name: ETA Support +Repeat Count: 1 +Interval: 1 +Chained: 9 $Formula: ( when ( true ) ( flash-hud-gauge "SUPPORT GUAGE" ) ) +Name: Support Gauge +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( true ) ( training-msg "Support Purpose" ) ) +Name: Support Purpose +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( training-msg "Second Purpose" ) ) +Name: Second Purpose +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( training-msg "Reload" ) ) +Name: Reload +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( true ) ( training-msg "Covered A Lot" ) ) +Name: Covered A Lot +Repeat Count: 1 +Interval: 1 +Chained: 9 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base +Repeat Count: 1 +Interval: 1 +Chained: 2 +Objective: XSTR("Return To Base", 24) +Objective key: XSTR("Press $alt-j$", 520) $Formula: ( when ( or ( and ( is-destroyed-delay 0 "Drone 01" ) ( not ( is-event-true-delay "Destroy Drone 01" 0 ) ) ) ( and ( is-destroyed-delay 0 "Drone 02" ) ( not ( is-event-true-delay "Destroy Drone 02" 0 ) ) ) ( is-destroyed-delay 0 "Triton" ) ) ( training-msg "Traning Canceled" ) ) +Name: Training Canceled +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) +Objective key: XSTR("Press $alt-j$", 520) #Goals ;! 1 total $Type: Primary +Name: Complete Training 2 $MessageNew: XSTR("Complete Training", 2149) $end_multi_text $Formula: ( is-event-true-delay "Covered A Lot" 0 ) #Waypoints ;! 0 lists total #Messages ;! 251 total $Name: Welcome $Team: -1 $MessageNew: XSTR("Welcome to module TSM-103b, pilot. Don't touch the controls until you are told to do so. You will fail this session if you do not follow instructions carefully.", 2207) $end_multi_text +Wave Name: TR-02_IN_01.wav $Name: Target Me $Team: -1 $MessageNew: XSTR("[Press $t$] Begin by targeting my fighter.", 2208) $end_multi_text +Wave Name: TR-02_IN_02.wav $Name: Combat $Team: -1 $MessageNew: XSTR("In combat, you will need to acquire your targets quickly. With multiple wings and warships, you will not have time to cycle through all objects in sensor range to find a specific target. Let's take a look at some controls that will help you locate targets more efficiently.", 2209) $end_multi_text +Wave Name: TR-02_IN_03.wav $Name: Two Drones $Team: -1 $MessageNew: XSTR("Two drones will be used for the first part of this exercise.", 2210) $end_multi_text +Wave Name: TR-02_IN_04.wav $Name: Nearest Hostile $Team: -1 $MessageNew: XSTR("You have a targeting control which enables you to acquire the nearest hostile target [$h$]. Using the control repeatedly will cycle through hostile targets in order of their proximity.", 2211) $end_multi_text +Wave Name: TR-02_IN_05.wav $Name: Target Drone 01 $Team: -1 $MessageNew: XSTR("Target Drone 01 with your hostile targeting control. [Press $h$]", 2212) $end_multi_text +Wave Name: TR-02_IN_06.wav $Name: Target Drone 02 $Team: -1 $MessageNew: XSTR("Good. Now Target Drone 02. [Press $h$]", 2213) $end_multi_text +Wave Name: TR-02_IN_07.wav $Name: Excellent $Team: -1 $MessageNew: XSTR("Excellent.", 2214) $end_multi_text +Wave Name: TR-02_IN_08.wav $Name: Targeting Control $Team: -1 $MessageNew: XSTR("Now we'll learn another useful targeting control. As a GTVA fighter pilot, you will be called upon to defend larger vessels, from troop transports to destroyer-class warships. For this simulation, let's bring in a Triton-class freighter.", 2215) $end_multi_text +Wave Name: TR-02_IN_09.wav $Name: Observe $Team: -1 $MessageNew: XSTR("Observe that the name and hull integrity of the freighter appears in a box to the right of your reticle. This escort list enables you to monitor its status.", 2216) $end_multi_text +Wave Name: TR-02_IN_10.wav $Name: Escort Target $Team: -1 $MessageNew: XSTR("You can target ships on your escort list by using the escort targeting control. Target the freighter now. [Press $e$]", 2217) $end_multi_text +Wave Name: TR-02_IN_11.wav $Name: Escort Mission $Team: -1 $MessageNew: XSTR("Well done. On any escort mission, it is important that you stay close to vessels you have been assigned to protect. The escort targeting control makes locating these ships more efficient.", 2218) $end_multi_text +Wave Name: TR-02_IN_12.wav $Name: Escort List $Team: -1 $MessageNew: XSTR("Be advised the escort list will not be limited to ships you have been ordered to protect. Any major target, friendly or hostile, could appear on that list. This will help you monitor the status of ships with tactical or strategic importance.", 2219) $end_multi_text +Wave Name: TR-02_IN_13.wav $Name: Review $Team: -1 $MessageNew: XSTR("Let's review what we've covered so far.", 2220) $end_multi_text +Wave Name: TR-02_IN_14.wav $Name: Target 01 Again $Team: -1 $MessageNew: XSTR("Target Drone 01 with your hostile targeting control. [Press $h$]", 2212) $end_multi_text +Wave Name: TR-02_IN_15.wav $Name: Target 02 Again $Team: -1 $MessageNew: XSTR("Now Target Drone 02. [Press $h$]", 2221) $end_multi_text +Wave Name: TR-02_IN_16.wav $Name: Target Triton Again $Team: -1 $MessageNew: XSTR("Now target the freighter with your escort targeting control. [Press $e$]", 2222) $end_multi_text +Wave Name: TR-02_IN_17.wav $Name: Well done $Team: -1 $MessageNew: XSTR("Well done.", 2223) $end_multi_text +Wave Name: TR-02_IN_18.wav $Name: Weapons $Team: -1 $MessageNew: XSTR("In module TSM-103c, you practiced firing your HL-7. We'll now take a closer look at your primary and secondary weapons.", 2224) $end_multi_text +Wave Name: TR-02_IN_19.wav $Name: Loadout $Team: -1 $MessageNew: XSTR("Your weapons loadout is displayed to the right of your reticle. Primary cannons are listed above your secondary missile banks.", 2225) $end_multi_text +Wave Name: TR-02_IN_20.wav $Name: Primary $Team: -1 $MessageNew: XSTR("Use your primary weapon selector [Press $.$] to toggle either one or both cannons to fire. Firing both primaries will inflict more damage but will also drain more energy from your fighter's reserves.", 2226) $end_multi_text +Wave Name: TR-02_IN_21.wav $Name: Tempest $Team: -1 $MessageNew: XSTR("The Myrmidon space superiority fighter has three missile banks. As a new pilot, you will be authorized to use the Tempest dumbfire and the Rockeye heat-seeker. Let's practice firing the Tempest.", 2227) $end_multi_text +Wave Name: TR-02_IN_22.wav $Name: Arm Tempest $Team: -1 $MessageNew: XSTR("Use your secondary weapon selector [Press $/$] to arm your bank of Tempest missiles.", 2228) $end_multi_text +Wave Name: TR-02_IN_23.wav $Name: Dumb Fire $Team: -1 $MessageNew: XSTR("Good. Tempests are dumb-fire projectiles. These warheads have no homing system, so they'll fly in the direction in which they are fired. For this reason, they are most effective at close range. Unless your aim is very precise, hitting targets at a distance with the Tempest may be difficult.", 2229) $end_multi_text +Wave Name: TR-02_IN_24.wav $Name: Select Drone 01 $Team: -1 $MessageNew: XSTR("Now select Drone 01 using your hostile targeting control. [Press $h$]", 2230) $end_multi_text +Wave Name: TR-02_IN_25.wav $Name: Destroy Drone 01 $Team: -1 $MessageNew: XSTR("Good. Destroy Drone 01 with your Tempest missiles. [Press $spacebar$] Close your distance if you need to.", 2231) $end_multi_text +Wave Name: TR-02_IN_26.wav $Name: Tempest Pulverize $Team: -1 $MessageNew: XSTR("Well done. The Tempest may not be as accurate as a heat- or aspect-seeking missile, but a Myrmidon can carry up to 320 of these missiles. A volley of Tempests will quickly pulverize an enemy fighter.", 2232) $end_multi_text +Wave Name: TR-02_IN_27.wav $Name: Maximize $Team: -1 $MessageNew: XSTR("To maximize their effectiveness, use them in conjunction with your Subach HL-7. While the lasers penetrate the shields of your target, the missiles will impact the enemy's hull.", 2233) $end_multi_text +Wave Name: TR-02_IN_28.wav $Name: Rockeye $Team: -1 $MessageNew: XSTR("Let's move on to the Rockeye heat-seeker. Arm the Rockeye with your secondary weapon selector. [Press $/$]", 2234) $end_multi_text +Wave Name: TR-02_IN_29.wav $Name: Target Drone 02 Again 2 $Team: -1 $MessageNew: XSTR("Well done. Now target Drone 02. [Press $h$]", 2235) $end_multi_text +Wave Name: TR-02_IN_30.wav $Name: Homing Radius $Team: -1 $MessageNew: XSTR("When you fire the Rockeye, the missile's tracking system will lock onto the heat signature of your target. Be aware the homing radius of the Rockeye is limited, and your target must be near the center of your HUD.", 2236) $end_multi_text +Wave Name: TR-02_IN_31.wav $Name: Destroy Drone 02 $Team: -1 $MessageNew: XSTR("Destroy Drone 02 using your Rockeye missiles. [Press $spacebar$]", 2237) $end_multi_text +Wave Name: TR-02_IN_32.wav $Name: Nice Shooting $Team: -1 $MessageNew: XSTR("Nice shooting, pilot. Compared to the Tempest, the Rockeye is more accurate and has a greater effective range. However, the Myrmidon can carry no more than 20 Rockeyes.", 2238) $end_multi_text +Wave Name: TR-02_IN_33.wav $Name: Double Fire $Team: -1 $MessageNew: XSTR("You can also toggle double-fire mode to launch twice the ordnance. [Press $Shift-/$] You will inflict more damage and increase your chances of hitting the target, but your missiles will be depleted more rapidly in double-fire mode.", 2239) $end_multi_text +Wave Name: TR-02_IN_34.wav $Name: More Drones $Team: -1 $MessageNew: XSTR("We will now send in more drones so you can practice firing missiles. Be sure to toggle between banks so you can get a feel for both the Tempest and the Rockeye.", 2240) $end_multi_text +Wave Name: TR-02_IN_35.wav $Name: Low On Missiles $Team: -1 $MessageNew: XSTR("When you run low on missiles, you need to rearm your fighter. To do this you must call in a support ship.", 2241) $end_multi_text +Wave Name: TR-02_IN_36.wav $Name: Communications $Team: -1 $MessageNew: XSTR("First, press the communications [$c$] key to bring up your messaging window, followed by the [5] key to Rearm.", 2242) $end_multi_text +Wave Name: TR-02_IN_37.wav $Name: Support Ship $Team: -1 $MessageNew: XSTR("In order for the support ship to dock, you must bring your fighter to a complete stop. The support ship will then automatically dock with you.", 2243) $end_multi_text +Wave Name: TR-02_IN_38.wav $Name: ETA Support $Team: -1 $MessageNew: XSTR("In the lower portion of your HUD, an indicator displays the support ship's ETA.", 2244) $end_multi_text +Wave Name: TR-02_IN_39.wav $Name: Support Purpose $Team: -1 $MessageNew: XSTR("The support ship's primary purpose is twofold. First, it will reload your secondary weapons and countermeasures.", 2245) $end_multi_text +Wave Name: TR-02_IN_40.wav $Name: Second Purpose $Team: -1 $MessageNew: XSTR("Second, the support ship is capable of making minor repairs to your ship. It can fully repair any damaged or destroyed subsystem. However, the support ship cannot repair your hull.", 2246) $end_multi_text +Wave Name: TR-02_IN_41.wav $Name: Reload $Team: -1 $MessageNew: XSTR("Keep in mind a support ship can only load as many weapons as it has on board. It may not be enough to completely rearm your fighter.", 2247) $end_multi_text +Wave Name: TR-02_IN_42.wav $Name: Covered A Lot $Team: -1 $MessageNew: XSTR("We covered a lot in this module. If you need to review this material, replay the simulation. Otherwise, you are qualified to proceed to TSM-103a. Engage your subspace drive.", 2248) $end_multi_text +Wave Name: TR-02_IN_43.wav $Name: Traning Canceled $Team: -1 $MessageNew: XSTR("Because you failed to follow instructions, TSM-103b has been terminated. Engage your subspace drive.", 2249) $end_multi_text +Wave Name: TR-02_IN_44.wav #Reinforcements ;! 0 total #Background bitmaps ;! 18 total $Num stars: 880 $Ambient light level: 0 $Sun: SunGold +Angles: 0.069813 0.000000 2.338739 +Scale: 2.000000 $Starbitmap: neb02 +Angles: 0.750491 0.628318 1.221730 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb12 +Angles: 0.349066 0.785398 0.663225 +ScaleX: 3.000000 +ScaleY: 5.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb18 +Angles: 4.014254 0.349066 0.663225 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb01 +Angles: 1.117010 0.925024 1.378809 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb02 +Angles: 0.366519 0.000000 2.076940 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb12 +Angles: 1.221730 1.308996 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 3 +DivY: 2 $Starbitmap: neb18 +Angles: 1.570795 0.977384 2.617992 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb01 +Angles: 2.792525 0.750491 2.513272 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb01 +Angles: 0.174533 0.401425 2.949604 +ScaleX: 5.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb02 +Angles: 1.169370 2.146753 3.665189 +ScaleX: 5.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb18 +Angles: 0.785398 2.862338 4.345866 +ScaleX: 4.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 4 $Starbitmap: neb12 +Angles: 4.712385 0.785398 5.218530 +ScaleX: 4.000000 +ScaleY: 5.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb12 +Angles: 1.570795 2.391099 4.974185 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb18 +Angles: 1.378809 0.314159 0.663225 +ScaleX: 4.000000 +ScaleY: 5.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb02 +Angles: 3.665189 0.191986 4.188787 +ScaleX: 5.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb18 +Angles: 0.209439 0.000000 2.565632 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 6.091194 1.291543 2.879791 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 6.003928 3.036870 3.246310 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 #Asteroid Fields #Music $Event Music: None $Briefing Music: Brief2 #End #Mission Info $Version: 0.10 $Name: XSTR("Training 3", 2250) $Author: Brad Johnson $Created: 08/06/99 at 11:31:21 $Modified: 09/14/99 at 16:44:20 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("Training Mission 03 ", 2251) $end_multi_text +Game Type Flags: 4 +Flags: 0 +Red Alert: 0 +Scramble: 0 +Disallow Support: 1 +Player Entry Delay: 1.000000 +Viewer pos: 0.000000, 266.414459, -99.515190 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.349920, 0.936780, 0.000000, -0.936780, 0.349920 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 2 $start_stage $multi_text XSTR("Welcome to training simulator module TSM-103a, class A qualification for the Myrmidon space superiority fighter. This module has been designed to acquaint pilots with dogfighting techniques.", 2252) $end_multi_text $voice: TR3_MB_01.wav $camera_pos: 0.000000, 266.414459, -99.515190 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.349920, 0.936779, 0.000000, -0.936779, 0.349920 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 0 $team: Friendly $class: GTF Perseus $pos: -48.208927, 0.000000, 102.453842 $label: Instructor +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Myrmidon $pos: 0.000000, 0.000000, 0.000000 $label: Alpha 1 +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("TSM units are approved for use as part of the GTVA combat training program or as a review for qualified pilots. The TSM series is not intended as a substitute for actual field training.", 2190) $end_multi_text $voice: TR3_MB_02.wav $camera_pos: 0.000000, 150.000000, -200.000000 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 900 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 0 $team: Friendly $class: GTF Perseus $pos: -48.208927, 0.000000, 102.453842 $label: Instructor +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 22 $team: Friendly $class: GTF Myrmidon $pos: 0.000000, 0.000000, 0.000000 $label: Alpha 1 +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 2 $Formula: ( or ( is-event-true-delay "Qualified" 0 ) ( is-event-true-delay "Qualified 2" 0 ) ) $Multi text XSTR("Congratulations, pilot. You have successfully completed TSM-103a, Class A qualification for the Myrmidon space superiority fighter.", 2253) $end_multi_text $Voice: TR3_DB_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( not ( is-event-true-delay "Qualified" 0 ) ) ( not ( is-event-true-delay "Qualified 2" 0 ) ) ) $Multi text XSTR("Your performance was below acceptable standards for TSM-103a, Class A qualification for the Myrmidon space superiority fighter. You will not be authorized to fly the Myrmidon until you have completed this unit successfully.", 2254) $end_multi_text $Voice: TR3_DB_02.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 5 "GTF Hercules" 5 "GTF Hercules Mark II" 5 "GTF Erinyes" 5 "GTF Loki" 5 "GTF Pegasus" 5 "GTF Perseus" 5 "GTF Myrmidon" 5 "SF Mara (terrans)" 5 "GTB Artemis" 5 "GTB Medusa" 5 "GTB Ursa" 5 "GTB Zeus" 5 "GTB Boanerges" 5 "GVF Ptah" 5 ) +Weaponry Pool: ( "Subach HL-7" 2 "Morning Star" 16 "Prometheus R" 16 "Prometheus S" 16 "Maxim" 16 "UD-8 Kayser" 16 "Circe" 16 "Lamprey" 16 "Rockeye" 510 "Tempest" 660 "Hornet" 500 "Tornado" 500 "Harpoon" 500 "Trebuchet" 500 "TAG-A" 500 "TAG-B" 500 "TAG-C" 500 "Piranha" 500 "Stiletto II" 500 "Infyrno" 500 "Cyclops" 500 "Helios" 500 "EMP Adv." 500 ) #Objects ;! 19 total $Name: Alpha 1 ;! Object #0 $Class: GTF Myrmidon $Team: Friendly $Location: 0.000000, 0.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Subach HL-7" ) +Secondary Banks: ( "Rockeye" "Rockeye" "Tempest" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Instructor ;! Object #1 $Class: GTF Perseus $Team: Friendly $Location: -48.208927, 0.000000, 102.453842 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Training" "" ) +Secondary Banks: ( "" "" ) +Sbank Ammo: ( 0 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( or ( is-event-true-delay "Qualified" 8 ) ( is-event-true-delay "Qualified 2" 8 ) ( is-event-true-delay "Did Not Follow" 8 ) ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" "invulnerable" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Drone 01 ;! Object #2 $Class: GTDR Amazon $Team: Hostile $Location: -68.385414, 0.000020, 555.713501 $Orientation: -0.998739, 0.000000, -0.050207, 0.000000, 1.000000, 0.000000, 0.050207, 0.000000, -0.998739 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Target Drone" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 $Name: Drone 02 ;! Object #3 $Class: GTDR Amazon $Team: Hostile $Location: -103.608429, -21.698776, 800.300171 $Orientation: -0.996864, 0.000000, -0.079137, 0.000000, 1.000000, 0.000000, 0.079137, 0.000000, -0.996864 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( and ( is-event-true-delay "Missiles" 8 ) ( is-destroyed-delay 5 "Drone 01" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" )+Respawn priority: 0 +Group: 0 $Name: Drone 03 ;! Object #4 $Class: GTDR Amazon $Team: Hostile $Location: 101.128555, 25.989563, 811.525391 $Orientation: -0.999738, 0.000000, -0.022901, 0.000000, 1.000000, 0.000000, 0.022901, 0.000000, -0.999738 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( and ( is-event-true-delay "Missiles" 9 ) ( is-destroyed-delay 5 "Drone 01" ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" )+Respawn priority: 0 +Group: 0 $Name: Drone 04 ;! Object #5 $Class: GTDR Amazon $Team: Hostile $Location: -194.598267, 29.464540, 921.839294 $Orientation: -0.998295, 0.000000, -0.058374, 0.000000, 1.000000, 0.000000, 0.058374, 0.000000, -0.998295 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-evade-ship "Alpha 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Good Job" 3 ) $Departure Location: Hyperspace $Departure Cue: ( < ( hits-left "Alpha 1" ) 40 ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" )+Respawn priority: 0 +Group: 0 $Name: Drone 05 ;! Object #6 $Class: GTDR Amazon $Team: Hostile $Location: -97.946487, -18.823296, 1020.838196 $Orientation: -0.999999, 0.000000, 0.001593, 0.000000, 1.000000, 0.000000, -0.001593, 0.000000, -0.999999 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Alpha 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( and ( is-destroyed-delay 3 "Drone 04" ) ( is-event-true-delay "Pilot No Good" 0 ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" )+Respawn priority: 0 +Group: 0 $Name: Drone 06 ;! Object #7 $Class: GTDR Amazon $Team: Hostile $Location: 4.233900, 21.116474, 1006.115417 $Orientation: -0.999767, 0.000000, 0.021591, 0.000000, 1.000000, 0.000000, -0.021591, 0.000000, -0.999767 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Alpha 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( and ( is-destroyed-delay 3 "Drone 04" ) ( is-event-true-delay "Pilot No Good" 0 ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" )+Respawn priority: 0 +Group: 0 $Name: Drone 07 ;! Object #8 $Class: GTDR Amazon $Team: Hostile $Location: -105.249031, 28.886772, 1110.227295 $Orientation: -0.999831, 0.000000, -0.018406, 0.000000, 1.000000, 0.000000, 0.018406, 0.000000, -0.999831 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( and ( is-destroyed-delay 2 "Drone 05" "Drone 06" ) ( is-event-true-delay "Pilot No Good" 0 ) ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" )+Respawn priority: 0 +Group: 0 $Name: Drone 08 ;! Object #9 $Class: GTDR Amazon $Team: Hostile $Location: -401.231140, -0.000012, 810.075684 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Alpha 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Near Ship +Arrival Distance: 1000 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-event-true-delay "5 Drones" 3 ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Had Enough" 0 ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" )+Respawn priority: 0 +Group: 0 $Name: Drone 09 ;! Object #10 $Class: GTDR Amazon $Team: Hostile $Location: -303.826569, -0.000004, 798.463684 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Alpha 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Near Ship +Arrival Distance: 1100 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-event-true-delay "5 Drones" 3 ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Had Enough" 0 ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" )+Respawn priority: 0 +Group: 0 $Name: Drone 11 ;! Object #11 $Class: GTDR Amazon $Team: Hostile $Location: -305.019623, 0.000002, 700.811340 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Alpha 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Near Ship +Arrival Distance: 1100 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-destroyed-delay 3 "Drone 08" "Drone 09" ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Had Enough" 0 ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" )+Respawn priority: 0 +Group: 0 $Name: Drone 10 ;! Object #12 $Class: GTDR Amazon $Team: Hostile $Location: -401.722504, 0.000009, 705.932983 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Alpha 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Near Ship +Arrival Distance: 1000 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-destroyed-delay 3 "Drone 08" "Drone 09" ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Had Enough" 0 ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" )+Respawn priority: 0 +Group: 0 $Name: Drone 12 ;! Object #13 $Class: GTDR Amazon $Team: Hostile $Location: -398.462372, -13.313734, 600.515198 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Captain $AI Goals: ( goals ( ai-chase "Alpha 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Near Ship +Arrival Distance: 1000 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-destroyed-delay 3 "Drone 10" "Drone 11" ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Had Enough" 0 ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" )+Respawn priority: 0 +Group: 0 $Name: Drone 13 ;! Object #14 $Class: GTDR Amazon $Team: Hostile $Location: -304.201019, -0.000022, 604.997253 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Captain $AI Goals: ( goals ( ai-chase "Alpha 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Near Ship +Arrival Distance: 1100 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-destroyed-delay 3 "Drone 10" "Drone 11" ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Had Enough" 0 ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" )+Respawn priority: 0 +Group: 0 $Name: Drone 14 ;! Object #15 $Class: GTDR Amazon $Team: Hostile $Location: -396.752319, 0.000024, 512.360535 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $AI Goals: ( goals ( ai-chase "Alpha 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Near Ship +Arrival Distance: 1000 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-destroyed-delay 3 "Drone 12" "Drone 13" ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Had Enough" 0 ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" )+Respawn priority: 0 +Group: 0 $Name: Drone 15 ;! Object #16 $Class: GTDR Amazon $Team: Hostile $Location: -305.670776, -0.000019, 496.765442 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $AI Goals: ( goals ( ai-chase "Alpha 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Near Ship +Arrival Distance: 1100 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-destroyed-delay 3 "Drone 12" "Drone 13" ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Had Enough" 0 ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" )+Respawn priority: 0 +Group: 0 $Name: Drone 16 ;! Object #17 $Class: GTDR Amazon $Team: Hostile $Location: -409.197144, -0.000017, 406.814209 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $AI Goals: ( goals ( ai-chase "Alpha 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Near Ship +Arrival Distance: 1000 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-destroyed-delay 3 "Drone 14" "Drone 15" ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Had Enough" 0 ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" )+Respawn priority: 0 +Group: 0 $Name: Drone 17 ;! Object #18 $Class: GTDR Amazon $Team: Hostile $Location: -301.910553, -0.000025, 396.817627 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Colonel $AI Goals: ( goals ( ai-chase "Alpha 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Near Ship +Arrival Distance: 1100 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-destroyed-delay 3 "Drone 14" "Drone 15" ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Had Enough" 0 ) $Determination: 10 +Flags: ( "cargo-known" "protect-ship" )+Respawn priority: 0 +Group: 0 #Wings ;! 1 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 1 total "Alpha 1" ) +Hotkey: 0 +Flags:( ) #Events ;! 55 total $Formula: ( when ( has-time-elapsed 3 ) ( training-msg "Welcome" ) ( ship-guardian "Alpha 1" ) ) +Name: Welcome +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( training-msg "Cover" ) ) +Name: Cover +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( true ) ( training-msg "Target Me" ) ) +Name: Target Me +Repeat Count: 1 +Interval: 1 +Chained: 13 $Formula: ( when ( targeted "Instructor" ) ( do-nothing ) ) +Name: Instructor Targeted +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Target Instructor", 2129) +Objective key: XSTR("Press $t$ or Press $f$", 2255) $Formula: ( when ( true ) ( training-msg "As I Move" ) ( add-goal "Instructor" ( ai-waypoints-once "Waypoint path 1" 89 ) ) ) +Name: As I Move +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( is-event-true-delay "Instructor Targeted" 2 ) ( flash-hud-gauge "LEAD_INDICATOR" ) ) +Name: LEAD_INDICATOR +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( training-msg "Target Drone" ) ) +Name: Target Drone +Repeat Count: 1 +Interval: 1 +Chained: 13 $Formula: ( when ( and ( targeted "Drone 01" ) ( not ( is-destroyed-delay 0 "Drone 01" ) ) ) ( do-nothing ) ) +Name: Target Drone 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Target Drone", 2256) +Objective key: XSTR("Press $t$ or Press $h$", 2257) $Formula: ( when ( not ( is-destroyed-delay 0 "Drone 01" ) ) ( training-msg "Target Box" ) ) +Name: Target Box +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( is-event-true-delay "Target Drone 2" 2 ) ( flash-hud-gauge "TARGET_MONITOR" ) ) +Name: TARGET_MONITOR +Repeat Count: 1 +Interval: 1 $Formula: ( when ( not ( is-destroyed-delay 0 "Drone 01" ) ) ( training-msg "Hull Strength" ) ) +Name: Hull Strength +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( not ( is-destroyed-delay 0 "Drone 01" ) ) ( training-msg "Shoot Drone" ) ( unprotect-ship "Drone 01" ) ( add-goal "Instructor" ( ai-chase "Drone 01" 89 ) ) ) +Name: Shoot Drone +Repeat Count: 1 +Interval: 1 +Chained: 9 $Formula: ( when ( < ( hits-left "Drone 01" ) 88 ) ( protect-ship "Drone 01" ) ( add-goal "Instructor" ( ai-play-dead 89 ) ) ) +Name: Stop Shooting Drone +Repeat Count: 1 +Interval: 1 $Formula: ( when ( not ( is-destroyed-delay 0 "Drone 01" ) ) ( training-msg "Tactic" ) ( key-reset "M" ) ( clear-goals "Drone 01" ) ) +Name: Tactic +Repeat Count: 1 +Interval: 1 +Chained: 2 $Formula: ( when ( key-pressed "M" ) ( training-msg "Match Speed" ) ( key-reset "Alt-M" ) ) +Name: Match Speed +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Match Speed", 2132) +Objective key: XSTR("Press $m$", 2258) $Formula: ( when ( key-pressed "Alt-M" ) ( training-msg "Move All Times" ) ) +Name: Move All Times +Repeat Count: 1 +Interval: 1 +Chained: 11 +Objective: XSTR("Use Auto Match Speed", 2259) +Objective key: XSTR("Press $alt-m$", 2260) $Formula: ( when ( not ( is-destroyed-delay 0 "Drone 01" ) ) ( training-msg "Destroy Drone" ) ) +Name: Destroy Drone +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( is-destroyed-delay 0 "Drone 01" ) ( do-nothing ) ) +Name: Destroy Drone 01 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Drone 01", 2146) $Formula: ( when ( is-event-true-delay "Destroy Drone" 8 ) ( training-msg "Missiles" ) ) +Name: Missiles +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 1 "Drone 02" "Drone 03" ) ( training-msg "Two New Drones" ) ) +Name: Two New Drones +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( is-destroyed-delay 0 "Drone 02" ) ( do-nothing ) ) +Name: Destroy Drone 02 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Drone 02", 2201) $Formula: ( when ( is-destroyed-delay 0 "Drone 02" "Drone 03" ) ( training-msg "Auto Target" ) ) +Name: Auto Target +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( is-event-true-delay "Destroy Drone 02" 2 ) ( flash-hud-gauge "AUTO_TARGET" ) ( key-reset "Alt-H" ) ) +Name: AUTO_TARGET +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( key-pressed "Alt-H" ) ( training-msg "Good Job" ) ) +Name: Good Job +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Use Auto Targeting", 2261) +Objective key: XSTR("Press $alt-h$", 2262) $Formula: ( when ( true ) ( training-msg "Armed Drone" ) ) +Name: Armed Drone +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( < ( hits-left "Alpha 1" ) 75 ) ( training-msg "You Take Damage" ) ) +Name: You Take Damage +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( is-event-true-delay "Armed Drone" 11 ) ( unprotect-ship "Alpha 1" ) ( clear-goals "Drone 04" ) ( add-goal "Drone 04" ( ai-chase "Alpha 1" 89 ) ) ) +Name: Unprotect Alpha +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 1 "Drone 04" ) ( training-msg "Try Again" ) ) +Name: Drone 04 Destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Drone 07" ) ( training-msg "Another Armed Drone" ) ( protect-ship "Alpha 1" ) ) +Name: Another Armed Drone +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( unprotect-ship "Alpha 1" ) ) +Name: Unprotect +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( and ( < ( hits-left "Alpha 1" ) 40 ) ( not ( is-event-true-delay "5 Drones" 0 ) ) ) ( training-msg "Pilot No Good" ) ) +Name: Pilot No Good +Repeat Count: 1 +Interval: 1 $Formula: ( when ( or ( and ( is-destroyed-delay 2 "Drone 04" ) ( not ( is-event-true-delay "Pilot No Good" 0 ) ) ) ( is-destroyed-delay 2 "Drone 07" ) ) ( training-msg "5 Drones" ) ( unprotect-ship "Alpha 1" ) ) +Name: 5 Drones +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-event-true-delay "5 Drones" 0 ) ( < ( hits-left "Alpha 1" ) 40 ) ) ( training-msg "Had Enough" ) ) +Name: Had Enough +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base 9 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) +Objective key: XSTR("Press $alt-j$", 520) $Formula: ( when ( and ( is-destroyed-delay 0 "Drone 01" ) ( not ( is-event-true-delay "Destroy Drone" 0 ) ) ) ( training-msg "Did Not Follow" ) ) +Name: Did Not Follow +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) +Objective key: XSTR("Press $alt-j$", 520) $Formula: ( when ( and ( is-destroyed-delay 2 "Drone 17" "Drone 16" ) ( > ( hits-left "Alpha 1" ) 90 ) ) ( training-msg "Qualified" ) ( grant-medal "Wings" ) ) +Name: Qualified +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) +Objective key: XSTR("Press $alt-j$", 520) $Formula: ( when ( and ( is-destroyed-delay 2 "Drone 17" "Drone 16" ) ( < ( hits-left "Alpha 1" ) 91 ) ) ( training-msg "Qualified 2" ) ( grant-medal "Wings" ) ) +Name: Qualified 2 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return To Base 3 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Return To Base", 24) +Objective key: XSTR("Press $alt-j$", 520) $Formula: ( when ( is-destroyed-delay 0 "Drone 04" ) ( do-nothing ) ) +Name: Destroy Drone 04 +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Drone 04", 2263) $Formula: ( when ( is-destroyed-delay 0 "Drone 05" ) ( do-nothing ) ) +Name: Destroy Drone 05 +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Drone 05", 2264) $Formula: ( when ( is-destroyed-delay 0 "Drone 03" ) ( do-nothing ) ) +Name: Destroy Drone 03 +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Drone 03", 2265) $Formula: ( when ( is-destroyed-delay 0 "Drone 06" ) ( do-nothing ) ) +Name: Destroy Drone 06 +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Drone 06", 2266) $Formula: ( when ( is-destroyed-delay 0 "Drone 07" ) ( do-nothing ) ) +Name: Destroy Drone 07 +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Drone 07", 2267) $Formula: ( when ( is-destroyed-delay 0 "Drone 08" ) ( do-nothing ) ) +Name: Destroy Drone 08 +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Drone 08", 2268) $Formula: ( when ( is-destroyed-delay 0 "Drone 09" ) ( do-nothing ) ) +Name: Destroy Drone 09 +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Drone 09", 2269) $Formula: ( when ( is-destroyed-delay 0 "Drone 10" ) ( do-nothing ) ) +Name: Destroy Drone 10 +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Drone 10", 2270) $Formula: ( when ( is-destroyed-delay 0 "Drone 11" ) ( do-nothing ) ) +Name: Destroy Drone 11 +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Drone 11", 2271) $Formula: ( when ( is-destroyed-delay 0 "Drone 12" ) ( do-nothing ) ) +Name: Destroy Drone 12 +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Drone 12", 2272) $Formula: ( when ( is-destroyed-delay 0 "Drone 13" ) ( do-nothing ) ) +Name: Destroy Drone 13 +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Drone 13", 2273) $Formula: ( when ( is-destroyed-delay 0 "Drone 14" ) ( do-nothing ) ) +Name: Destroy Drone 14 +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Drone 14", 2274) $Formula: ( when ( is-destroyed-delay 0 "Drone 15" ) ( do-nothing ) ) +Name: Destroy Drone 15 +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Drone 15", 2275) $Formula: ( when ( is-destroyed-delay 0 "Drone 16" ) ( do-nothing ) ) +Name: Destroy Drone 16 +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Drone 16", 2276) $Formula: ( when ( is-destroyed-delay 0 "Drone 17" ) ( do-nothing ) ) +Name: Destroy Drone 17 +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Drone 17", 2277) #Goals ;! 1 total $Type: Primary +Name: Complete Training 3 $MessageNew: XSTR("Complete Training", 2149) $end_multi_text $Formula: ( or ( is-event-true-delay "Qualified 2" 0 ) ( is-event-true-delay "Qualified" 0 ) ) #Waypoints ;! 1 lists total $Name: Waypoint path 1 $List: ( ;! 1 points in list ( 101.934372, -0.000025, 205.034927 ) ) #Messages ;! 233 total $Name: Welcome $Team: -1 $MessageNew: XSTR("Welcome to module TSM-103a, pilot. Don't touch the controls until you are told to do so. You will fail this session if you do not follow instructions carefully.", 2278) $end_multi_text +Wave Name: TR-03_IN_01.wav $Name: Cover $Team: -1 $MessageNew: XSTR("This simulation will cover dogfighting techniques. You'll be required to use many of the skills you learned in the preceding modules, such as targeting, matching speed, and primary and secondary weapons control.", 2279) $end_multi_text +Wave Name: TR-03_IN_02.wav $Name: Target Me $Team: -1 $MessageNew: XSTR("Begin by targeting my fighter. You can either use your basic targeting control [Press $t$] or your friendly targeting control. [Press $f$]", 2280) $end_multi_text +Wave Name: TR-03_IN_03.wav $Name: As I Move $Team: -1 $MessageNew: XSTR("You'll notice as I move, a circular indicator moves in front of my ship. That is the lead indicator. It shows you where you need to fire your primary weapon to hit your target.", 2281) $end_multi_text +Wave Name: TR-03_IN_04.wav $Name: Target Drone $Team: -1 $MessageNew: XSTR("Now target the drone. You can use your basic targeting control [Press $t$] or your hostile targeting control. [Press $h$]", 2282) $end_multi_text +Wave Name: TR-03_IN_05.wav $Name: Target Box $Team: -1 $MessageNew: XSTR("The target box in the lower left-hand corner of the HUD displays the distance to and hull integrity of your target.", 2283) $end_multi_text +Wave Name: TR-03_IN_06.wav $Name: Hull Strength $Team: -1 $MessageNew: XSTR("Your target's hull strength is also shown in the lower part of your reticle.", 2284) $end_multi_text +Wave Name: TR-03_IN_07.wav $Name: Shoot Drone $Team: -1 $MessageNew: XSTR("As I shoot the drone, watch its hull integrity drop slowly.", 2285) $end_multi_text +Wave Name: TR-03_IN_08.wav $Name: Tactic $Team: -1 $MessageNew: XSTR("A good dogfighting tactic is matching speeds with your target. I want you to match speeds with the drone. [Press $M$]", 2286) $end_multi_text +Wave Name: TR-03_IN_09.wav $Name: Match Speed $Team: -1 $MessageNew: XSTR("Good. Your throttle can be set to automatically match the speed of your target, even as your targets change. Use your auto matching control to toggle this feature on or off. [Press $alt-m$]", 2287) $end_multi_text +Wave Name: TR-03_IN_10.wav $Name: Move All Times $Team: -1 $MessageNew: XSTR("Good. You should be on the move at all times during a dogfight.", 2288) $end_multi_text +Wave Name: TR-03_IN_11.wav $Name: Destroy Drone $Team: -1 $MessageNew: XSTR("Now destroy the drone.", 2289) $end_multi_text +Wave Name: TR-03_IN_12.wav $Name: Missiles $Team: -1 $MessageNew: XSTR("Don't forget you also have missiles. [Press $spacebar$]", 2290) $end_multi_text +Wave Name: TR-03_IN_13.wav $Name: Two New Drones $Team: -1 $MessageNew: XSTR("Two new unarmed drones have arrived. Destroy both of them. Remember to match their speed. [Press $m$]", 2291) $end_multi_text +Wave Name: TR-03_IN_14.wav $Name: Auto Target $Team: -1 $MessageNew: XSTR("An easy way to target new hostiles is by using auto targeting. [Press $alt-h$] This will automatically target your nearest hostile after your current target has either left the area or has been destroyed.", 2292) $end_multi_text +Wave Name: TR-03_IN_15.wav $Name: Good Job $Team: -1 $MessageNew: XSTR("Good job.", 2182) $end_multi_text +Wave Name: TR-03_IN_16.wav $Name: Armed Drone $Team: -1 $MessageNew: XSTR("This drone is armed. It will start firing upon you in 10 seconds. Destroy it.", 2293) $end_multi_text +Wave Name: TR-03_IN_17.wav $Name: You Take Damage $Team: -1 $MessageNew: XSTR("You're sustaining a lot of damage from that drone. You may need to review the first two training modules.", 2294) $end_multi_text +Wave Name: TR-03_IN_18.wav $Name: Try Again $Team: -1 $MessageNew: XSTR("Let's try this exercise again. Here come two more unarmed drones. Destroy them.", 2295) $end_multi_text +Wave Name: TR-03_IN_19.wav $Name: Another Armed Drone $Team: -1 $MessageNew: XSTR("Here is an armed drone. You have 10 seconds before it opens fire. Destroy it.", 2296) $end_multi_text +Wave Name: TR-03_IN_20.wav $Name: Pilot No Good $Team: -1 $MessageNew: XSTR("Pilot, you are by no means ready for combat. Engage your jump drive to end this simulation. [Press $alt-j$]", 2297) $end_multi_text +Wave Name: TR-03_IN_21.wav $Name: 5 Drones $Team: -1 $MessageNew: XSTR("Now comes the fun part. Five pairs of armed drones will jump in. Destroy as many as you can.", 2298) $end_multi_text +Wave Name: TR-03_IN_22.wav $Name: Had Enough $Team: -1 $MessageNew: XSTR("Looks like you've had enough. Engage your jump drive to end this simulation. [Press $alt-j$]", 2299) $end_multi_text +Wave Name: TR-03_IN_23.wav $Name: Did Not Follow $Team: -1 $MessageNew: XSTR("You did not follow instructions, pilot. You have failed this training simulation. Engage your jump drive. [Press $alt-j$]", 2300) $end_multi_text +Wave Name: TR-03_IN_24.wav $Name: Qualified $Team: -1 $MessageNew: XSTR("Great job, pilot. You have successfully qualified on the Myrmidon space superiority fighter. Engage your subspace drive. [Press $alt-j$]", 2301) $end_multi_text +Wave Name: TR-03_IN_25.wav $Name: Qualified 2 $Team: -1 $MessageNew: XSTR("You have successfully qualified on the Myrmidon space superiority fighter. Engage your jump drive. [Press $alt-j$]", 2302) $end_multi_text +Wave Name: TR-03_IN_26.wav #Reinforcements ;! 0 total #Background bitmaps ;! 19 total $Num stars: 880 $Ambient light level: 0 $Sun: SunGold +Angles: 5.846848 0.000000 2.391099 +Scale: 2.000000 $Starbitmap: neb03 +Angles: 0.750491 0.628318 1.221730 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb02 +Angles: 0.349066 0.785398 0.663225 +ScaleX: 3.000000 +ScaleY: 5.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb01 +Angles: 4.014254 0.349066 0.663225 +ScaleX: 4.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb02 +Angles: 1.117010 0.925024 1.378809 +ScaleX: 5.000000 +ScaleY: 5.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb03 +Angles: 0.366519 0.000000 2.076940 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb02 +Angles: 1.221730 1.308996 2.076940 +ScaleX: 2.000000 +ScaleY: 4.000000 +DivX: 3 +DivY: 2 $Starbitmap: neb01 +Angles: 1.570795 0.977384 2.617992 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb02 +Angles: 2.792525 0.750491 2.513272 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb02 +Angles: 0.174533 0.401425 2.949604 +ScaleX: 5.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb03 +Angles: 1.169370 2.146753 3.665189 +ScaleX: 5.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb01 +Angles: 0.785398 2.862338 4.345866 +ScaleX: 4.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 4 $Starbitmap: neb02 +Angles: 4.712385 0.785398 5.218530 +ScaleX: 4.000000 +ScaleY: 5.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb02 +Angles: 1.570795 2.391099 4.974185 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb01 +Angles: 1.378809 0.314159 0.663225 +ScaleX: 4.000000 +ScaleY: 5.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb03 +Angles: 3.665189 0.191986 4.188787 +ScaleX: 5.000000 +ScaleY: 3.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb01 +Angles: 6.021381 0.000000 3.263763 +ScaleX: 3.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb02 +Angles: 5.637409 3.857175 3.560469 +ScaleX: 4.000000 +ScaleY: 5.000000 +DivX: 2 +DivY: 2 $Starbitmap: neb03 +Angles: 6.056288 5.253437 3.874628 +ScaleX: 3.000000 +ScaleY: 4.000000 +DivX: 1 +DivY: 2 $Starbitmap: neb01 +Angles: 6.195914 0.401425 4.084067 +ScaleX: 3.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 2 #Asteroid Fields #Music $Event Music: None $Briefing Music: Brief3 #End #Mission Info $Version: 0.10 $Name: XSTR("Training 4", 2303) $Author: Jim Boone $Created: 08/11/99 at 14:18:48 $Modified: 09/15/99 at 01:01:13 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("Put mission description here ", 2304) $end_multi_text +Game Type Flags: 4 +Flags: 0 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: -401.888611, 1228.493164, -1653.879639 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing $Stage Text: XSTR("Welcome to the Squadron Welcome to the 107th Ravens, pilot. I'm Lieutenant Samsa, squadron leader. As you know, the Aquitaine is now en route to the Gamma Draconis system. The details of the situation there have been classified at the highest level, so I'm as much in the dark as you are. The Admiral will brief the crew when we reach 3rd Fleet headquarters in Capella.", 2305) $end_multi_text $Ani Filename: cb_train-04_a.ani +Wave Filename: TR4_CB_01.wav $Stage Text: XSTR("The 107th Ravens The 107th is a heavy assault squadron, so our fighter of choice is the Hercules Mark II. Implementing advances in fusion drive technology, the Mark II improves the assault fighter's speed and maneuverability without sacrificing loadout. The Herc has only two missile banks, but its ordnance capacity is greater than the Myrmidon's. The original Herc won the Great War, so we're proud to carry on the tradition.", 2306) $end_multi_text $Ani Filename: cb_train-04_b.ani +Wave Filename: TR4_CB_02.wav $Stage Text: XSTR("The Hercules Mark II I recommend that you review the Herc II training modules before the Aquitaine arrives in Capella. These modules review advanced tactics, such as countermeasures and energy management. The Herc II is slower than the Myrmidon you've been flying with the 53rd, so learn how to evade missiles and equalize shields. These skills will help you push your fighter to the limits. Master them, and the life you save may be your own.", 2307) $end_multi_text $Ani Filename: cb_train-04_c.ani +Wave Filename: TR4_CB_03.wav $Stage Text: XSTR("New Weapons According to your file, you are now authorized to use the GTW-5a Prometheus R, the GTM-19 Harpoon, and the GTM-4 Hornet missile. The Prometheus R is a retrofit of a cannon developed during the Great War. After the Alliance lost contact with Earth, we lacked materials required for mass production, so engineers developed this retrofit version. The Prometheus packs a bigger wallop than the Subach HL-7, but it will drain your power reserves with extended use.", 2308) $end_multi_text $Ani Filename: cb_train-04_d.ani +Wave Filename: TR4_CB_04.wav $Stage Text: XSTR("New Weapons The Harpoon and the Hornet are both aspect-seeking missiles. While the Harpoon fires individual warheads, the Hornet launches a swarm of four projectiles, eight if you're in double-fire mode. The training modules cover the proper technique for firing aspect-seeking missiles, so be sure to review that section carefully. That's all for now, pilot. The Aquitaine will arrive in Capella in four hours.", 2309) $end_multi_text $Ani Filename: cb_train-04_e.ani +Wave Filename: TR4_CB_05.wav #Briefing $start_briefing $num_stages: 2 $start_stage $multi_text XSTR("Welcome to training simulator module TSM-107m, advanced qualification for the Hercules Mark II heavy assault fighter. This module has been designed to acquaint pilots with communications systems, countermeasures, and aspect-seeking missiles.", 2310) $end_multi_text $voice: tr4_mb_01.wav $camera_pos: 0.000000, 150.000000, -200.000000 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 22 $team: Friendly $class: GTF Hercules Mark II $pos: 0.000000, 0.000000, 0.000000 $label: Alpha 1 +id: 1 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Friendly $class: GTF Hercules Mark II $pos: -48.200001, 0.000000, 117.699997 $label: Instructor +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("TSM units are approved for use as part of the GTVA combat training program or as a review for qualified pilots. The TSM series is not intended as a substitute for actual field training.", 2190) $end_multi_text $voice: tr4_mb_02.wav $camera_pos: 0.000000, 150.000000, -200.000000 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 22 $team: Friendly $class: GTF Hercules Mark II $pos: 0.000000, 0.000000, 0.000000 $label: Alpha 1 +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Friendly $class: GTF Hercules Mark II $pos: -48.200001, 0.000000, 117.699997 $label: Instructor +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 2 $Formula: ( is-goal-true-delay "beat training" 0 ) $Multi text XSTR("Well done, pilot. You have successfully completed TSM-107m, advanced qualification for the Hercules Mark II heavy assault fighter. You are advised to proceed to training simulator module TSM-107se, covering shield management and the energy transfer system.", 2311) $end_multi_text $Voice: tr4_db_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( is-goal-false-delay "beat training" 0 ) $Multi text XSTR("Your performance was below acceptable standards for TSM-107m, advanced qualification for the Hercules Mark II heavy assault fighter. You will not be advised to advance to the next training simulator module until you have completed this unit successfully. ", 2312) $end_multi_text $Voice: tr4_db_02.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 5 "GTF Hercules" 5 "GTF Hercules Mark II" 5 "GTF Erinyes" 5 "GTF Loki" 5 "GTF Pegasus" 5 "GTF Perseus" 5 "GTF Myrmidon" 5 "SF Mara (terrans)" 5 "GTB Artemis" 5 "GTB Medusa" 5 "GTB Ursa" 5 "GTB Zeus" 5 "GTB Boanerges" 5 "GVF Ptah" 5 ) +Weaponry Pool: ( "Subach HL-7" 17 "Akheton SDG" 16 "Morning Star" 16 "Prometheus R" 17 "Prometheus S" 16 "Maxim" 16 "UD-8 Kayser" 16 "Circe" 16 "Lamprey" 16 "Rockeye" 500 "Tempest" 500 "Hornet" 500 "Tornado" 500 "Harpoon" 572 "Trebuchet" 500 "TAG-A" 500 "TAG-B" 500 "TAG-C" 500 "Piranha" 500 "Stiletto II" 500 "Infyrno" 500 "Cyclops" 500 "Helios" 500 "EMP Adv." 500 ) #Objects ;! 16 total $Name: Alpha 1 ;! Object #0 $Class: GTF Hercules Mark II $Team: Friendly $Location: 0.000000, 0.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Harpoon" "Harpoon" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Instructor ;! Object #1 $Class: GTF Hercules Mark II $Team: Friendly $Location: -48.200001, 20.000000, 117.699997 $Orientation: -0.925409, 0.000000, -0.378970, 0.000000, 1.000000, 0.000000, 0.378970, 0.000000, -0.925409 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-stay-still "Alpha 1" 89 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "Return to base" 2 ) $Determination: 10 +Flags: ( "cargo-known" "invulnerable" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: GTT Argo 01 ;! Object #2 $Class: GTT Argo $Team: Hostile $Location: 405.720093, -0.000067, 574.263916 $Orientation: -0.128844, 0.000000, 0.991665, 0.000000, 1.000000, 0.000000, -0.991665, 0.000000, -0.128844 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 20 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Primary Banks: ( "" ) +Subsystem: turret02 +Primary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Our Target" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: Epsilon 1 ;! Object #3 $Class: GTF Hercules Mark II $Team: Friendly $Location: -39.729389, 29.999958, 348.341522 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "invulnerable" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Epsilon 2 ;! Object #4 $Class: GTF Hercules Mark II $Team: Friendly $Location: 57.983898, 29.999920, 334.701660 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "invulnerable" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: Epsilon 3 ;! Object #5 $Class: GTF Hercules Mark II $Team: Friendly $Location: 5.183901, 9.999920, 285.901672 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "invulnerable" )+Respawn priority: 0 +Group: 0 +Score: 10 $Name: GTT Argo 02 ;! Object #6 $Class: GTT Argo $Team: Hostile $Location: -408.031708, -0.000034, 599.038391 $Orientation: -0.128844, 0.000000, -0.991665, 0.000000, 1.000000, 0.000000, 0.991665, 0.000000, -0.128844 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 20 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Primary Banks: ( "" ) +Subsystem: turret02 +Primary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( is-destroyed-delay 5 "GTT Argo 01" ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: GTC Leviathan 7 ;! Object #7 $Class: GTC Leviathan $Team: Hostile $Location: -1209.497314, 120.000008, 473.314880 $Orientation: -0.069148, 0.000000, -0.997607, 0.000000, 1.000000, 0.000000, 0.997607, 0.000000, -0.069148 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Primary Banks: ( "" ) +Subsystem: turret02 +Primary Banks: ( "" ) +Subsystem: turret03 +Primary Banks: ( "" ) +Subsystem: turret04 +Primary Banks: ( "" ) +Subsystem: turret05 +Primary Banks: ( "" ) +Subsystem: turret06 +Primary Banks: ( "" ) +Subsystem: turret07 +Primary Banks: ( "" ) +Subsystem: turret08 +Primary Banks: ( "" ) +Subsystem: turret09a-01-main +Secondary Banks: ( "Harpoon#Weak" ) +Sbank Ammo: ( 0 ) $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "For this" 0 ) $Departure Location: Hyperspace $Departure Cue: ( or ( is-event-true-delay "You've sustained" 0 ) ( is-event-true-delay "That's enough" 0 ) ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 200 $Name: GTT Argo 03 ;! Object #8 $Class: GTT Argo $Team: Hostile $Location: 405.388153, 0.000041, 504.862244 $Orientation: -0.079121, 0.000000, 0.996865, 0.000000, 1.000000, 0.000000, -0.996865, 0.000000, -0.079121 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 15 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Primary Banks: ( "" ) +Subsystem: turret02 +Primary Banks: ( "" ) $Arrival Location: In front of ship +Arrival Distance: 1000 $Arrival Anchor: Alpha 1 $Arrival Cue: ( is-event-true-delay "Transport 03" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: GTDR Drone 01 ;! Object #9 $Class: GTDR Amazon $Team: Hostile $Location: -1.542228, -0.000003, 1208.366577 $Orientation: -0.998828, 0.000000, 0.048388, 0.000000, 1.000000, 0.000000, -0.048388, 0.000000, -0.998828 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-chase "Alpha 1" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "We'll now" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 $Name: Drone A 1 ;! Object #10 $Class: GTDR Amazon $Team: Hostile $Location: -601.500000, 80.000000, -391.700012 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 $Name: Drone A 2 ;! Object #11 $Class: GTDR Amazon $Team: Hostile $Location: -605.768127, 79.999954, -187.069275 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 $Name: Drone A 3 ;! Object #12 $Class: GTDR Amazon $Team: Hostile $Location: -465.470947, 79.999962, -399.067047 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 $Name: Drone B 1 ;! Object #13 $Class: GTDR Amazon $Team: Hostile $Location: 202.656784, -39.999954, -389.110718 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 $Name: Drone B 2 ;! Object #14 $Class: GTDR Amazon $Team: Hostile $Location: 363.707123, -39.999947, -193.164780 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 $Name: Drone B 3 ;! Object #15 $Class: GTDR Amazon $Team: Hostile $Location: 351.399994, -40.000000, -392.799988 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None +AI Class: Major $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 #Wings ;! 4 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 1 total "Alpha 1" ) +Hotkey: 0 +Flags:( ) $Name: Epsilon $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Epsilon 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Epsilon 1" "Epsilon 2" "Epsilon 3" ) $AI Goals: ( goals ( ai-play-dead 89 ) ) +Flags:( "reinforcement" "no-arrival-music" "no-arrival-message" ) $Name: Drone A $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Drone A 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Now let's have" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Drone A 1" "Drone A 2" "Drone A 3" ) $AI Goals: ( goals ( ai-chase "Alpha 1" 50 ) ) +Flags:( "no-arrival-music" "no-arrival-message" ) $Name: Drone B $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Drone B 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Now let's have" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Drone B 1" "Drone B 2" "Drone B 3" ) $AI Goals: ( goals ( ai-ignore "Alpha 1" 50 ) ) +Flags:( "no-arrival-music" "no-arrival-message" ) #Events ;! 82 total $Formula: ( when ( has-time-elapsed 2 ) ( training-msg "Welcome" ) ) +Name: Welcome +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( true ) ( training-msg "Let's Begin" ) ) +Name: Let's Begin +Repeat Count: 1 +Interval: 1 +Chained: 11 $Formula: ( when ( true ) ( training-msg "For Class A" ) ) +Name: For class A +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( true ) ( training-msg "Our Target" ) ) +Name: Our Target +Repeat Count: 1 +Interval: 1 +Chained: 11 $Formula: ( when ( true ) ( training-msg "Please target" ) ) +Name: Please target +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( key-pressed "H" ) ( do-nothing ) ) +Name: Directive (please target) +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Target Transport", 2313) +Objective key: XSTR("Press [$h$]", 2314) $Formula: ( when ( targeted "GTT Argo 01" ) ( training-msg "Good. Now You'll" ) ) +Name: Good. Now you'll +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( has-arrived-delay 0 "Epsilon" ) ( do-nothing ) ) +Name: Directive (good now) +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Call Reinforcements", 2315) +Objective key: XSTR("Press [$c$], [4], [1]", 2316) $Formula: ( when ( has-arrived-delay 0 "Epsilon" ) ( training-msg "Well Done" ) ) +Name: Well Done +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( is-event-true-delay "Well Done" 3 ) ( training-msg "Confirm that" ) ) +Name: Confirm that +Repeat Count: 1 +Interval: 1 +Chained: 2 $Formula: ( when ( targeted "GTT Argo 01" ) ( training-msg "Now Have Epsilon" ) ) +Name: Now have Epsilon +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( is-destroyed-delay 0 "GTT Argo 01" ) ( do-nothing ) ) +Name: Directive (now have epsilon) +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Order Epsilon to Destroy Target", 2317) +Objective key: XSTR("Press [$c$], [2], [1], [1]", 2318) $Formula: ( when ( true ) ( do-nothing ) ) +Name: Event name +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "Now have Epsilon" 8 ) ( training-msg "Select [2]" ) ) +Name: Select [2] +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( training-msg "Now Press The" ) ) +Name: Now press the +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( is-destroyed-delay 0 "GTT Argo 01" ) ( training-msg "Well Done, Pilot!" ) ) +Name: Well done pilot +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 6 "GTT Argo 02" ) ( training-msg "Order Epsilon" ) ) +Name: Order Epsilon +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( is-destroyed-delay 0 "GTT Argo 02" ) ( do-nothing ) ) +Name: Directive (order Epsilon) +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Order Epsilon to Destroy Target", 2317) +Objective key: XSTR("Press [$c$], [2], [1], [1]", 2318) $Formula: ( when ( has-arrived-delay 0 "GTT Argo 02" ) ( add-goal "Epsilon" ( ai-ignore "GTT Argo 02" 89 ) ) ) +Name: Ignore Argo 02 +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "GTT Argo 02" ) ( training-msg "Good Work." ) ) +Name: Good Work +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( training-msg "Also Note That" ) ) +Name: Also note that +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( true ) ( training-msg "Now Let's Order" ) ) +Name: Now let's order +Repeat Count: 1 +Interval: 1 +Chained: 9 $Formula: ( when ( true ) ( training-msg "Press The Comminucations" ) ) +Name: Press the communications +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( has-departed-delay 0 "Epsilon" ) ( do-nothing ) ) +Name: Directive (press the) +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Epsilon Depart", 2319) +Objective key: XSTR("Press [$c$], [2], [1], [0]", 2320) $Formula: ( when ( true ) ( do-nothing ) ) +Name: Event name +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 5 "Epsilon" ) ( training-msg "Excellent work" ) ) +Name: Excellent work +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( training-msg "All Right, Pilot" ) ) +Name: All right, Pilot +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( training-msg "When You Launch" ) ) +Name: When you launch +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( training-msg "You Need To" ) ) +Name: You need to +Repeat Count: 1 +Interval: 1 +Chained: 11 $Formula: ( when ( true ) ( training-msg "For This" ) ) +Name: For this +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( has-arrived-delay 8 "GTC Leviathan 7" ) ( training-msg "The Cruiser" ) ) +Name: The cruiser +Repeat Count: 1 +Interval: 1 +Chained: 4 +Objective: XSTR("Launch Countermeasures", 2321) +Objective key: XSTR("Press [$x$]", 2322) $Formula: ( when ( is-event-true-delay "The cruiser" 4 ) ( clear-goals "GTC Leviathan 7" ) ) +Name: Launch at player 1 +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( training-msg "Immediately Increase" ) ) +Name: Immediately Increase +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( true ) ( add-goal "GTC Leviathan 7" ( ai-chase "Alpha 1" 89 ) ) ) +Name: Launch at player 2 +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( true ) ( training-msg "A Yellow Triangle" ) ) +Name: A yellow Triangle +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( training-msg "When The Missile" ) ) +Name: When the missile +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( true ) ( training-msg "While launching" ) ) +Name: While launching +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( true ) ( training-msg "If you evade" ) ) +Name: If you evade +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( training-msg "The number of" ) ) +Name: The number of +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( true ) ( flash-hud-gauge "CMEASURE_GAUGE" ) ) +Name: flash CM +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( do-nothing ) ) +Name: Event name +Repeat Count: 1 +Interval: 1 $Formula: ( when ( < ( hits-left "Alpha 1" ) 40 ) ( training-msg "You've sustained" ) ) +Name: You've sustained +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: failed +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Exit Simulator", 2323) +Objective key: XSTR("Press [$Alt-J$]", 2324) $Formula: ( when ( true ) ( do-nothing ) ) +Name: Event name +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-event-true-delay "flash CM" 20 ) ( training-msg "That's enough" ) ) +Name: That's enough +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( true ) ( training-msg "Your Hercules" ) ) +Name: Your Hercules +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( training-msg "Unlike heat" ) ) +Name: Unlike Heat +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( training-msg "However, the" ) ) +Name: However, the +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( training-msg "If a heat" ) ) +Name: If a heat +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( training-msg "Transport 03" ) ) +Name: Transport 03 +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( true ) ( training-msg "You have a" ) ) +Name: You have a +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( facing "Instructor" 15 ) ( do-nothing ) ) +Name: Directive (you have a) +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Face Instructor", 2131) $Formula: ( when ( facing "Instructor" 30 ) ( training-msg "Good. now" ) ) +Name: Good. Now +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( targeted "Instructor" ) ( do-nothing ) ) +Name: Directive (good now) +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Target Instructor", 2129) +Objective key: XSTR("Press [$y$]", 2325) $Formula: ( when ( targeted "Instructor" ) ( training-msg "Well done. Now" ) ) +Name: Well done. Now +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( targeted "GTT Argo 03" ) ( do-nothing ) ) +Name: Directive (well done) +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Target Argo 03", 2326) +Objective key: XSTR("Press [$y$]", 2325) $Formula: ( when ( targeted "GTT Argo 03" ) ( training-msg "Excellet. Now" ) ) +Name: Excellent. Now +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( true ) ( training-msg "Notice the red" ) ) +Name: Notice the red +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( training-msg "Now fire one" ) ) +Name: Now fire one +Repeat Count: 1 +Interval: 1 +Chained: 13 $Formula: ( when ( key-pressed "Spacebar" ) ( training-msg "Note how fast" ) ) +Name: Note how fast +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( true ) ( training-msg "A round of" ) ) +Name: A round of +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( training-msg "The Harpoon" ) ) +Name: The harpoon +Repeat Count: 1 +Interval: 1 +Chained: 9 $Formula: ( when ( true ) ( training-msg "Now unload" ) ) +Name: Now unload +Repeat Count: 1 +Interval: 1 +Chained: 9 $Formula: ( when ( is-destroyed-delay 0 "GTT Argo 03" ) ( do-nothing ) ) +Name: Directive (now unload) +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Argo 03", 2327) $Formula: ( when ( true ) ( do-nothing ) ) +Name: Event name +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "GTT Argo 03" ) ( training-msg "Excellent job." ) ) +Name: Excellent job +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( training-msg "In order to" ) ) +Name: In order to +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( training-msg "We'll now" ) ) +Name: We'll now +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( training-msg "Once you have" ) ) +Name: Once you have +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( is-destroyed-delay 0 "GTDR Drone 01" ) ( do-nothing ) ) +Name: Directive (once you have) +Repeat Count: 1 +Interval: 1 +Objective: XSTR("Destroy Drone", 2328) $Formula: ( when ( true ) ( do-nothing ) ) +Name: Event name +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "GTDR Drone 01" ) ( training-msg "Well done. All" ) ) +Name: Well done. All +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( training-msg "Now let's have" ) ) +Name: Now let's have +Repeat Count: 1 +Interval: 1 +Chained: 13 $Formula: ( when ( true ) ( training-msg "You must be" ) ) +Name: You must be +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( is-destroyed-delay 0 "Drone A" "Drone B" ) ( do-nothing ) ) +Name: Directive (well done) +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Drones", 2147) $Formula: ( when ( secondaries-depleted "Alpha 1" ) ( training-msg "Your missile bank" ) ) +Name: Your missile bank +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-goal-true-delay "beat training" 0 ) ( training-msg "Well done. This" ) ) +Name: Well done. This +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-goal-true-delay "beat training" 0 ) ( do-nothing ) ) +Name: Goal true +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return to base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Exit Simulator", 2323) +Objective key: XSTR("Press [$alt-j$]", 2329) $Formula: ( when ( true ) ( protect-ship "Instructor" ) ) +Name: Protect instructor +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Drone A 1" "Drone A 2" "Drone A 3" "Drone B 1" "Drone B 2" "Drone B 3" ) ( do-nothing ) ) +Name: May Continue +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-destroyed-delay 0 "Drone A" ) ( add-goal "Drone B" ( ai-chase "Alpha 1" 89 ) ) ) +Name: Drone B attack +Repeat Count: 1 +Interval: 1 #Goals ;! 1 total $Type: Primary +Name: beat training $MessageNew: XSTR("Complete Training", 2149) $end_multi_text $Formula: ( is-destroyed-delay 0 "Drone A 1" "Drone A 2" "Drone A 3" "Drone B 1" "Drone B 2" "Drone B 3" ) #Waypoints ;! 0 lists total #Messages ;! 263 total $Name: Welcome $Team: -1 $MessageNew: XSTR("Welcome to module TSM-107m, pilot. Don't touch the controls until you are told to do so. You will fail this session if you do not follow instructions carefully.", 2330) $end_multi_text +Wave Name: TR-04_IN_01.wav $Name: Let's Begin $Team: -1 $MessageNew: XSTR("Let's begin with messaging.", 2331) $end_multi_text +Wave Name: TR-04_IN_02.wav $Name: For Class A $Team: -1 $MessageNew: XSTR("For Class A qualification, you learned how to call in a support ship to rearm and repair subsystems. Now we'll show you how to give orders to pilots under your command.", 2332) $end_multi_text +Wave Name: TR-04_IN_03.wav $Name: Our Target $Team: -1 $MessageNew: XSTR("Our target for this simulation will be an Argo-class transport.", 2333) $end_multi_text +Wave Name: TR-04_IN_04.wav $Name: Please target $Team: -1 $MessageNew: XSTR("Target the transport. Use your hostile targeting control. [$h$]", 2334) $end_multi_text +Wave Name: TR-04_IN_05.wav $Name: Good. Now You'll $Team: -1 $MessageNew: XSTR("Good. Now you'll call in your reinforcements. Press the communications [$c$] key to bring up the messaging window. Select reinforcements [4]. Then select the wing you want to call in. Epsilon wing is your only option, so hit the [1] key.", 2335) $end_multi_text +Wave Name: TR-04_IN_06.wav $Name: Well Done $Team: -1 $MessageNew: XSTR("Well done.", 2223) $end_multi_text +Wave Name: TR-04_IN_07.wav $Name: Confirm that $Team: -1 $MessageNew: XSTR("Confirm that you still have the transport targeted. [$h$]", 2336) $end_multi_text +Wave Name: TR-04_IN_08.wav $Name: Now Have Epsilon $Team: -1 $MessageNew: XSTR("Now have Epsilon wing destroy the transport. Press the communications [$c$] key to bring up your messaging box again.", 2337) $end_multi_text +Wave Name: TR-04_IN_09.wav $Name: Select [2] $Team: -1 $MessageNew: XSTR("Select [2] to transmit your orders to a specific wing. Then hit [1] to choose Epsilon wing. By selecting Epsilon wing, you are sending your orders to that wing only.", 2338) $end_multi_text +Wave Name: TR-04_IN_10.wav $Name: Now Press The $Team: -1 $MessageNew: XSTR("Now press the [1] key, and Epsilon will destroy your target.", 2339) $end_multi_text +Wave Name: TR-04_IN_11.wav $Name: Well Done, Pilot! $Team: -1 $MessageNew: XSTR("Well done, pilot! Let's try this again.", 2340) $end_multi_text +Wave Name: TR-04_IN_12.wav $Name: Order Epsilon $Team: -1 $MessageNew: XSTR("Order Epsilon wing to destroy Transport 02. Do you remember your previous instruction? If not, consult the directives list.", 2341) $end_multi_text +Wave Name: TR-04_IN_13.wav $Name: Good Work. $Team: -1 $MessageNew: XSTR("Good work. Be aware that fighter wings are less effective against larger targets. Bombers or vessels with beam turrets are usually required to destroy warships larger than cruiser class.", 2342) $end_multi_text +Wave Name: TR-04_IN_14.wav $Name: Also Note That $Team: -1 $MessageNew: XSTR("Also note that reinforcements are not always available, and you will have authorization to issue orders only to specific wings and ships.", 2343) $end_multi_text +Wave Name: TR-04_IN_15.wav $Name: Now Let's Order $Team: -1 $MessageNew: XSTR("Now let's order Epsilon wing to depart.", 2344) $end_multi_text +Wave Name: TR-04_IN_16.wav $Name: Press The Comminucations $Team: -1 $MessageNew: XSTR("Press the communications [$c$] key to bring up the messaging window. Select [2] for wing, and [1] for Epsilon. Finally, press [0] for Depart.", 2345) $end_multi_text +Wave Name: TR-04_IN_17.wav $Name: Excellent work $Team: -1 $MessageNew: XSTR("Excellent work. As you gain experience in combat, using the communications interface will become second nature.", 2346) $end_multi_text +Wave Name: TR-04_IN_18.wav $Name: All Right, Pilot $Team: -1 $MessageNew: XSTR("All right, pilot. Now it's time to learn about countermeasures.", 2347) $end_multi_text +Wave Name: TR-04_IN_19.wav $Name: When You Launch $Team: -1 $MessageNew: XSTR("When you launch a countermeasure, you present a new target for pursuing missiles. In theory, the missiles should hit the countermeasure instead of ripping a hole through your hull.", 2348) $end_multi_text +Wave Name: TR-04_IN_20.wav $Name: You Need To $Team: -1 $MessageNew: XSTR("You need to use countermeasures to survive in battle, but you'll soon learn this tactic does not always work.", 2349) $end_multi_text +Wave Name: TR-04_IN_21.wav $Name: For This $Team: -1 $MessageNew: XSTR("For this exercise, we'll bring in a Leviathan-class cruiser.", 2350) $end_multi_text +Wave Name: TR-04_IN_22.wav $Name: The Cruiser $Team: -1 $MessageNew: XSTR("The cruiser will now launch missiles at you. Press the countermeasures [$x$] key to evade the missiles.", 2351) $end_multi_text +Wave Name: TR-04_IN_23.wav $Name: Immediately Increase $Team: -1 $MessageNew: XSTR("Immediately increase your forward velocity to maximum and move away from the pursuing missiles. Punch your afterburners [$tab$] to gain that extra burst of speed.", 2352) $end_multi_text +Wave Name: TR-04_IN_24.wav $Name: A Yellow Triangle $Team: -1 $MessageNew: XSTR("A yellow triangle will appear on your HUD, indicating the vector of the missile's approach. Try to keep this indicator in the 3 or 9 o'clock position.", 2353) $end_multi_text +Wave Name: TR-04_IN_25.wav $Name: When The Missile $Team: -1 $MessageNew: XSTR("When the missile is nearly upon you, launch the countermeasure. Listen to the beeping sound of the missile lock to gauge the distance of the missile. The quicker the beeps, the closer the missile.", 2354) $end_multi_text +Wave Name: TR-04_IN_26.wav $Name: While launching $Team: -1 $MessageNew: XSTR("While launching countermeasures, turn your fighter hard in sharp movements. This will also help throw the missile off your trail.", 2355) $end_multi_text +Wave Name: TR-04_IN_27.wav $Name: If you evade $Team: -1 $MessageNew: XSTR("If you evade the missile, an indicator will display in the upper portion of your targeting reticle. This will alert you to the fact that you successfully avoided the projectile.", 2356) $end_multi_text +Wave Name: TR-04_IN_28.wav $Name: The number of $Team: -1 $MessageNew: XSTR("The number of countermeasures remaining is indicated on your HUD below the weapons display. If you run out of countermeasures, call in the support ship to reload.", 2357) $end_multi_text +Persona: Wingman 1 +AVI Name: Head-TP1 +Wave Name: TR-04_IN_29.wav $Name: You've sustained $Team: -1 $MessageNew: XSTR("You've sustained heavy damage from those missiles, pilot. You are advised to review TSM-107m. Your chances of survival will be minimal if you cannot use countermeasures effectively.", 2358) $end_multi_text +Wave Name: TR-04_IN_30.wav $Name: That's enough $Team: -1 $MessageNew: XSTR("That's enough for evading missiles. Now let's practice firing them.", 2359) $end_multi_text +Wave Name: TR-04_IN_31.wav $Name: Your Hercules $Team: -1 $MessageNew: XSTR("Your Hercules Mark II heavy assault fighter is armed with two banks of Harpoons.", 2360) $end_multi_text +Wave Name: TR-04_IN_32.wav $Name: Unlike heat $Team: -1 $MessageNew: XSTR("Unlike heat-seekers like the Rockeye, you must acquire a lock on your target in order for an aspect seeker to home.", 2361) $end_multi_text +Wave Name: TR-04_IN_33.wav $Name: However, the $Team: -1 $MessageNew: XSTR("However, the aspect seeker is well worth the effort because its homing ability is much stronger.", 2362) $end_multi_text +Wave Name: TR-04_IN_34.wav $Name: If a heat $Team: -1 $MessageNew: XSTR("If a heat seeker loses track of its target, chances are it will not reacquire lock. Aspect seekers, on the other hand, will track their targets until they detonate.", 2363) $end_multi_text +Wave Name: TR-04_IN_35.wav $Name: Transport 03 $Team: -1 $MessageNew: XSTR("Transport 03 is now entering. Let's take this opportunity to learn another targeting control.", 2364) $end_multi_text +Wave Name: TR-04_IN_36.wav $Name: You have a $Team: -1 $MessageNew: XSTR("You have a reticle targeting control [$y$] that will acquire the nearest object inside your reticle. Maneuver your fighter so that my ship is centered on your HUD.", 2365) $end_multi_text +Wave Name: TR-04_IN_37.wav $Name: Good. now $Team: -1 $MessageNew: XSTR("Good. Now use the reticle targeting control [$y$] to target my fighter.", 2366) $end_multi_text +Wave Name: TR-04_IN_38.wav $Name: Well done. Now $Team: -1 $MessageNew: XSTR("Well done. Now target Transport 03 using the reticle targeting control. [$y$] Make sure the transport is in the center of your HUD.", 2367) $end_multi_text +Wave Name: TR-04_IN_39.wav $Name: Excellet. Now $Team: -1 $MessageNew: XSTR("Excellent. Now let's see how you do with those Harpoons.", 2368) $end_multi_text +Wave Name: TR-04_IN_40.wav $Name: Notice the red $Team: -1 $MessageNew: XSTR("Notice the red indicator moving towards your target. That's the Aspect Triangle. Once it has moved onto your target, you'll see the lock indicator. This means your Harpoons are locked and ready to fire.", 2369) $end_multi_text +Wave Name: TR-04_IN_41.wav $Name: Now fire one $Team: -1 $MessageNew: XSTR("Now fire one Harpoon at the freighter.", 2370) $end_multi_text +Wave Name: TR-04_IN_42.wav $Name: Note how fast $Team: -1 $MessageNew: XSTR("Note how fast the Harpoon moves. This warhead delivers quite a punch.", 2371) $end_multi_text +Wave Name: TR-04_IN_43.wav $Name: A round of $Team: -1 $MessageNew: XSTR("A round of Harpoons can be fired every 3 seconds. Fire another round and note the countdown timer in your Weapons Gauge.", 2372) $end_multi_text +Wave Name: TR-04_IN_44.wav $Name: The Harpoon $Team: -1 $MessageNew: XSTR("The Harpoon is almost useless if fired before lock has been acquired. That's a major distinction between the Harpoon and the Rockeye.", 2373) $end_multi_text +Wave Name: TR-04_IN_45.wav $Name: Now unload $Team: -1 $MessageNew: XSTR("Now unload your Harpoons until you've destroyed Transport 03.", 2374) $end_multi_text +Wave Name: TR-04_IN_46.wav $Name: Excellent job. $Team: -1 $MessageNew: XSTR("Excellent job. Let's see how you do against moving targets.", 2375) $end_multi_text +Wave Name: TR-04_IN_47.wav $Name: In order to $Team: -1 $MessageNew: XSTR("In order to gain aspect lock on a moving target, you must keep the target's lock box in a fixed position inside your HUD reticle.", 2376) $end_multi_text +Wave Name: TR-04_IN_48.wav $Name: We'll now $Team: -1 $MessageNew: XSTR("We'll now bring in the fighter drones. When the first drone enters, target it and acquire lock. Try to keep the target indicator in the center of your HUD reticle.", 2377) $end_multi_text +Wave Name: TR-04_IN_49.wav $Name: Once you have $Team: -1 $MessageNew: XSTR("Once you have acquired lock, fire a Harpoon to destroy the drone. These drones will not be using countermeasures.", 2378) $end_multi_text +Wave Name: TR-04_IN_50.wav $Name: Well done. All $Team: -1 $MessageNew: XSTR("Well done. All aspect seekers function this way, from the Hornet missile to the Helios torpedo. In general, the larger and more powerful the warhead, the longer it will take to acquire lock and countdown between volleys.", 2379) $end_multi_text +Wave Name: TR-04_IN_51.wav $Name: Now let's have $Team: -1 $MessageNew: XSTR("Now let's have you face a real challenge. Multiple wings will appear simultaneously. Destroy them all.", 2380) $end_multi_text +Wave Name: TR-04_IN_52.wav $Name: You must be $Team: -1 $MessageNew: XSTR("You must be in range of your target before you can gain aspect lock. Hit your burners to intercept the drones.", 2381) $end_multi_text +Wave Name: TR-04_IN_53.wav $Name: Your missile bank $Team: -1 $MessageNew: XSTR("Your missile banks are almost depleted. Call in the support ship to rearm. [Press $Shift-R$]", 2382) $end_multi_text +Wave Name: TR-04_IN_54.wav $Name: Well done. This $Team: -1 $MessageNew: XSTR("Well done. This concludes module TSM-107m. Engage your subspace drive to end this simulation.", 2383) $end_multi_text +Wave Name: TR-04_IN_55.wav $Name: You did not $Team: -1 $MessageNew: XSTR("You did not follow instructions. You have failed module TSM-107m. Engage your subspace drive to end this simulation. 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2.984511 5.323250 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb18 +Angles: 2.809978 4.712385 5.550143 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb01 +Angles: 2.897244 2.897244 5.585049 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 #Asteroid Fields #Music $Event Music: None $Briefing Music: Brief1 #End #Mission Info $Version: 0.10 $Name: XSTR("Training 5", 2385) $Author: Jim Boone $Created: 08/11/99 at 15:03:34 $Modified: 10/12/99 at 11:22:24 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("Put mission description here ", 2304) $end_multi_text +Game Type Flags: 4 +Flags: 0 +Red Alert: 0 +Scramble: 0 +Disallow Support: 1 +Player Entry Delay: 1.000000 +Viewer pos: 0.000000, 150.000000, -200.000000 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing #Briefing $start_briefing $num_stages: 2 $start_stage $multi_text XSTR("Welcome to training simulator module TSM-107se, advanced qualification for the Hercules Mark II heavy assault fighter. This module has been designed to acquaint pilots with shield management and the energy transfer system.", 2386) $end_multi_text $voice: tr5_mb_01.wav $camera_pos: 0.000000, 150.000000, -200.000000 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 22 $team: Friendly $class: GTF Hercules Mark II $pos: 0.000000, 0.000000, 0.000000 $label: Alpha 1 +id: 1 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Friendly $class: GTF Hercules Mark II $pos: 9.800000, 5.000000, 106.000000 $label: Instructor +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("TSM units are approved for use as part of the GTVA combat training program or as a review for qualified pilots. The TSM series is not intended as a substitute for actual field training.", 2190) $end_multi_text $voice: tr5_mb_02.wav $camera_pos: 0.000000, 150.000000, -200.000000 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 22 $team: Friendly $class: GTF Hercules Mark II $pos: 0.000000, 0.000000, 0.000000 $label: Alpha 1 +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Friendly $class: GTF Hercules Mark II $pos: 9.800000, 5.000000, 106.000000 $label: Instructor +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 2 $Formula: ( true ) $Multi text XSTR("Congratulations. You have successfully completed TSM-107se, advanced qualification for the Hercules Mark II heavy assault fighter.", 2387) $end_multi_text $Voice: tr5_db_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( and ( has-departed-delay 0 "Alpha 1" ) ( is-event-false-delay "Well done. This" 0 ) ) $Multi text XSTR("Your performance was below acceptable standards for TSM-107se, advanced qualification for the Hercules Mark II heavy assault fighter. You will not be authorized to advance until you have completed this unit successfully.", 2388) $end_multi_text $Voice: tr5_db_02.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 5 "GTF Hercules" 5 "GTF Hercules Mark II" 5 "GTF Erinyes" 5 "GTF Loki" 5 "GTF Pegasus" 5 "GTF Perseus" 5 "GTF Myrmidon" 5 "SF Mara (terrans)" 5 "GTB Artemis" 5 "GTB Medusa" 5 "GTB Ursa" 5 "GTB Zeus" 5 "GTB Boanerges" 5 "GVF Ptah" 5 ) +Weaponry Pool: ( "Subach HL-7" 17 "Akheton SDG" 16 "Morning Star" 16 "Prometheus R" 17 "Prometheus S" 16 "Maxim" 16 "UD-8 Kayser" 16 "Circe" 16 "Lamprey" 16 "Rockeye" 500 "Tempest" 500 "Hornet" 600 "Tornado" 500 "Harpoon" 532 "Trebuchet" 500 "TAG-A" 500 "TAG-B" 500 "TAG-C" 500 "Piranha" 500 "Stiletto II" 500 "Infyrno" 500 "Cyclops" 500 "Helios" 500 "EMP Adv." 500 ) #Objects ;! 2 total $Name: Alpha 1 ;! Object #0 $Class: GTF Hercules Mark II $Team: Friendly $Location: 0.000000, 0.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Instructor ;! Object #1 $Class: GTF Hercules Mark II $Team: Friendly $Location: -30.400000, 26.000000, 76.300003 $Orientation: -0.928980, 0.000000, -0.370131, 0.111705, 0.953372, -0.280365, 0.352872, -0.301799, -0.885663 $IFF: IFF 1 $AI Behavior: None +AI Class: General $AI Goals: ( goals ( ai-ignore "Alpha 1" 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Circe" "" ) +Secondary Banks: ( "" "" ) +Sbank Ammo: ( 0 0 ) +Subsystem: engine $Damage: 100 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "invulnerable" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 #Wings ;! 1 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 1 total "Alpha 1" ) +Hotkey: 0 +Flags:( ) #Events ;! 55 total $Formula: ( when ( has-time-elapsed 2 ) ( training-msg "Welcome to module" ) ) +Name: Welcome to module +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( training-msg "First, let's" ) ) +Name: First, let's +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( true ) ( training-msg "The Alliance" ) ) +Name: The Alliance +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( training-msg "Your shield system" ) ) +Name: Your shield system +Repeat Count: 1 +Interval: 1 +Chained: 11 $Formula: ( when ( true ) ( training-msg "As they absorb" ) ) +Name: As they absorb +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( training-msg "Your shield integrity" ) ) +Name: Your shield Integrity +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( flash-hud-gauge "PLAYER_SHIELD_ICON" ) ) +Name: Flash Shield HUD +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( training-msg "Your shield is" ) ) +Name: Your shield is +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( training-msg "When a shield" ) ) +Name: When a shield +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( special-check 13 ) ( do-nothing ) ) +Name: Shot at player +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( add-goal "Instructor" ( ai-play-dead 89 ) ) ) +Name: Stop shooting at player +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( true ) ( training-msg "Note the front" ) ) +Name: Note the front +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( training-msg "Observe how" ) ) +Name: Observe how +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( true ) ( training-msg "Your shields will" ) ) +Name: Your shields will +Repeat Count: 1 +Interval: 1 +Chained: 11 $Formula: ( when ( true ) ( training-msg "Now observe as" ) ) +Name: Now observe as +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( special-check 5 ) ( do-nothing ) ) +Name: Repair shields +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( > ( shields-left "Alpha 1" ) 95 ) ( training-msg "Your shield is now" ) ) +Name: Your shield is +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( training-msg "Effective shield" ) ) +Name: Effective shield +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( true ) ( training-msg "The simplest way" ) ) +Name: The simplest way +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( special-check 13 ) ( do-nothing ) ) +Name: Drop front shields +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( training-msg "I have damaged" ) ) +Name: I have damaged +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( key-pressed "Q" ) ( do-nothing ) ) +Name: Equalize shields +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Equalize Shields", 2389) +Objective key: XSTR("Press [$q$]", 2390) $Formula: ( when ( true ) ( training-msg "Well done. Note" ) ) +Name: Well done. Note +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( true ) ( training-msg "Practice this" ) ) +Name: Practice this +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( training-msg "I'm now going" ) ) +Name: I'm now going +Repeat Count: 1 +Interval: 1 +Chained: 3 $Formula: ( when ( and ( special-check 13 ) ( special-check 9 ) ) ( do-nothing ) ) +Name: Drop 3 shields +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( training-msg "With your shield" ) ) +Name: With your shield +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( training-msg "First, maximize" ) ) +Name: First Maximize +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( key-pressed "Up Arrow" ) ( do-nothing ) ) +Name: Directive (first max) +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Maximize front shields", 2391) +Objective key: XSTR("Press [$Up Arrow$]", 2392) $Formula: ( when ( true ) ( training-msg "Well done. Note that" ) ) +Name: Well done. Note that +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( true ) ( training-msg "Maximizing your" ) ) +Name: Maximizing your +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( training-msg "Now I want" ) ) +Name: Now I want +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( key-pressed "Down Arrow" ) ( do-nothing ) ) +Name: Directive (now I) +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Maximize Rear Shield", 2393) +Objective key: XSTR("Press [$Down Arrow$]", 2394) $Formula: ( when ( true ) ( training-msg "If your pursuing" ) ) +Name: If your pursuing +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( training-msg "Now equalize" ) ) +Name: Now equalize +Repeat Count: 1 +Interval: 1 +Chained: 10 +Objective: XSTR("Equalize shields", 2395) +Objective key: XSTR("Press [$q$]", 2390) $Formula: ( when ( true ) ( training-msg "We will conclude" ) ) +Name: We will conclude +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( training-msg "In the lower" ) ) +Name: In the lower +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( training-msg "You can use" ) ) +Name: You can use +Repeat Count: 1 +Interval: 1 +Chained: 9 $Formula: ( when ( true ) ( training-msg "First, let's increase" ) ) +Name: First, let's increase +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( key-pressed "Insert" ) ( do-nothing ) ) +Name: Press Insert 1 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Increase Weapons Energy", 2396) +Objective key: XSTR("Press [$insert$]", 2397) $Formula: ( when ( key-pressed "Insert" ) ( do-nothing ) ) +Name: Press Insert 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( key-pressed "Insert" ) ( do-nothing ) ) +Name: Press insert 3 +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( training-msg "The more energy" ) ) +Name: The more energy +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( true ) ( training-msg "High-energy cannons" ) ) +Name: High-energy cannons +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( true ) ( training-msg "Now let's increase" ) ) +Name: Now let's increase +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( key-pressed "Home" ) ( do-nothing ) ) +Name: press home 1 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Increase shield energy", 2398) +Objective key: XSTR("Press [$home$]", 2399) $Formula: ( when ( key-pressed "Home" ) ( do-nothing ) ) +Name: press home 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( training-msg "The higher your" ) ) +Name: The higher your +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( true ) ( training-msg "Now divert more" ) ) +Name: Now divert more +Repeat Count: 1 +Interval: 1 +Chained: 13 $Formula: ( when ( key-pressed "Page Up" ) ( do-nothing ) ) +Name: press page up 1 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Increase engine energy", 2400) +Objective key: XSTR("Press [$page up$]", 2401) $Formula: ( when ( key-pressed "Page Up" ) ( do-nothing ) ) +Name: press page up 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( training-msg "Increasing power" ) ) +Name: Increasing Power +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( true ) ( training-msg "For a slower" ) ) +Name: For a slower +Repeat Count: 1 +Interval: 1 +Chained: 13 $Formula: ( when ( true ) ( training-msg "Well done. This concludes" ) ) +Name: Well done. This +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Return to base +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Exit simulation", 2402) +Objective key: XSTR("Press [$Alt-J$]", 2324) #Goals ;! 1 total $Type: Primary +Name: training $MessageNew: XSTR("Complete Training", 2149) $end_multi_text $Formula: ( is-event-true-delay "Well done. This" 0 ) #Waypoints ;! 0 lists total #Messages ;! 246 total $Name: Welcome to module $Team: -1 $MessageNew: XSTR("Welcome to module TSM-107se, pilot. Don't touch the controls until you are told to do so. You will fail this session if you do not follow instructions carefully.", 2403) $end_multi_text +Wave Name: TR-05_IN_01.wav $Name: First, let's $Team: -1 $MessageNew: XSTR("First, let's take a look at the gauges and controls for your shield system.", 2404) $end_multi_text +Wave Name: TR-05_IN_02.wav $Name: The Alliance $Team: -1 $MessageNew: XSTR("The Alliance acquired shielding technology from the Shivans during the Great War. Shield systems have been standard on Terran-Vasudan fighters and bombers for over thirty years.", 2405) $end_multi_text +Wave Name: TR-05_IN_03.wav $Name: Your shield system $Team: -1 $MessageNew: XSTR("Your shield system generates an energy shell that protects the hull of your ship from primary fire and missile blasts.", 2406) $end_multi_text +Wave Name: TR-05_IN_04.wav $Name: As they absorb $Team: -1 $MessageNew: XSTR("As they absorb damage, your shields will weaken. However, your fighter will automatically regenerate its shields over time.", 2407) $end_multi_text +Wave Name: TR-05_IN_05.wav $Name: Your shield integrity $Team: -1 $MessageNew: XSTR("Your shield integrity gauge is located in the lower right of your HUD. This gauge is now flashing.", 2408) $end_multi_text +Wave Name: TR-05_IN_06.wav $Name: Your shield is $Team: -1 $MessageNew: XSTR("Your shield is divided into four quadrants. Each quadrant can withstand limited damage.", 2409) $end_multi_text +Wave Name: TR-05_IN_07.wav $Name: When a shield $Team: -1 $MessageNew: XSTR("When a shield quadrant sustains damage, the corresponding section of your Shield Integrity gauge will flash. Observe.", 2410) $end_multi_text +Wave Name: TR-05_IN_08.wav $Name: Note the front $Team: -1 $MessageNew: XSTR("Note the front of your shield is flashing as if you've taken a hit.", 2411) $end_multi_text +Wave Name: TR-05_IN_09.wav $Name: Observe how $Team: -1 $MessageNew: XSTR("Observe how the gauge changes as your shield sustains more damage. When a shield quadrant has been destroyed, all damage on that quadrant will impact the hull of your fighter.", 2412) $end_multi_text +Wave Name: TR-05_IN_10.wav $Name: Your shields will $Team: -1 $MessageNew: XSTR("Your shields will regenerate themselves automatically. Let's accelerate this process to save time.", 2413) $end_multi_text +Wave Name: TR-05_IN_11.wav $Name: Now observe as $Team: -1 $MessageNew: XSTR("Now observe as the front quadrant of your shield repairs itself to full strength.", 2414) $end_multi_text +Wave Name: TR-05_IN_12.wav $Name: Your shield is now $Team: -1 $MessageNew: XSTR("Your shield is now fully recharged.", 2415) $end_multi_text +Wave Name: TR-05_IN_13.wav $Name: Effective shield $Team: -1 $MessageNew: XSTR("Effective shield management can mean the difference between life and death.", 2416) $end_multi_text +Wave Name: TR-05_IN_14.wav $Name: The simplest way $Team: -1 $MessageNew: XSTR("The simplest way to manage your shield is the Equalize Quadrants function.", 2417) $end_multi_text +Wave Name: TR-05_IN_15.wav $Name: I have damaged $Team: -1 $MessageNew: XSTR("I have damaged your front quadrant again. Use your Equalize Quadrants function to repair your shields. [Press $q$]", 2418) $end_multi_text +Wave Name: TR-05_IN_16.wav $Name: Well done. Note $Team: -1 $MessageNew: XSTR("Well done. Your front section has been partially recharged. This shield energy came from your other three quadrants.", 2419) $end_multi_text +Wave Name: TR-05_IN_17.wav $Name: Practice this $Team: -1 $MessageNew: XSTR("Practice this function often.", 2420) $end_multi_text +Wave Name: TR-05_IN_18.wav $Name: I'm now going $Team: -1 $MessageNew: XSTR("I'm now going to reduce most of your shield strength. Note that three of your four quadrants are now near zero power.", 2421) $end_multi_text +Wave Name: TR-05_IN_19.wav $Name: With your shield $Team: -1 $MessageNew: XSTR("With your shield management controls, you can maximize shield strength in a specific quadrant.", 2422) $end_multi_text +Wave Name: TR-05_IN_20.wav $Name: First, maximize $Team: -1 $MessageNew: XSTR("First, maximize the strength in your front quadrant. [Press $Up Arrow$ several times.]", 2423) $end_multi_text +Wave Name: TR-05_IN_21.wav $Name: Well done. Note that $Team: -1 $MessageNew: XSTR("Well done. Note that your front quadrant is at full strength, while the other quadrants have been drained.", 2424) $end_multi_text +Wave Name: TR-05_IN_22.wav $Name: Maximizing your $Team: -1 $MessageNew: XSTR("Maximizing your front shield quadrant is especially useful when you're attacking the turret of a large ship.", 2425) $end_multi_text +Wave Name: TR-05_IN_23.wav $Name: Now I want $Team: -1 $MessageNew: XSTR("Now I want you to maximize your rear shield quadrant. [Press $Down Arrow$ several times.]", 2426) $end_multi_text +Wave Name: TR-05_IN_24.wav $Name: If your pursuing $Team: -1 $MessageNew: XSTR("If you're pursuing an important objective and are being attacked from the rear, maximizing your rear shield quadrant can deflect the gunfire of your pursuer.", 2427) $end_multi_text +Wave Name: TR-05_IN_25.wav $Name: Now equalize $Team: -1 $MessageNew: XSTR("Now Equalize Quadrants again to distribute shield energy evenly around your ship. [$q$]", 2428) $end_multi_text +Wave Name: TR-05_IN_26.wav $Name: We will conclude $Team: -1 $MessageNew: XSTR("We will conclude this module with an overview of your energy transfer system, or ETS.", 2429) $end_multi_text +Wave Name: TR-05_IN_27.wav $Name: You can use $Team: -1 $MessageNew: XSTR("You can use your ETS controls to augment or diminish the energy allocated to each of these three systems.", 2430) $end_multi_text +Wave Name: TR-05_IN_28.wav $Name: First, let's increase $Team: -1 $MessageNew: XSTR("First, let's increase your weapons energy allocation. [Press $insert$ four times.] Observe that as you divert power to weapons, the energy levels for shields and engines drop.", 2431) $end_multi_text +Wave Name: TR-05_IN_29.wav $Name: The more energy $Team: -1 $MessageNew: XSTR("The more energy diverted to weapons, the faster your primaries will recharge. Your weapons will not inflict greater damage at higher ETS levels.", 2432) $end_multi_text +Wave Name: TR-05_IN_30.wav $Name: High-energy cannons $Team: -1 $MessageNew: XSTR("High-energy cannons, such as the Prometheus, can quickly deplete your weapon reserves. If you require a sustained barrage of gunfire, diverting energy to primaries may be necessary.", 2433) $end_multi_text +Wave Name: TR-05_IN_31.wav $Name: Now let's increase $Team: -1 $MessageNew: XSTR("Now let's increase your shield allocation. [Press $home$ three times.]", 2434) $end_multi_text +Wave Name: TR-05_IN_32.wav $Name: The higher your $Team: -1 $MessageNew: XSTR("The higher your ETS setting for shields, the faster they'll recharge. Increasing your shield allocation may be critical in combat situations, such as stopping to rearm your fighter or flying through heavy flak.", 2435) $end_multi_text +Wave Name: TR-05_IN_33.wav $Name: Now divert more $Team: -1 $MessageNew: XSTR("Now divert more power to your engines. [Press $page up$ twice.]", 2436) $end_multi_text +Wave Name: TR-05_IN_34.wav $Name: Increasing power $Team: -1 $MessageNew: XSTR("Increasing power to engines will improve your maximum speed by up to 30%, depending on the fighter's reactor capacity. Your afterburners will also recharge faster, enabling more frequent bursts of speed.", 2437) $end_multi_text +Wave Name: TR-05_IN_35.wav $Name: For a slower $Team: -1 $MessageNew: XSTR("For a slower fighter like the Hercules Mark II, increasing engine power may be necessary to chase down more maneuverable targets or cover large distances quickly.", 2438) $end_multi_text +Wave Name: TR-05_IN_36.wav $Name: Well done. This concludes $Team: -1 $MessageNew: XSTR("Well done. This concludes module TSM-107se. Engage your subspace drive to end this simulation.", 2439) $end_multi_text +Wave Name: TR-05_IN_37.wav $Name: You did not $Team: -1 $MessageNew: XSTR("You did not follow instructions. You have failed module TSM-107se. Engage your subspace drive to end this simulation. [$Alt-J$]", 2440) $end_multi_text +Wave Name: TR-05_IN_38.wav $Name: In the lower $Team: -1 $MessageNew: XSTR("In the lower right of your HUD are three bar gauges labeled G for guns, S for shields, and E for engines.", 2441) $end_multi_text +Wave Name: TR-05_IN_39.wav #Reinforcements ;! 0 total #Background bitmaps ;! 36 total $Num stars: 500 $Ambient light level: 0 $Sun: SunBlue +Angles: 5.410516 0.000000 3.874628 +Scale: 1.000000 $Starbitmap: neb01 +Angles: 0.000000 0.680678 0.000000 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 $Starbitmap: dneb12 +Angles: 0.488692 2.391099 0.000000 +ScaleX: 3.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb01 +Angles: 0.942477 2.111847 0.087266 +ScaleX: 4.000000 +ScaleY: 3.500000 +DivX: 2 +DivY: 2 $Starbitmap: dneb13 +Angles: 0.645771 0.401425 0.296706 +ScaleX: 4.000000 +ScaleY: 4.500000 +DivX: 2 +DivY: 2 $Starbitmap: dneb18 +Angles: 0.541052 1.937314 0.645771 +ScaleX: 2.000000 +ScaleY: 3.000000 +DivX: 1 +DivY: 1 $Starbitmap: 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1.658062 5.009091 +ScaleX: 3.000000 +ScaleY: 5.000000 +DivX: 1 +DivY: 2 $Starbitmap: dneb18 +Angles: 2.984511 2.984511 5.323250 +ScaleX: 2.000000 +ScaleY: 2.000000 +DivX: 1 +DivY: 1 $Starbitmap: dneb18 +Angles: 2.809978 4.729838 5.550143 +ScaleX: 1.000000 +ScaleY: 1.000000 +DivX: 1 +DivY: 1 $Starbitmap: neb01 +Angles: 2.914697 2.914697 5.602502 +ScaleX: 4.000000 +ScaleY: 4.000000 +DivX: 2 +DivY: 2 #Asteroid Fields #Music $Event Music: None $Briefing Music: Brief3 #End #Mission Info $Version: 0.10 $Name: XSTR("Training 6", 2442) $Author: Jim Boone $Created: 08/11/99 at 17:51:05 $Modified: 09/15/99 at 00:19:55 $Notes: This is a FRED created mission $End Notes: $Mission Desc: XSTR("Put mission description here ", 2304) $end_multi_text +Game Type Flags: 4 +Flags: 0 +Red Alert: 0 +Scramble: 0 +Disallow Support: 0 +Player Entry Delay: 1.000000 +Viewer pos: 0.000000, 150.000000, -200.000000 +Viewer orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 +SquadReassignName: Kings +SquadReassignLogo: 242suicide.pcx #Plot Info $Tour: XSTR("Blah", 6) $Pre-Briefing Cutscene: Blah $Pre-Mission Cutscene: Blah $Next Mission Success: Blah $Next Mission Partial: Blah $Next Mission Failure: Blah #Command Briefing $Stage Text: XSTR("Welcome Lieutenant Commander Cordova here. Welcome to the 242nd Suicide Kings, pilot. I've heard from unofficial channels that the rebels have launched a surprise attack in the Epsilon Pegasi system. Details at this point are sketchy below Phi level clearance, and Command is in no hurry to fill us in. Petrarch says he'll brief the Aquitaine when we reach Capella.", 2443) $end_multi_text $Ani Filename: +Wave Filename: TR6_CB_01.wav $Stage Text: XSTR("The 242nd Suicide Kings The GTA formed the Suicide Kings in the Great War, when the old Valkyrie fighter went into service after the Shivan attack on Ross 128. The 242nd was stationed on the Galatea back then, and our first mission was the capture of Lieutenant Alexander McCarthy. We all studied the McCarthy trials in school, pilot. We're a part of history here, though the Galatea is long gone and the Valkyrie has since been retired.", 2444) $end_multi_text $Ani Filename: Cb_train-06_b.ani +Wave Filename: TR6_CB_02.wav $Stage Text: XSTR("The Perseus Interceptor The Perseus is the next-generation interceptor, the fastest fighter in the GTVA. Our primary combat role is charging bombers and chasing down warheads. We're also assigned to surgical strikes against bigger warships. We're not called the Suicide Kings for nothing, pilot. We earn that name on every mission. For that reason, I suggest you review the Perseus training modules as soon as possible. There you'll learn how to target bombs and turrets and everything else you need to serve in an intercept squadron.", 2445) $end_multi_text $Ani Filename: Cb_train-06_c.ani +Wave Filename: TR6_CB_03.wav $Stage Text: XSTR("Stiletto II You are now authorized to use the GTM-43a Stiletto II missile, designed to incapacitate subsystems. The 43a improves on the original Stiletto design by modifying its guidance systems and disruptor charge. The Stiletto also boasts a more powerful propulsion system, increasing its speed and effective range.", 2446) $end_multi_text $Ani Filename: Tech_GTM-43a-Stiletto_II.ani +Wave Filename: TR6_CB_04.wav #Briefing $start_briefing $num_stages: 2 $start_stage $multi_text XSTR("Welcome to training simulator module TSM-122x, advanced qualification for the Perseus intercept fighter. This module has been designed to acquaint pilots with targeting bombs, turrets, and subsystems.", 2447) $end_multi_text $voice: tr6_mb_01.wav $camera_pos: 0.000000, 150.000000, -200.000000 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 22 $team: Friendly $class: GTF Perseus $pos: 0.000000, 0.000000, 0.000000 $label: Alpha 1 +id: 1 $hlight: 1 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Friendly $class: GTF Perseus $pos: 47.396534, 0.000005, 110.363777 $label: Instructor +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $start_stage $multi_text XSTR("TSM units are approved for use as part of the GTVA combat training program or as a review for qualified pilots. The TSM series is not intended as a substitute for actual field training.", 2190) $end_multi_text $voice: tr6_mb_02.wav $camera_pos: 0.000000, 150.000000, -200.000000 $camera_orient: 1.000000, 0.000000, 0.000000, 0.000000, 0.866025, 0.500000, 0.000000, -0.500000, 0.866025 $camera_time: 500 $num_lines: 0 $num_icons: 2 $Flags: 0 $Formula: ( true ) $start_icon $type: 22 $team: Friendly $class: GTF Perseus $pos: 0.000000, 0.000000, 0.000000 $label: Alpha 1 +id: 1 $hlight: 0 $multi_text $end_multi_text $end_icon $start_icon $type: 0 $team: Friendly $class: GTF Perseus $pos: 47.396534, 0.000005, 110.363777 $label: Instructor +id: 2 $hlight: 0 $multi_text $end_multi_text $end_icon $end_stage $end_briefing #Debriefing_info $Num stages: 2 $Formula: ( is-event-true-delay "Well done. This" 0 ) $Multi text XSTR("Well done, pilot. You have successfully completed TSM-122x, advanced qualification for the Perseus intercept fighter. Good luck with your upcoming assignment.", 2448) $end_multi_text $Voice: tr6_db_01.wav $Recommendation text: XSTR("", 10) $end_multi_text $Formula: ( is-event-false-delay "Well done. This" 0 ) $Multi text XSTR("Your performance was below acceptable standards for TSM-122x, advanced qualification for the Perseus intercept fighter. You are advised to repeat this training module until you have completed its course of instruction successfully.", 2449) $end_multi_text $Voice: tr6_db_02.wav $Recommendation text: XSTR("", 10) $end_multi_text #Players ;! 1 total $Starting Shipname: Alpha 1 $Ship Choices: ( "GTF Ulysses" 5 "GTF Hercules" 5 "GTF Hercules Mark II" 5 "GTF Erinyes" 5 "GTF Loki" 5 "GTF Pegasus" 5 "GTF Perseus" 5 "GTF Myrmidon" 5 "SF Mara (terrans)" 5 "GTB Artemis" 5 "GTB Medusa" 5 "GTB Ursa" 5 "GTB Zeus" 5 "GTB Boanerges" 5 "GVF Ptah" 5 ) +Weaponry Pool: ( "Subach HL-7" 17 "Akheton SDG" 17 "Morning Star" 16 "Prometheus R" 16 "Prometheus S" 16 "Maxim" 16 "UD-8 Kayser" 16 "Circe" 16 "Lamprey" 16 "Rockeye" 500 "Tempest" 500 "Hornet" 540 "Tornado" 500 "Harpoon" 516 "Trebuchet" 500 "TAG-A" 500 "TAG-B" 500 "TAG-C" 500 "Piranha" 500 "Stiletto II" 500 "Infyrno" 500 "Cyclops" 500 "Helios" 500 "EMP Adv." 500 ) #Objects ;! 9 total $Name: Alpha 1 ;! Object #0 $Class: GTF Perseus $Team: Friendly $Location: 0.000000, 0.000000, 0.000000 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Subsystem: Pilot +Primary Banks: ( "Subach HL-7" "Akheton SDG" ) $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "player-start" "invulnerable" )+Respawn priority: 0 +Group: 0 +Score: 12 $Name: Instructor ;! Object #1 $Class: GTF Perseus $Team: Friendly $Location: 66.199997, 0.000000, 208.300003 $Orientation: -0.953028, 0.000000, 0.302883, 0.000000, 1.000000, 0.000000, -0.302883, 0.000000, -0.953028 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( is-event-true-delay "leave" 2 ) $Determination: 10 +Flags: ( "cargo-known" "invulnerable" )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 10 $Name: GTCv Deimos ;! Object #2 $Class: GTCv Deimos $Team: Friendly $Location: 1961.811401, 0.000161, 1674.166016 $Orientation: -0.019203, 0.000000, 0.999816, 0.000000, 1.000000, 0.000000, -0.999816, 0.000000, -0.019203 $IFF: IFF 1 $AI Behavior: None $AI Goals: ( goals ( ai-play-dead 50 ) ) $Cargo 1: XSTR("Nothing", 13) +Initial Hull: 100 +Initial Shields: 100 +Subsystem: Pilot +Subsystem: turret01 +Subsystem: turret02 +Subsystem: turret03 +Subsystem: turret04 +Subsystem: turret05 $Damage: 100 +Subsystem: turret06 $Damage: 100 +Subsystem: turret07 +Subsystem: turret08 +Subsystem: turret09 +Subsystem: turret10 +Subsystem: turret11 +Subsystem: turret12 $Damage: 100 +Subsystem: turret13 $Damage: 100 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret14 $Damage: 100 +Subsystem: turret15 $Damage: 100 +Subsystem: turret16 $Damage: 100 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret17 $Damage: 100 +Subsystem: turret18 $Damage: 100 +Primary Banks: ( "AAAf" ) +Subsystem: turret19 $Damage: 100 +Subsystem: turret20 $Damage: 100 +Primary Banks: ( "Terran Turret" ) +Subsystem: turret21 $Damage: 100 +Subsystem: turret22 $Damage: 100 +Subsystem: turret23 $Damage: 100 +Subsystem: turret24 $Damage: 100 +Subsystem: turret25 $Damage: 100 +Sbank Ammo: ( 0 ) +Subsystem: turret26 +Sbank Ammo: ( 0 ) +Subsystem: sensors $Damage: 100 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "For this exercise" 3 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0 +Escort priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 400 $Name: Cancer 1 ;! Object #3 $Class: SB Seraphim $Team: Hostile $Location: -70.016121, 0.000029, 121.416916 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "" "" "" ) +Sbank Ammo: ( 100 0 0 0 ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Cancer 2 ;! Object #4 $Class: SB Seraphim $Team: Hostile $Location: -404.763306, -0.000094, -438.758240 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "" "" "" ) +Sbank Ammo: ( 100 100 0 0 ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Cancer 3 ;! Object #5 $Class: SB Seraphim $Team: Hostile $Location: -257.756134, 0.000328, -142.209671 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "" "" "" ) +Sbank Ammo: ( 100 0 0 0 ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Virgo 1 ;! Object #6 $Class: SB Seraphim $Team: Hostile $Location: 1992.930420, -0.000036, 3.278350 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "" "" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Virgo 2 ;! Object #7 $Class: SB Seraphim $Team: Hostile $Location: 2550.525635, -0.000040, 6.271610 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "" "" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 $Name: Virgo 3 ;! Object #8 $Class: SB Seraphim $Team: Hostile $Location: 2301.806396, 0.000094, -297.931854 $Orientation: 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 $IFF: IFF 1 $AI Behavior: None $Cargo 1: XSTR("Nothing", 13) +Initial Velocity: 33 +Initial Hull: 100 +Subsystem: Pilot +Secondary Banks: ( "Cyclops" "Cyclops" "" "" ) +Subsystem: turret01 +Subsystem: turret02 $Arrival Location: Hyperspace $Arrival Cue: ( false ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Determination: 10 +Flags: ( )+Respawn priority: 0 +Orders Accepted: 0 ;! note that this is a bitfield!!! +Group: 0 +Score: 18 #Wings ;! 3 total $Name: Alpha $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Alpha 1 $Arrival Location: Hyperspace $Arrival Cue: ( true ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 1 total "Alpha 1" ) +Hotkey: 0 +Flags:( ) $Name: Cancer $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Cancer 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Good. now let's" 0 ) $Departure Location: Hyperspace +Departure delay: 7 $Departure Cue: ( false ) $Ships: ( ;! 3 total "Cancer 1" "Cancer 2" "Cancer 3" ) $AI Goals: ( goals ( ai-chase "GTCv Deimos" 89 ) ( ai-ignore "Alpha 1" 50 ) ( ai-ignore "Instructor" 50 ) ) +Flags:( "no-arrival-music" "no-arrival-message" ) $Name: Virgo $Waves: 1 $Wave Threshold: 0 $Special Ship: 0 ;! Virgo 1 $Arrival Location: Hyperspace $Arrival Cue: ( is-event-true-delay "Now destroy" 0 ) $Departure Location: Hyperspace $Departure Cue: ( false ) $Ships: ( ;! 3 total "Virgo 1" "Virgo 2" "Virgo 3" ) $AI Goals: ( goals ( ai-chase "GTCv Deimos" 50 ) ( ai-ignore "Instructor" 50 ) ) +Flags:( "no-arrival-music" "no-arrival-message" ) #Events ;! 83 total $Formula: ( when ( has-time-elapsed 2 ) ( training-msg "Welcome to module" ) ) +Name: Welcome to module +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( training-msg "The most signifacant" ) ) +Name: The most significant +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( true ) ( training-msg "For this exercise" ) ) +Name: For this exercise +Repeat Count: 1 +Interval: 1 +Chained: 7 $Formula: ( when ( true ) ( training-msg "Remember the escort" ) ) +Name: Remember the escort +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( key-pressed "E" ) ( do-nothing ) ) +Name: press e +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Target Deimos", 2450) +Objective key: XSTR("Press [$e$]", 2451) $Formula: ( when ( true ) ( training-msg "Good. Now let's" ) ) +Name: Good. now let's +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( true ) ( training-msg "Don't be afraid" ) ) +Name: Don't be afraid +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( training-msg "As the Seraphim" ) ) +Name: As the Seraphim +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( training-msg "Use the bomb" ) ) +Name: Use the bomb +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( key-pressed "B" ) ( do-nothing ) ) +Name: Target bomb +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Target bomb", 2452) +Objective key: XSTR("Press [$b$]", 2453) $Formula: ( when ( true ) ( training-msg "The bomb will" ) ) +Name: The bomb will +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( true ) ( training-msg "Bombs also appear" ) ) +Name: Bombs also appear +Repeat Count: 1 +Interval: 1 +Chained: 14 $Formula: ( when ( true ) ( training-msg "Let's cover one" ) ) +Name: Let's cover one +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( true ) ( training-msg "First, select" ) ) +Name: First, select +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( targeted "GTCv Deimos" ) ( do-nothing ) ) +Name: Target Deimos +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Target Deimos", 2450) $Formula: ( when ( true ) ( training-msg "Correct. Now" ) ) +Name: Correct. Now +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( key-pressed "G" ) ( do-nothing ) ) +Name: Target Seraphim +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Target Seraphim", 2454) +Objective key: XSTR("Press [$g$]", 2455) $Formula: ( when ( true ) ( training-msg "Now let's see" ) ) +Name: Now let's see +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( true ) ( add-goal "Cancer" ( ai-warp-out 89 ) ) ) +Name: Seph 1 warp out +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( repair-subsystem "GTCv Deimos" "Hull" 100 ) ) +Name: Repair Deimos +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( training-msg "Before we send" ) ) +Name: Before we send +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( ship-vulnerable "GTCv Deimos" ) ) +Name: ship vulnerable +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( training-msg "First, locate the" ) ) +Name: First, locate the +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( training-msg "It only takes one" ) ) +Name: It only takes one +Repeat Count: 1 +Interval: 1 +Chained: 13 $Formula: ( when ( true ) ( training-msg "Obviously, the" ) ) +Name: Obviously, the +Repeat Count: 1 +Interval: 1 +Chained: 13 $Formula: ( when ( true ) ( training-msg "Now, destroy" ) ) +Name: Now destroy +Repeat Count: 1 +Interval: 1 +Chained: 13 $Formula: ( when ( is-destroyed-delay 0 "GTCv Deimos" ) ( send-message "Instructor" "High" "You lost the" ) ) +Name: You lost the +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: Leave simulator +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Exit Simulation", 2456) +Objective key: XSTR("Press [$Alt-J$]", 2324) $Formula: ( when ( is-event-true-delay "Cancers destroyed" 0 ) ( training-msg "Excellent work" ) ) +Name: Excellent work +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( training-msg "Here's another tip" ) ) +Name: Here's another tip +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( training-msg "For the next" ) ) +Name: For the next +Repeat Count: 1 +Interval: 1 +Chained: 16 $Formula: ( when ( true ) ( repair-subsystem "GTCv Deimos" "Hull" 100 ) ) +Name: repair deimos 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( protect-ship "Alpha 1" ) ) +Name: Protect player +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( change-iff "Hostile" "GTCv Deimos" ) ) +Name: change deimos iff +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( true ) ( training-msg "Target the corvette" ) ) +Name: Target the corvette +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( targeted "GTCv Deimos" ) ( do-nothing ) ) +Name: target deimos +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Target deimos", 2457) +Objective key: XSTR("Press [$h$]", 2314) $Formula: ( when ( true ) ( training-msg "Good. As a" ) ) +Name: Good. As a +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( true ) ( training-msg "However, the speed" ) ) +Name: However, the speed +Repeat Count: 1 +Interval: 1 +Chained: 11 $Formula: ( when ( true ) ( training-msg "Use the turret" ) ) +Name: Use the turret +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( key-pressed "K" ) ( do-nothing ) ) +Name: Press K +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Target Turrets", 2458) +Objective key: XSTR("Press [$K$]", 2459) $Formula: ( when ( true ) ( training-msg "Observe how the" ) ) +Name: Observe how the +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( true ) ( repair-subsystem "GTCv Deimos" "turret26" 100 ) ) +Name: fix missile +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( training-msg "Now target the missile launch" ) ) +Name: Now target the missile launch +Repeat Count: 1 +Interval: 1 +Chained: 13 $Formula: ( when ( is-subsystem-destroyed-delay "GTCv Deimos" "turret26" 0 ) ( do-nothing ) ) +Name: Destroy turrets +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Missile Turret", 2460) $Formula: ( when ( is-event-true-delay "Destroy turrets" 0 ) ( do-nothing ) ) +Name: Event name +Repeat Count: 1 +Interval: 1 $Formula: ( when ( is-subsystem-destroyed-delay "GTCv Deimos" "turret26" 0 ) ( training-msg "Excellent. A destroyed" ) ) +Name: Excellent. A destroyed +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( training-msg "Larger warships" ) ) +Name: Larger warships +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( training-msg "You have an" ) ) +Name: You have an +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( true ) ( training-msg "This control can" ) ) +Name: This control can +Repeat Count: 1 +Interval: 1 +Chained: 10 $Formula: ( when ( true ) ( training-msg "Let's try" ) ) +Name: let's try +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( unprotect-ship "Alpha 1" ) ) +Name: Unprotect player +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( repair-subsystem "GTCv Deimos" "turret14" 100 ) ) +Name: Repair turret +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( turret-lock-all "GTCv Deimos" ) ) +Name: lock turrets +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( turret-free "GTCv Deimos" "turret14" ) ) +Name: Free Turret +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( add-goal "GTCv Deimos" ( ai-chase "Alpha 1" 89 ) ) ) +Name: Fire on player +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( training-msg "Use your attacker" ) ) +Name: Use your attacker +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( key-pressed "R" ) ( do-nothing ) ) +Name: press r +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Identify attacking turret", 2461) +Objective key: XSTR("Press [$r$]", 2462) $Formula: ( when ( true ) ( training-msg "Now destroy the" ) ) +Name: Now destroy the +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( and-in-sequence ( targeted "GTCv Deimos" 2 "turret14" ) ( is-subsystem-destroyed-delay "GTCv Deimos" "turret14" 1 ) ) ( do-nothing ) ) +Name: Destroy Turret +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Turret", 2463) $Formula: ( when ( true ) ( training-msg "Good. Now let's see" ) ) +Name: Good. Now let's +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( true ) ( repair-subsystem "GTCv Deimos" "turret15" 100 ) ) +Name: Repair turret 2 +Repeat Count: 1 +Interval: 1 +Chained: 4 $Formula: ( when ( true ) ( repair-subsystem "GTCv Deimos" "turret13" 100 ) ) +Name: Repair turret 3 +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( turret-free "GTCv Deimos" "turret13" "turret15" ) ) +Name: Free Turrets 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( and ( is-subsystem-destroyed-delay "GTCv Deimos" "turret13" 0 ) ( is-subsystem-destroyed-delay "GTCv Deimos" "turret15" 0 ) ) ( do-nothing ) ) +Name: Destroy Turrets 2 +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Turrets", 2464) $Formula: ( when ( and ( is-subsystem-destroyed-delay "GTCv Deimos" "turret13" 1 ) ( is-subsystem-destroyed-delay "GTCv Deimos" "turret15" 1 ) ) ( training-msg "Great work" ) ) +Name: Great work +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( training-msg "Let's end this" ) ) +Name: Let's end this +Repeat Count: 1 +Interval: 1 +Chained: 2 $Formula: ( when ( true ) ( training-msg "By pressing the" ) ) +Name: By pressing the +Repeat Count: 1 +Interval: 1 +Chained: 5 $Formula: ( when ( true ) ( training-msg "A subsystem appears" ) ) +Name: A subsytem appears +Repeat Count: 1 +Interval: 1 +Chained: 6 $Formula: ( when ( true ) ( repair-subsystem "GTCv Deimos" "sensors" 100 ) ) +Name: Repair sensors +Repeat Count: 1 +Interval: 1 +Chained: 0 $Formula: ( when ( true ) ( training-msg "Now target the" ) ) +Name: Now target the +Repeat Count: 1 +Interval: 1 +Chained: 9 $Formula: ( when ( targeted "GTCv Deimos" 2 "sensors" ) ( do-nothing ) ) +Name: Target sensors +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Target Sensors", 2465) $Formula: ( when ( true ) ( training-msg "Nice work. Now" ) ) +Name: Nice work. Now +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( true ) ( training-msg "The Akheton" ) ) +Name: The Akheton +Repeat Count: 1 +Interval: 1 +Chained: 8 $Formula: ( when ( true ) ( training-msg "Using the Akheton" ) ) +Name: Using the Akheton +Repeat Count: 1 +Interval: 1 +Chained: 12 $Formula: ( when ( is-subsystem-destroyed-delay "GTCv Deimos" "sensors" 0 ) ( do-nothing ) ) +Name: Destroy sensors +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Destroy Sensors", 2466) $Formula: ( when ( true ) ( training-msg "Good. Note that" ) ) +Name: Good. Note that +Repeat Count: 1 +Interval: 1 +Chained: 1 $Formula: ( when ( true ) ( training-msg "Well done. This" ) ) +Name: Well done. This +Repeat Count: 1 +Interval: 1 +Chained: 16 $Formula: ( when ( has-departed-delay 0 "Alpha 1" ) ( do-nothing ) ) +Name: leave +Repeat Count: 1 +Interval: 1 +Chained: 0 +Objective: XSTR("Exit Simulator", 2323) +Objective key: XSTR("Press [$Alt-J$]", 2324) $Formula: ( when ( is-destroyed-delay 0 "Virgo" ) ( do-nothing ) ) +Name: Cancers destroyed +Repeat Count: 1 +Interval: 1 $Formula: ( when ( secondaries-depleted "Alpha 1" ) ( training-msg "You have depleted" ) ) +Name: You have depleted +Repeat Count: 1 +Interval: 1 $Formula: ( when ( true ) ( good-secondary-time "Hostile" 100 "Cyclops" "GTCv Deimos" ) ) +Name: Fire bomb +Repeat Count: 1 +Interval: 1 $Formula: ( when ( has-arrived-delay 0 "Cancer" ) ( protect-ship "Cancer 1" "Cancer 2" "Cancer 3" ) ) +Name: Protect Cancer +Repeat Count: 1 +Interval: 1 $Formula: ( when ( and ( is-event-false-delay "Before we send" 0 ) ( < ( hits-left "GTCv Deimos" ) 20 ) ) ( ship-invulnerable "GTCv Deimos" ) ) +Name: Deimos inv +Repeat Count: 1 +Interval: 1 #Goals ;! 1 total $Type: Primary +Name: beat training $MessageNew: XSTR("Complete Training", 2149) $end_multi_text $Formula: ( is-event-true-delay "Well done. This" 0 ) #Waypoints ;! 0 lists total #Messages ;! 257 total $Name: Welcome to module $Team: -1 $MessageNew: XSTR("Welcome to module TSM-122x, pilot. Don't touch the controls until you are told to do so. You will fail this session if you do not follow instructions carefully.", 2467) $end_multi_text +Wave Name: TR-06_IN_01.wav $Name: The most signifacant $Team: -1 $MessageNew: XSTR("The most significant role of the Perseus interceptor fighter is destroying enemy bombers and their warheads.", 2468) $end_multi_text +Wave Name: TR-06_IN_02.wav $Name: For this exercise $Team: -1 $MessageNew: XSTR("For this exercise, we need a target. Let's bring in a Deimos-class corvette.", 2469) $end_multi_text +Wave Name: TR-06_IN_03.wav $Name: Remember the escort $Team: -1 $MessageNew: XSTR("Remember the escort list? It's on the right-hand side of your HUD. Use the escort targeting control to select the Deimos. [$e$]", 2470) $end_multi_text +Wave Name: TR-06_IN_04.wav $Name: Good. Now let's $Team: -1 $MessageNew: XSTR("Good. Now let's make this interesting. Here comes a wing of Shivan Seraphim bombers.", 2471) $end_multi_text +Wave Name: TR-06_IN_05.wav $Name: Don't be afraid $Team: -1 $MessageNew: XSTR("Don't be afraid. This is only a training simulator. Just observe the action for now.", 2472) $end_multi_text +Wave Name: TR-06_IN_06.wav $Name: As the Seraphim $Team: -1 $MessageNew: XSTR("As the Seraphim bombers approach the Deimos, they launch their ordnance.", 2473) $end_multi_text +Wave Name: TR-06_IN_07.wav $Name: Use the bomb $Team: -1 $MessageNew: XSTR("Use the bomb targeting control [$b$] to acquire the Shivan warheads. If there are no warheads in flight, this control will select the nearest bomber.", 2474) $end_multi_text +Wave Name: TR-06_IN_08.wav $Name: The bomb will $Team: -1 $MessageNew: XSTR("The bomb will appear in your Target View until it detonates. Observe that as the bomb impacts the hull of the Deimos, the name of the corvette flashes in your escort monitor. That's how you know a ship on your escort list is taking damage.", 2475) $end_multi_text +Wave Name: TR-06_IN_09.wav $Name: Bombs also appear $Team: -1 $MessageNew: XSTR("Bombs also appear as amber blips on your radar.", 2476) $end_multi_text +Wave Name: TR-06_IN_10.wav $Name: Let's cover one $Team: -1 $MessageNew: XSTR("Let's cover one more targeting control. The Target's Attacker function [$g$] enables you to select the enemy ship attacking your target. This is especially useful in defensive or escort missions.", 2477) $end_multi_text +Wave Name: TR-06_IN_11.wav $Name: First, select $Team: -1 $MessageNew: XSTR("First, select the vessel you have been ordered to defend. Cycle through friendly targets [$f$] or use the escort targeting control. [$e$]", 2478) $end_multi_text +Wave Name: TR-06_IN_12.wav $Name: Correct. Now $Team: -1 $MessageNew: XSTR("Very good. Now use the target's attacker control [$g$] to acquire the nearest hostile currently attacking your target. That would be the Seraphim.", 2479) $end_multi_text +Wave Name: TR-06_IN_13.wav $Name: Now let's see $Team: -1 $MessageNew: XSTR("Now let's see how well you do in a combat situation. To make things fair, we'll restore the Deimos to full strength.", 2480) $end_multi_text +Wave Name: TR-06_IN_14.wav $Name: Before we send $Team: -1 $MessageNew: XSTR("Before we unleash the bombers, here are a few more pointers.", 2481) $end_multi_text +Wave Name: TR-06_IN_15.wav $Name: First, locate the $Team: -1 $MessageNew: XSTR("First, locate the bomb by sensors or by sight. You'll destroy the bombs more efficiently if you can rely on visual contact, but sometimes you'll need to use the bomb targeting control if you get disoriented. [$b$]", 2482) $end_multi_text +Wave Name: TR-06_IN_16.wav $Name: It only takes one $Team: -1 $MessageNew: XSTR("It only takes one or two hits to destroy a bomb, and most warheads are generally slower than your intercept fighter. But don't get too close. The shockwave could damage your hull or knock out your subsystems.", 2483) $end_multi_text +Wave Name: TR-06_IN_17.wav $Name: Obviously, the $Team: -1 $MessageNew: XSTR("Obviously, the best tactic is to destroy the bombers before they launch their ordnance. An intercept fighter is built for speed so that you can engage multiple bomber waves across the field of engagement.", 2484) $end_multi_text +Wave Name: TR-06_IN_18.wav $Name: You lost the $Team: -1 $MessageNew: XSTR("You lost the Deimos, pilot. It's a challenge but not impossible. We'll abort the simulation now so you can start over and try again.", 2485) $end_multi_text +Wave Name: TR-06_IN_19.wav $Name: Excellent work $Team: -1 $MessageNew: XSTR("Excellent work, pilot. You repelled the bomber attack and protected the Deimos.", 2486) $end_multi_text +Wave Name: TR-06_IN_20.wav $Name: Here's another tip $Team: -1 $MessageNew: XSTR("Here's another tip. Using the messaging window, you can order your squadmates to protect a target. Pilots assigned to protect a target will help you intercept bombs launched at the target. Chasing bombs is a lot easier when you work together as a team.", 2487) $end_multi_text +Wave Name: TR-06_IN_21.wav $Name: You have depleted $Team: -1 $MessageNew: XSTR("You have depleted your missile banks, pilot. Call in the support ship to rearm. [$Shift-R$]", 2488) $end_multi_text +Wave Name: TR-06_IN_22.wav $Name: For the next $Team: -1 $MessageNew: XSTR("For the next phase of this simulation, let's restore the Deimos to full strength. We'll also change the vessel's IFF status from friendly to hostile.", 2489) $end_multi_text +Wave Name: TR-06_IN_23.wav $Name: Target the corvette $Team: -1 $MessageNew: XSTR("Target the corvette using your hostile targeting control. [Press $h$]", 2490) $end_multi_text +Wave Name: TR-06_IN_24.wav $Name: Good. As a $Team: -1 $MessageNew: XSTR("Good. As a fighter, you have minimal chance of destroying a large ship on your own. Bombs and beam cannons are much more effective, but these weapons are too big to mount on a fighter.", 2491) $end_multi_text +Wave Name: TR-06_IN_25.wav $Name: However, the speed $Team: -1 $MessageNew: XSTR("However, the speed and maneuverability of the fighter make it ideal for surgical strikes against the turrets and subsystems of larger ships.", 2492) $end_multi_text +Wave Name: TR-06_IN_26.wav $Name: Use the turret $Team: -1 $MessageNew: XSTR("Use the turret targeting control [$k$] to cycle through the turrets of the ship. Observe that the corvette has a range of weapon types, including beam weapons, laser cannons, flak guns, and missile launchers. I'm sure you're well acquainted with all of these by now.", 2493) $end_multi_text +Wave Name: TR-06_IN_27.wav $Name: Observe how the $Team: -1 $MessageNew: XSTR("Observe how the turret is outlined by a large square. The Target View will display the type of turret and its current integrity. If the targeted object is not in view, it will be marked by a diamond.", 2494) $end_multi_text +Wave Name: TR-06_IN_28.wav $Name: Now target the missile launch $Team: -1 $MessageNew: XSTR("Now target the missile launchers on the Deimos and destroy them.", 2495) $end_multi_text +Wave Name: TR-06_IN_29.wav $Name: Excellent. A destroyed $Team: -1 $MessageNew: XSTR("Excellent. Once you destroy a turret, your sensors will automatically target the next turret in order of priority.", 2496) $end_multi_text +Wave Name: TR-06_IN_30.wav $Name: Larger warships $Team: -1 $MessageNew: XSTR("Larger warships have dozens of firing points, and in combat situations, you might not have time to cycle through all the turrets to find the one that is firing at you.", 2497) $end_multi_text +Wave Name: TR-06_IN_31.wav $Name: You have an $Team: -1 $MessageNew: XSTR("You have an attacker targeting control [$r$] that will select the nearest hostile firing on your ship. If the attacker is a warship, the turret firing on you will be targeted.", 2498) $end_multi_text +Wave Name: TR-06_IN_32.wav $Name: This control can $Team: -1 $MessageNew: XSTR("This control can help you prioritize the enemies that pose the greatest danger to your fighter.", 2499) $end_multi_text +Wave Name: TR-06_IN_33.wav $Name: Let's try $Team: -1 $MessageNew: XSTR("Let's try it now. The Deimos will begin firing on you with one or more of its turrets. ", 2500) $end_multi_text +Wave Name: TR-06_IN_34.wav $Name: Use your attacker $Team: -1 $MessageNew: XSTR("Use your attacker targeting control [$r$] to identify the turret firing on you.", 2501) $end_multi_text +Wave Name: TR-06_IN_35.wav $Name: Now destroy the $Team: -1 $MessageNew: XSTR("Now destroy the turret. Feel free to use guns and missiles. Note that both heat-seeking and aspect-seeking missiles will home in on subsystems once they acquire lock.", 2502) $end_multi_text +Wave Name: TR-06_IN_36.wav $Name: Good. Now let's see $Team: -1 $MessageNew: XSTR("Good. Now let's see how you do against multiple turrets.", 2503) $end_multi_text +Wave Name: TR-06_IN_37.wav $Name: Great work $Team: -1 $MessageNew: XSTR("Great work, pilot.", 2504) $end_multi_text +Wave Name: TR-06_IN_38.wav $Name: Looks like you've $Team: -1 $MessageNew: XSTR("Looks like you've had enough. In the field of battle, approach a warship with the utmost caution. With a fast and light ship like the Perseus, stay on the move at all times. Destroy the turret in two or three strafing runs if you have to.", 2505) $end_multi_text +Wave Name: TR-06_IN_39.wav $Name: Let's end this $Team: -1 $MessageNew: XSTR("Let's end this session with a look at targeting subsystems.", 2506) $end_multi_text +Wave Name: TR-06_IN_40.wav $Name: By pressing the $Team: -1 $MessageNew: XSTR("By pressing the subsystem targeting control [$s$] repeatedly, you can cycle through the subsystems of your target.", 2507) $end_multi_text +Wave Name: TR-06_IN_41.wav $Name: A subsystem appears $Team: -1 $MessageNew: XSTR("A subsystem appears on your HUD outlined by a large square. If the targeted system is not in view, it will be marked by a diamond.", 2508) $end_multi_text +Wave Name: TR-06_IN_42.wav $Name: Now target the $Team: -1 $MessageNew: XSTR("Now target the sensors on the corvette. [Press $s$]", 2509) $end_multi_text +Wave Name: TR-06_IN_43.wav $Name: Nice work. Now $Team: -1 $MessageNew: XSTR("Nice work. Now select the Akheton Subsystem Disruptor Gun, or SDG, as your primary weapons. [$.$]", 2510) $end_multi_text +Wave Name: TR-06_IN_44.wav $Name: The Akheton $Team: -1 $MessageNew: XSTR("The Akheton SDG is an energy weapon developed by the Vasudans. The Akheton destroys the subsystems of a target, doing only minimal damage to the target's hull.", 2511) $end_multi_text +Wave Name: TR-06_IN_45.wav $Name: Using the Akheton $Team: -1 $MessageNew: XSTR("Using the Akheton SDG, destroy the sensors of the Deimos corvette.", 2512) $end_multi_text +Wave Name: TR-06_IN_46.wav $Name: Good. Note that $Team: -1 $MessageNew: XSTR("Good. Note that you can also order your squadmates to destroy the subsystems of your target. In the messaging window, select the Disable command to take out the engines. The Disarm command will order the pilots to destroy your target's weapons subsystem.", 2513) $end_multi_text +Wave Name: TR-06_IN_47.wav $Name: Well done. This $Team: -1 $MessageNew: XSTR("Well done. This concludes module TSM-122x. Engage your subspace drive to end this simulation.", 2514) $end_multi_text +Wave Name: TR-06_IN_48.wav $Name: You did not $Team: -1 $MessageNew: XSTR("You did not follow instructions. You have failed module TSM-122x Engage your subspace drive to end this simulation. 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Y@J$.:&*: A:BIE'נQ1m8r12ߟA?ח.fد>P.$Fb><AϋBE@š9يA..Yd:AF.ʳqݟ.dkAל.OްAgDo.1x2ϣץ(V"ȫi4K.Yq5jΡ=kŵe...#oWp Vʳ V Vp֦>pppIDA9EGʅͅÆG>vv[\  $$$'''FFFXXXrrrFEEVVU]]\ddcvvuzzyNNMRRQ665>>=**)==; ⯰~higlmkmnlstrwxvxyw|}{\][_`^LMKPQOCDBDECFGEHIG897;<:453$%#{}z`b_jliGIFnqmVZU+7*C^B(Q'YZY[\[]^]abaefeghgijinon}~}DEDEFEIJIKLKSTSTUT343:;:<=not< be able to help you with PXO problems. @Players On the left you see a list of players in your currently active channel. Each player in this list is a registered FreeSpace 2 Demo pilot. You can view a player's official statistics by clicking the "Pilot Info" button. You can see the ranking of all pilots by clicking the "Web Ranking" button. If you're trying to meet up with a friend and are unsure what channel he/she is in, click on "Find." This prompts you for the player's name (you must spell it correctly). If the player is found, it notifies you and clicking OK will take you to that channel. @Joining a Channel On the top right side of the screen is the Channel List. Each channel provides players with a place to meet, chat, and form games. There are several built-in channels that appear in the scroll box above the main Chat Box. If you wish to join a different channel, simply click on it in the list and click the "Join Channel" button. @Joining a Private Channel In addition to the default channels listed, players may also create private channels of their own. These are useful for getting a specific group of friends together. To Create or Join a private channel, click the "Join Private" button. You'll be prompted to type in the channel name. If that channel already exists and has one or more users connected, you will join it. If the channel does not yet exist, it will be created for you. Private channels do not get publicly listed in the Channel List. While you are in a private channel, it will be displayed on your local Channel List, however. @Chatting Below the Channel List is the main Chat box. Simply type what you wish to say in the input line at the bottom and press . Your text is sent to everyone in your active channel. Additionally, there are a few "slash" commands you can use. Example: if you want to message your friend "Jacko" privately, type "/msg Jacko Hi there!" (don't type the quotes) and it will be sent privately to him. Here are the slash commands currently supported by PXO: @/msg - Message someone privately. Player needs to be logged into PXO, but does not need to be in the same channel as you. Player names are not case sensitive. @/me - Emotes in the current channel. Example: If your player name is Marvin and you typed "/me is looking for opponents," the message "Marvin is looking for opponents" would be sent to everyone in the channel. These slash commands work only in the PXO Chat screens. In-game and pre-game chatting does not currently support them. @Joining Games Clicking the "Games" button takes you to the Games listing for that channel. All game servers for that channel are listed, along with status, mission name, player count, and ping time to the server. Servers with an asterisk (*) next to their names are standalone (dedicated) servers. Standalone servers generally handle larger numbers of players better. Servers marked with a "C" are currently playing a Campaign (as opposed to a single mission). If the status field is displayed in green, you may select that mission and click the "Join" button. If the status is red, the game is either full or not in an appropriate state to accept more players. Please consult your game's manual for more information on joining multiplayer games. @Creating Games Once you are in an appropriate channel, clicking on the "Games" button takes you to the Games listing. At this point, clicking on "Create Game" takes you to the multiplayer game creation screens. For more details on multiplayer games and creating them, consult your game's manual or readme.txt file. ; ai.tbl ; This file specifies AI class behavior for each skill level. ; We have five skill levels: Trainee, Rookie, Hotshot, Ace, Insane. ; (We should come up with better names.) ; We have a virtually unlimited number of AI classes. If you add a new AI class and ; you get an execution error about too many classes, increase MAX_AI_CLASSES, defined ; in ai.h. On Jan. 30, 1997, MAX_AI_CLASSES = 50. #AI Classes ;$accuracy: 0..100 how accurately this ship fires its lasers ;$evasion: 0..100 how effective this ship is at evading ;$courage: 0..100 how likely to chance danger to accomplish goal ;$patience: 0..100 how willing to wait for advantage before pursuing goal ; trainee rookie hotshot ace insane $Name: Coward $accuracy: 0.8 0.85 0.9 0.95 1.0 $evasion: 40, 50, 60, 80, 100 $courage: 50, 50, 50, 50, 50 $patience: 40, 50, 60, 80, 100 $Name: None $accuracy: 0, 0, 0, 0, 0 $evasion: 0, 0, 0, 0, 0 $courage: 0, 0, 0, 0, 0 $patience: 0, 0, 0, 0, 0 $Name: Lieutenant $accuracy: 0.4 0.45 0.5 0.55 0.6 $evasion: 0, 10, 20, 30, 40 $courage: 0, 10, 20, 30, 40 $patience: 0, 10, 20, 30, 40 $Name: Captain $accuracy: 0.5 0.55 0.6 0.65 0.7 $evasion: 10, 20, 30, 40, 50 $courage: 10, 20, 30, 40, 50 $patience: 10, 20, 30, 40, 50 $Name: Major $accuracy: 0.6 0.65 0.7 0.75 0.8 $evasion: 20, 30, 40, 50, 60 $courage: 20, 30, 40, 50, 60 $patience: 20, 30, 40, 50, 60 $Name: Colonel $accuracy: 0.7 0.75 0.8 0.85 0.9 $evasion: 30, 40, 50, 70, 90 $courage: 30, 40, 50, 70, 90 $patience: 30, 40, 50, 70, 90 $Name: General $accuracy: 0.8 0.85 0.9 0.95 1.0 $evasion: 40, 50, 60, 80, 100 $courage: 40, 50, 60, 80, 100 $patience: 40, 50, 60, 80, 100 #End ; file to indicate all asteroid types and their physical characteristics #Asteroid Types $Name: Small Asteroid $POF file1: ast03.pof $POF file2: asta03.pof $POF file3: astb03.pof $Detail distance: (0, 30, 80, 150) $Max Speed: 60.0 $Expl inner rad: 0.0 $Expl outer rad: 0.0 $Expl damage: 0.0 ;; set to zero for no area effect $Expl blast: 0.0 $Hitpoints: 23 ;; Note, modified downward by Skill_level $Name: Medium Asteroid $POF file1: ast02.pof $POF file2: asta02.pof $POF file3: astb02.pof $Detail distance: (0, 120, 240, 400) $Max Speed: 60.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 20.0 ;; set to zero for no area effect $Expl blast: 1000.0 $Hitpoints: 66 ;; Note, modified downward by Skill_level $Name: Large Asteroid $POF file1: ast01.pof $POF file2: asta01.pof $POF file3: astb01.pof $Detail distance: (0, 185, 350, 600) $Max Speed: 60.0 $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 50.0 ;; set to zero for no area effect $Expl blast: 3000.0 $Hitpoints: 147 ;; Note, modified downward by Skill_level ;; BEGIN SHIP DEBRIS SECTION ;; TERRAN DEBRIS $Name: Terran Debris 1 $POF file1: Tdebris01.pof $POF file2: none $Detail distance: (0, 300, 600, 800) $Max Speed: 60.0 $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 50.0 ;; set to zero for no area effect $Expl blast: 3000.0 $Hitpoints: 147 ;; Note, modified downward by Skill_level $Name: Terran Debris 2 $POF file1: Tdebris02.pof $POF file2: none $Detail distance: (0, 300, 600, 800) $Max Speed: 60.0 $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 50.0 ;; set to zero for no area effect $Expl blast: 3000.0 $Hitpoints: 147 ;; Note, modified downward by Skill_level $Name: Terran Debris 3 $POF file1: Tdebris03.pof $POF file2: none $Detail distance: (0, 300, 600, 800) $Max Speed: 60.0 $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 50.0 ;; set to zero for no area effect $Expl blast: 3000.0 $Hitpoints: 147 ;; Note, modified downward by Skill_level ;; VASUDAN DEBRIS $Name: Vasudan Debris 1 $POF file1: Vdebris01.pof $POF file2: none $Detail distance: (0, 300, 600, 800) $Max Speed: 60.0 $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 50.0 ;; set to zero for no area effect $Expl blast: 3000.0 $Hitpoints: 147 ;; Note, modified downward by Skill_level $Name: Vasudan Debris 2 $POF file1: Vdebris02.pof $POF file2: none $Detail distance: (0, 300, 600, 800) $Max Speed: 60.0 $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 50.0 ;; set to zero for no area effect $Expl blast: 3000.0 $Hitpoints: 147 ;; Note, modified downward by Skill_level $Name: Vasudan Debris 3 $POF file1: Vdebris03.pof $POF file2: none $Detail distance: (0, 300, 600, 800) $Max Speed: 60.0 $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 50.0 ;; set to zero for no area effect $Expl blast: 3000.0 $Hitpoints: 147 ;; Note, modified downward by Skill_level ;; SHIVAN DEBRIS $Name: Shivan Debris 1 $POF file1: Sdebris01.pof $POF file2: none $Detail distance: (0, 300, 600, 800) $Max Speed: 60.0 $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 50.0 ;; set to zero for no area effect $Expl blast: 3000.0 $Hitpoints: 147 ;; Note, modified downward by Skill_level $Name: Shivan Debris 2 $POF file1: Sdebris02.pof $POF file2: none $Detail distance: (0, 300, 600, 800) $Max Speed: 60.0 $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 50.0 ;; set to zero for no area effect $Expl blast: 3000.0 $Hitpoints: 147 ;; Note, modified downward by Skill_level $Name: Shivan Debris 3 $POF file1: Sdebris03.pof $POF file2: none $Detail distance: (0, 300, 600, 800) $Max Speed: 60.0 $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 50.0 ;; set to zero for no area effect $Expl blast: 3000.0 $Hitpoints: 147 ;; Note, modified downward by Skill_level #End $Impact Explosion: ExpMissilehit1 ; ani played when laser hits asteroid $Impact Explosion Radius: 20.0 ; radius that animation will have XSTR("Design:", -1) Dave Baranec Jason Scott Adam Pletcher & The FreeSpace 2 Team XSTR("Based on an Original Design by:", -1) Adam Pletcher XSTR("Lead Programmer:", -1) Dave Baranec XSTR("Programming:", -1) Dave Andsager Jeff Farris Neil Kumar XSTR("Lead Artist:", -1) Jasen Whiteside XSTR("Real-Time Artists:", -1) John Enricco David Gulisano Matt Kresge XSTR("Cutscene Artists:", -1) Kelly Snapka Matt Flegel XSTR("Mission Design:", -1) Brad Johnson James Agay Jim Boone Chad Nicolas Jordan Roc XSTR("Writers:", -1) Jason Scott Mike Breault XSTR("Music and Sound Design:", -1) Dan Wentz XSTR("Executive Producer:", -1) Mike Kulas XSTR("Director of Product Development:", -1) Philip Holt XSTR("Quality Assurance Test Lead:", -1) Anoop Shekar XSTR("Quality Assurance Testers:", -1) James Tsai Alvan Monje Andrew McIntosh Nicolaus Malnick Allan Bautista Eric Keyser XSTR("Web Design and Development", -1) & squadwar.com: Nathan Camarillo XSTR("Manual:", -1) Mike Breault XSTR("ParallaxOnline:", -1) Dave Baranec Mark Allender Kevin Bentley XSTR("Network Administration:", -1) Mark Muller XSTR("Office Management and Administration:", -1) Ginny Gee Misty Goodman XSTR("German Consultant:", -1) Heiko Herrmann XSTR("FRED2 Documentation:", -1) Peter Drake XSTR("Voice:", -1) XSTR("In Los Angeles:", -1) XSTR("Voice Producer:", -1) Fred Hatch XSTR("Voice Direction:", -1) Jamie Thomason XSTR("Voice Editor:", -1) Frank Szick XSTR("Voice Recording Engineers:", -1) Paul Andris Ernie Sheesley XSTR("Assistant Recording Engineers:", -1) Eric Lewis Lisa Carlon XSTR("Cast:", -1) Robert Loggia Ronny Cox Kurtwood Smith Stephen Baldwin XSTR("In Chicago:", -1) XSTR("Voice Producer:", -1) Ron Steele, Sr. XSTR("Voice Recording Engineers:", -1) David Steele John Steele XSTR("Recorded at:", -1) EKO Media Design Company XSTR("Cast:", -1) Charles Gerace Dale Inghram Kurt Naebig Si Osborne Joe Sikora Tony Russell Rick Weiss XSTR("In Champaign:", -1) XSTR("Voice Recording Engineers:", -1) Scott Warren Dan Wentz XSTR("Recorded at:", -1) Prairie Production Group Volition, Inc. XSTR("Cast:", -1) Dave Butler Roger Cooper Peter Davis Roger Francisco Bruce Heck Kay Holley Robin Kaler Jim Manley Tamara McDaniel John McKeighan Doug Quick Jason Scott Dan Simeone Eric Sizemore Mike Trippiedi XSTR("Original Freespace Team:", -1) Adam Pletcher Mike Kulas John Slagel Mark Allender Alan Lawrance Jasen Whiteside Frank Capezzuto III Peter Han Mike Comet Sandeep Shekar Dave Baranec Dave Andsager Jason Hoffoss Dan Wentz Mitri Van Brad Johnson Jim Boone Duncan McPherson XSTR("Special Thanks:", -1) Harold Kim Erik Hernandez John Palmero Mike Motoda Scott Lee Dawn Dvorak Amy Dalton XSTR("FS2 Beta Testers:", -1) Barbara Evans Darren Wheeling BJ Mace Dan Kulhman Verena Buttler Alexander Streule Michael & Alexander Schmalz Chris Borders Denise Diehl Neat Deal Productions Vernyle Steele Sharon Wottrich Voices Unlimited XSTR("Vocal samples courtesy of Spectrasonics' 'Symphony of Voices'", -1) XSTR("For Interplay:", -1) XSTR("Producer:", -1) Jim Boone XSTR("Line Producer:", -1) Primo Pulanco XSTR("V.P. of Product Development:", -1) Trish Wright XSTR("Division Director:", -1) Feargus Urquhart XSTR("Director of Quality Assurance:", -1) Jeremy Barnes XSTR("QA Manager:", -1) Michael Motoda Greg Baumeister XSTR("Quality Assurance Project Supervisor and Compatibility Manager:", -1) Darrell Jones XSTR("Testers:", -1) Erik Hernandez John Palmero Harold Kim Tony Piccoli David Fleischmann Matt Golembiewski Galacio Ramirez Tim Anderson Henry Lee XSTR("Compatibility Technicians:", -1) John Parker Derek Gibbs Josh Walters David Parkyn XSTR("Product Marketing Manager:", -1) Alison Quirion XSTR("Communications Manager:", -1) Lisa Bucek XSTR("Traffic Manager:", -1) Paul Naftalis XSTR("Terminology Consultant:", -1) GySgt. John R. Boone (USMC, ret.) XSTR("Special Thanks:", -1) XSTR("Noelle for putting up with the long absence.", -1) XSTR("Chad Nicholas for delaying his move so he could make missions.", -1) XSTR("Erik Hernandez, John Palmero, Harold Kim and Mike Motoda for putting their lives on hold.", -1) XSTR("Feargus Urquhart for all the great advice.", -1) XSTR("Special Thanks to the FreeSpace community:", -1) The FDL Descent Chronicles The Descent Network FreeSpace2.Net FreeSpace2.Org FreeSpace SwapMeet FSURP FUDL Ground FreeSpace Planet FreeSpace Ross 128 Science Station Andromeda Shattered Star Confederation A Talent For War Xanadu's Mission Archives XSTR("The team dedicates FreeSpace 2 to:", -1) XSTR("Andy for being a die-hard Freespace fan and a great little brother. Mom and Dad for always being supportive, making sure I don't kill myself from working too much, and letting Andy play Freespace way too much. Kevin, Jason and John for having the patience in dealing with my boundless lack of knowledge. Net buddies: Jumpy, Bee, Khan, Shet, Tron, Synthetik. Thanks for all the frags!", -1) XSTR("Special thanks to MikeK for giving me this chance. :)", -1) - Dave Baranec XSTR("My wife Maria and my sister Michelle.", -1) - Jason Scott XSTR("Robin, for her limitless support, and to the amazing FS2 team for showing everyone what the game could be.", -1) - Adam Pletcher XSTR("Rebecca (and baby) for understanding all the late nights and early mornings of work.", -1) - Jasen Whiteside XSTR("Karen for her understanding the late nights, and to Irene and Nathan for their sunshine every day.", -1) - Dave Andsager XSTR("John M., Judy, Andrew, Ray, and Gram and to one of my best friends in the world, Nancy A. Without all of your support, I wouldn't have gotten this far to follow my dreams. I made it!", -1) XSTR("Thanks.", -1) - John Enricco XSTR("Goff Smith, Meredith Turner, Becky Minsley and my Mom and Dad for their support, guidance, and love.", -1) - David Gulisano XSTR("Rob, Julie, and Amanda Kresge (my parents and sister, who have helped me through the years to achieve my dreams and helped make it possible that I'm here at Volition. :) Whole lotta love to Regal, Rob and Jeff for all the good times together. Gil Broydes, for helping me get through college intact and being a great friend.", -1) - Matt Kresge XSTR("My wife, for moving away from home into the cornfields of IL so that I could blow stuff up. :)", -1) - Kelly Snapka XSTR("All my friends and family who supported me - specifically Jolie, Olivia, Mike, Ryan, Harris, the Volition crew, and the friends in my head. ", -1) - Matt Flegel XSTR("Alia for her love and patience, and to my parents for just about everything.", -1) - Jeff Farris XSTR("My parents, roommates, friends, family, and co-workers for all the help they have given me during this project.", -1) - Brad Johnson XSTR("I'd like to thanks my parents for being so nice about my sudden departure and the gang from Toronto: Peter and the rest of Ariel, Ian and the crew at Apollo, Deanna who is always up all night, all those of you who no longer know me online, and Joanne who unwittingly helped me help the project.", -1) - James Agay XSTR("Thanks to all my family and friends for their prayers and support. I'm back!!!", -1) - Dan Wentz XSTR("My wife Mary and children Chris and Amelia, for being good sports while I was gone all week.", -1) - With love, Mike Breault XSTR("Karen, Joshua and Katie, again, and the FS2 team for working so hard that I finally stopped worrying.", -1) - Mike Kulas XSTR("Jillian for having enough trust and faith in me to move to Champaign, and to Hank, for just being a punk.", -1) - Philip Holt XSTR("My parents, who stuck by me despite everything, and to my brother who believed in me even when I didn't.", -1) - Anoop Shekar XSTR("Mom, Dad, Brandy, my family and friends, and to all my friends and co-workers at Volition.", -1) - Nathan Camarillo XSTR("My big brother Van, for helping me avoid the calamities of our inheritance and just being there in general. Much love.", -1) - Jordan Roc #end; Cutscene.tbl ; Will contain data for : ; 1.) cutscene names ; 2.) cutscene descriptions ; 3.) cutscene location on CD ; ; Do not change the ordering of the sections in this table. Also do not add items to the list #Cutscenes ;; ;; INTRO ;; $Filename: intro.mve $Name: Introduction $Description: XSTR( "Thirty-two years have passed since the Great War, and a new generation has come of age.", 2603) $end_multi_text $cd: 2 ;; ;; COLOSSUS ;; $Filename: Colossus.mve $Name: GTVA Colossus $Description: XSTR( "Introducing the GTVA Colossus, the largest space-faring warship ever constructed.", 2604) $end_multi_text $cd: 2 ;; ;; MONOLOGUE 1 ;; $Filename: mono1.mve $Name: Bosch Monologue 1 $Description: XSTR( "Admiral Bosch, the NTF Supreme Commander, reflects upon the legacy of the Ancients.", 2605) $end_multi_text $cd: 2 ;; ;; MONOLOGUE 2 ;; $Filename: mono2.mve $Name: Bosch Monologue 2 $Description: XSTR( "Following NTF defeats in Epsilon Pegasi and Sirius, Bosch reconsiders his strategy.", 2606) $end_multi_text $cd: 3 ;; ;; MONOLOGUE 3 ;; $Filename: mono3.mve $Name: Bosch Monologue 3 $Description: XSTR( "Lost in the nebula beyond the Knossos portal, Bosch questions the wisdom of his actions.", 2607) $end_multi_text $cd: 3 ;; ;; MONOLOGUE 4 ;; $Filename: mono4.mve $Name: Bosch Monologue 4 $Description: XSTR( "His crusade vindicated, Bosch prepares for his second rendezvous with the Shivans.", 2608) $end_multi_text $cd: 3 ;; ;; BASTION ;; $Filename: bastion.mve $Name: Bastion dies $Description: XSTR( "Packed with meson warheads, the GTD Bastion self-destructs and seals off the Epsilon Pegasi jump node.", 2609) $end_multi_text $cd: 3 ;; ;; END GAME ;; $Filename: endpart1.mve $Name: End Game $Description: XSTR( "Generating a powerful subspace disturbance, the Shivan juggernauts trigger a supernova.", 2610) $end_multi_text $cd: 3 ;; ;; END GAME A ;; $Filename: endprt2a.mve $Name: End Game Part 2A $Description: XSTR( "Admiral Petrarch addresses the crew of the Aquitaine, relating news of the GTVA's success.", 2611) $end_multi_text $cd: 3 ;; ;; END GAME B ;; $Filename: endprt2b.mve $Name: End Game Part 2B $Description: XSTR( "Admiral Petrarch addresses the 70th Blue Lions, relating news of Alpha 1's demise.", 2612) $end_multi_text $cd: 3 #End ; fireball.tbl ; ; Table file for specifying which filenames are to be used for which explosions ; ; #Start $Name: exp04 ; Used for the 4 little explosions before a ship explodes $LOD: 1 $Name: WarpMap01 ; Used for the warp in / warp out effect $LOD: 4 $Name: WarpMap02 ; Used for the KNOSSOS warp in / warp out effect $LOD: 4 $Name: exp05 ; Used when an asteroid explodes $LOD: 4 $Name: exp05 ; ship explosion 1 $LOD: 4 $Name: exp06 ; ship explosion 2 $LOD: 4 #End ; ; Help overlay definitions ; ; file format: ; $ ; +line ; +text ; +right_bracket ; +left_bracket ; $end ; ; NOTE: max string length is currently 60, anything larger will crash ; this can be changed in ContextHelp.h. ; ; NOTE 2: space text vertically 13 pixels in 640x480 $ship +text 25 280 40 448 XSTR("Choose your ship type.", -1) +text 175 304 276 496 XSTR("Choose a new ship type by dragging", -1) +text 175 317 276 509 XSTR("its icon over one of the available", -1) +text 175 330 276 522 XSTR("wing slots.", -1) +pline 4 170 320 120 320 100 340 60 340 272 512 192 512 160 544 96 544 +left_bracket 169 312 270 504 +pline 6 259 335 280 335 300 355 300 377 280 397 183 397 361 527 448 527 480 559 480 603 448 635 293 635 +right_bracket 257 325 358 517 +text 337 370 565 592 XSTR("Revert to the original", -1) +text 337 383 565 605 XSTR("ship distribution.", -1) +pline 2 502 374 570 374 730 596 912 596 +right_bracket 499 365 727 587 +text 400 150 636 265 XSTR("When finished outfitting", -1) +text 400 163 636 278 XSTR("all available wings,", -1) +text 400 176 636 291 XSTR("you can go to the", -1) +text 400 189 636 304 XSTR("weapons loadout screen", -1) +text 400 202 636 317 XSTR("or enter the mission.", -1) +pline 6 162 43 330 43 350 63 350 173 370 193 395 193 259 69 528 69 560 101 560 277 592 309 632 309 +left_bracket 394 184 630 299 +pline 4 554 206 588 206 608 226 608 424 790 321 941 321 973 353 973 678 +right_bracket 552 197 788 312 $end $weapon +text 20 77 32 123 XSTR("Outfit your ship with weapons.", -1) +text 56 105 88 168 XSTR("Choose a ship.", -1) +pline 6 52 107 30 107 10 127 10 370 30 390 90 390 83 171 48 171 16 203 16 592 48 624 144 624 +left_bracket 50 100 82 163 +text 200 295 320 491 XSTR("Drag and drop", -1) +text 200 308 320 504 XSTR("primary or", -1) +text 200 321 320 517 XSTR("secondary weapons to their", -1) +text 200 334 320 530 XSTR("respective ship banks.", -1) +pline 6 85 200 110 200 130 220 130 293 150 313 196 313 136 320 176 320 208 352 208 479 240 511 314 511 +left_bracket 194 304 314 501 +pline 3 196 325 105 325 85 345 314 520 168 520 136 552 +left_bracket 194 317 314 513 +pline 8 350 155 350 240 370 260 430 260 450 280 450 316 430 336 361 336 578 328 578 384 578 416 578 416 578 448 578 501 546 533 482 533 +pline 6 180 140 290 140 310 160 310 190 330 210 352 210 238 224 454 224 486 256 486 374 518 406 578 406 +right_bracket 359 329 479 525 +text 360 375 576 609 XSTR("When finished, commit", -1) +text 360 388 576 622 XSTR("to the mission.", -1) +pline 3 470 392 555 392 575 412 687 627 888 627 920 659 +right_bracket 468 383 684 617 $end $briefing +text 15 80 24 128 XSTR("Review your mission objectives.", -1) +text 166 283 262 456 XSTR("Click here to change", -1) +text 166 296 262 469 XSTR("briefing stages.", -1) +pline 4 20 148 20 168 140 288 161 288 32 237 32 269 224 461 258 461 +pline 2 44 148 44 191 70 237 70 306 +pline 2 69 148 69 217 110 237 110 347 +pline 2 95 148 95 242 152 237 152 389 +pline 2 119 148 119 266 190 237 190 426 +left_bracket 160 278 256 451 +text 400 213 640 354 XSTR("When done with briefing,", -1) +text 400 226 640 367 XSTR("go to ship selection,", -1) +text 400 239 640 380 XSTR("weapon loadout, or", -1) +text 400 252 640 393 XSTR("start the mission.", -1) +pline 6 150 28 320 28 340 48 340 217 360 237 396 237 240 45 512 45 544 77 544 347 576 379 634 379 +pline 3 165 43 320 43 340 63 240 69 512 69 544 101 +left_bracket 394 228 634 369 +pline 4 532 256 580 256 600 276 600 410 771 397 928 397 960 429 960 656 +right_bracket 529 247 769 388 $end $main +text 242 57 384 109 XSTR("Create, modify, or", -1) +text 242 70 384 122 XSTR("change pilots in", -1) +text 242 83 384 135 XSTR("the Barracks.", -1) +pline 2 237 86 153 86 379 138 245 138 +left_bracket 236 78 378 130 +text 337 17 536 27 XSTR("Choose a campaign", -1) +text 337 30 536 40 XSTR("in the Campaign Room.", -1) +pline 4 500 34 534 34 554 54 554 142 700 44 756 44 788 76 788 227 +right_bracket 497 25 697 35 +text 60 144 171 247 XSTR("Prepare for the", -1) +text 60 157 171 260 XSTR("next mission in", -1) +text 60 170 171 273 XSTR("the Ready Room.", -1) +pline 4 183 174 307 174 327 194 327 224 293 278 491 278 523 310 523 358 +right_bracket 180 165 291 268 +text 285 418 534 670 XSTR("Exit FreeSpace 2.", -1) +pline 2 415 422 535 422 664 675 856 675 +right_bracket 412 413 661 665 +text 460 255 736 408 XSTR("Fly a simulated mission,", -1) +text 460 268 736 421 XSTR("view a cutscene, see the", -1) +text 460 281 736 434 XSTR("credits, or check specs", -1) +text 460 294 736 447 XSTR("in the Tech Room.", -1) +pline 4 455 297 409 297 389 317 389 350 732 450 654 450 622 482 622 560 +left_bracket 454 289 730 442 +text 34 238 83 397 XSTR("Configure your", -1) +text 34 251 83 410 XSTR("settings in the", -1) +text 34 264 83 423 XSTR("Options Screen.", -1) +pline 4 149 268 210 268 230 288 230 365 199 428 328 428 360 460 360 580 +right_bracket 147 259 196 418 +text 145 465 340 744 XSTR("Press escape, F1, or click to remove help overlay", -1) $end $barracks +text 13 9 20 11 XSTR("Create, modify, or select a pilot.", -1) +text 207 45 327 83 XSTR("Select a pilot", -1) +text 207 58 327 96 XSTR("to clone, remove, convert,", -1) +text 207 71 327 109 XSTR("or view stats.", -1) +pline 4 120 123 120 83 140 63 203 63 192 197 192 133 224 101 323 101 +pline 4 203 48 172 48 160 36 130 36 323 86 267 86 248 67 192 67 +pline 6 314 75 385 75 405 95 405 194 385 214 350 214 434 113 616 113 648 145 648 310 616 342 560 342 +right_bracket 311 66 431 104 +left_bracket 201 53 321 91 +left_bracket 201 40 321 78 +text 412 227 659 371 XSTR("Select the desired", -1) +text 412 240 659 384 XSTR("pilot image.", -1) +pline 4 599 165 599 222 579 242 498 242 744 389 926 389 958 357 958 264 +right_bracket 495 235 742 380 $end $control +text 15 10 24 16 XSTR("Change the current control configuration.", -1) +text 130 150 288 240 XSTR("Choose the function to be reconfigured", -1) +text 130 163 288 253 XSTR("or search for a function that is already", -1) +text 130 176 288 266 XSTR("configured.", -1) +pline 4 126 152 100 152 80 172 80 200 282 243 160 243 128 275 128 320 +left_bracket 124 145 282 235 +pline 4 480 58 480 145 460 165 436 165 768 93 768 224 736 256 594 256 +right_bracket 433 158 591 248 +text 266 225 551 361 XSTR("Enter bind mode, then press", -1) +text 266 238 551 374 XSTR("the new key or joystick button to", -1) +text 266 251 551 387 XSTR("bind it to the selected function.", -1) +pline 4 537 58 537 207 517 227 474 227 859 93 859 331 827 363 758 363 +right_bracket 471 220 755 356 +text 106 318 164 509 XSTR("Apply desired modifiers.", -1) +pline 6 100 320 65 320 45 340 45 395 25 415 25 435 160 512 104 512 72 544 72 632 40 664 40 696 +pline 3 45 395 65 415 65 435 72 632 104 664 104 696 +left_bracket 99 313 158 504 +text 300 435 480 696 XSTR("Repeat as necessary.", -1) $end $debrief +text 234 28 374 46 XSTR("Receive your mission debriefing.", -1) +pline 4 110 12 160 12 180 32 230 32 146 19 241 19 273 51 368 51 +left_bracket 228 23 368 41 +pline 6 462 32 490 32 510 52 510 150 490 170 390 170 602 51 784 51 816 83 816 240 784 272 624 272 +right_bracket 459 23 599 41 +text 234 47 374 75 XSTR("View your mission stats.", -1) +pline 4 230 49 180 49 160 29 110 29 368 78 273 78 241 46 146 46 +left_bracket 228 42 368 70 +text 299 350 478 562 XSTR("See advice on improving your performance.", -1) +pline 6 295 353 245 353 225 373 225 447 205 467 175 467 472 565 392 565 360 597 360 715 328 747 240 747 +left_bracket 293 345 472 557 $end $multicreate +text 15 15 24 24 XSTR("Create a multiplayer game.", -1) +text 195 108 308 173 XSTR("Filter the mission type.", -1) +pline 3 190 110 133 110 113 130 304 176 213 176 181 208 +left_bracket 189 103 302 168 +text 161 230 356 368 XSTR("Accept or kick players", -1) +text 161 243 356 381 XSTR("and assign them to teams (team mode).", -1) +pline 4 333 234 536 234 556 254 556 340 527 373 858 373 890 405 890 544 +right_bracket 330 225 525 363 +pline 4 445 247 483 247 503 267 503 340 640 386 773 386 805 418 805 544 +right_bracket 442 238 637 376 +text 325 368 516 589 XSTR("Set further options or", -1) +text 325 381 516 602 XSTR("start the game.", -1) +pline 6 320 370 300 370 280 390 280 430 300 450 490 450 512 592 480 592 448 624 448 688 480 720 784 720 +left_bracket 319 363 510 584 +pline 3 440 385 556 385 576 405 631 606 890 606 922 638 +right_bracket 438 376 629 597 $end $multistart +text 26 10 41 21 XSTR("Start a multiplayer game.", -1) +text 236 85 374 138 XSTR("Name your game.", -1) +pline 3 230 88 130 88 110 68 368 141 208 141 176 109 +left_bracket 230 80 368 133 +text 236 137 374 221 XSTR("Select the game type.", -1) +pline 3 230 140 130 140 110 160 368 224 208 224 176 256 +left_bracket 230 132 368 216 +text 353 326 635 523 XSTR("Start the game.", -1) +pline 4 470 330 577 330 597 350 597 413 752 528 923 528 955 560 955 661 +right_bracket 467 321 749 518 $end $multijoin +text 35 15 56 24 XSTR("Choose a game to join.", -1) +text 134 197 214 318 XSTR("Update the list to view newly formed games.", -1) +pline 4 130 200 52 200 32 220 32 338 208 320 83 320 51 352 51 541 +left_bracket 128 192 459 408 +text 292 245 465 400 XSTR("Start your own game", -1) +text 292 258 465 413 XSTR("or join as an observer.", -1) +pline 4 450 250 536 250 556 270 556 338 622 404 858 404 890 436 890 541 +right_bracket 447 240 619 394 +pline 6 287 260 260 260 240 280 240 335 260 355 486 355 459 416 416 416 384 448 384 536 416 568 778 568 +left_bracket 286 253 208 313 $end $main2 +text 160 12 252 35 XSTR("Create, modify, or", -1) +text 160 25 252 48 XSTR("change pilots in", -1) +text 160 38 252 61 XSTR("the Barracks.", -1) +pline 4 156 40 128 40 108 60 108 120 248 64 205 64 173 96 173 192 +left_bracket 154 36 246 56 +text 332 6 608 29 XSTR("Fly a simulated mission,", -1) +text 332 19 608 42 XSTR("view a cutscene, see the", -1) +text 332 32 608 55 XSTR("credits, or check specs", -1) +text 332 45 608 68 XSTR("in the Tech Room.", -1) +pline 4 462 49 577 49 597 69 597 104 742 73 923 73 955 105 955 166 +right_bracket 462 40 739 63 +text 178 144 358 247 XSTR("Prepare for the", -1) +text 178 157 358 260 XSTR("next mission in", -1) +text 178 170 358 273 XSTR("the Ready Room.", -1) +pline 2 300 174 380 174 480 278 608 278 +right_bracket 298 165 478 268 +text 335 233 614 374 XSTR("Exit FreeSpace 2.", -1) +pline 4 465 237 572 237 592 257 592 318 744 379 915 379 947 411 947 509 +right_bracket 462 228 741 369 +text 202 287 321 475 XSTR("Configure your", -1) +text 202 300 321 488 XSTR("settings in the", -1) +text 202 313 321 501 XSTR("Options Screen.", -1) +pline 3 198 315 122 315 102 335 317 504 195 504 163 536 +left_bracket 196 308 315 496 +text 285 343 554 558 XSTR("Choose a campaign", -1) +text 285 356 554 571 XSTR("in the Campaign Room.", -1) +pline 4 448 360 551 360 571 380 571 431 717 576 882 576 914 608 914 690 +right_bracket 446 351 715 566 +text 145 465 340 744 XSTR("Press escape, F1, or click to remove help overlay", -1) $end $hotkey +text 30 10 48 17 XSTR("Assign hotkeys to important ships and wings.", -1) +text 380 254 681 406 XSTR("Press a hotkey (F5-F12).", -1) +right_bracket 558 249 859 401 +pline 4 610 42 610 236 590 256 560 256 976 67 976 376 944 408 863 408 +text 330 178 583 286 XSTR("Select a ship or wing", -1) +text 330 191 583 299 XSTR("to add to or remove", -1) +text 330 204 583 312 XSTR("from hotkey bindings.", -1) +left_bracket 324 173 577 281 +pline 4 280 110 280 162 300 182 326 182 448 176 448 259 480 291 578 291 +right_bracket 485 199 738 307 +pline 4 554 70 554 186 534 206 487 206 886 112 886 282 854 314 740 314 $end $campaign +text 250 50 400 80 XSTR("Choose a campaign from the list.", -1) +left_bracket 244 45 394 75 +pline 2 245 52 137 52 395 82 219 82 +text 184 208 293 333 XSTR("Read the selected Campaign's description.", -1) +pline 4 180 210 130 210 110 230 110 270 288 336 208 336 176 368 176 432 +left_bracket 178 203 287 328 +text 276 371 552 595 XSTR("Play the selected Campaign.", -1) +pline 4 482 375 584 375 604 395 604 410 759 600 934 600 966 632 966 656 +right_bracket 480 366 756 590 $end $simulator +text 269 67 430 107 XSTR("Select a mission.", -1) +pline 4 265 69 192 69 172 89 172 160 425 109 307 109 275 141 275 256 +left_bracket 264 62 424 102 +text 320 295 506 481 XSTR("Filter standalone missions or", -1) +text 320 308 506 493 XSTR("missions that are in a campaign.", -1) +pline 6 315 310 245 310 225 330 225 432 205 452 170 452 502 496 392 496 360 528 360 691 328 723 272 723 +left_bracket 314 303 500 488 $end $tech +text 11 250 196 411 XSTR("Study technical data on all known GTVA,", -1) +text 11 263 196 423 XSTR("and Shivan ships and weaponry, as well", -1) +text 11 276 196 436 XSTR("as historical and species information.", -1) +pline 6 308 267 330 267 350 287 350 410 370 430 400 430 493 427 528 427 560 459 560 656 592 688 640 688 +right_bracket 305 258 490 418 +text 250 140 568 226 XSTR("View the next or previous data entry.", -1) +pline 4 530 144 577 144 597 164 597 335 848 230 923 230 955 262 955 536 +right_bracket 527 135 845 221 $end $command +text 15 15 24 24 XSTR("Receive briefing information from GTVA Command.", -1) +text 291 350 551 560 XSTR("Proceed to the mission briefing.", -1) +pline 4 524 355 583 355 603 375 603 411 783 565 933 565 965 597 965 658 +right_bracket 521 345 781 555 $end ; MAX of 40 currently. Get Dave if you need more. #Shield Icons Begin $Shield: shield-f01 $Shield: shield-f03 $Shield: shield-f06 $Shield: shield-f07 $Shield: shield-f08 $Shield: shield-f09 $Shield: shield-f10 $Shield: shield-f11 $Shield: shield-f13 $Shield: shieldft-01 $Shield: shieldft-02 $Shield: shieldft-03 $Shield: shieldfs-01 $Shield: shieldfs-02 $Shield: shieldfv-01 $Shield: shieldfv-02 $Shield: shieldft-04 $Shield: shieldft-05 $Shield: shieldbt-03 $Shield: shieldbv-01 $Shield: shieldbv-02 $Shield: shieldfv-04 $Shield: shield-b04 $Shield: shield-b05 $Shield: shield-b06 $Shield: shield-b08 $Shield: shield-b09 $Shield: shield-b10 $Shield: shieldbs-01 $Shield: shieldbs-02 $Shield: shieldbt-01 $Shield: shieldfs-03 $Shield: shieldft-02x #End; icons.tbl ; ; Table file for specifying which filenames are to be used for the breifing ; icons. ; ; Anim Contents: ; ; regular (2 frames): 0: normal icon ; 1: selected icon ; ; fade: animation for fading from near-transparent to regular color ; ; highlight: animation for emphasizing an icon ; #Start ; ICON_FIGHTER $Name: iconT-fighter ; regular $Name: FadeiconT-fighter ; fade anim $Name: iconhighlight04 ; highlight anim $Name: iconV-fighter ; regular $Name: FadeiconV-fighter ; fade anim $Name: iconhighlight04 ; highlight anim $Name: iconS-fighter ; regular $Name: FadeiconV-fighter ; fade anim $Name: iconhighlight04 ; highlight anim ; ICON_FIGHTER_WING $Name: icont-fightW ; regular $Name: FadeiconT-FighterW ; fade anim $Name: iconhighlight02 ; highlight anim $Name: iconv-fightW ; regular $Name: Fadeiconv-FighterW ; fade anim $Name: iconhighlight02 ; highlight anim $Name: icons-fighterW ; regular $Name: Fadeicons-FighterW ; fade anim $Name: iconhighlight02 ; highlight anim ; ICON_CARGO $Name: icont-cargo ; regular $Name: FadeiconT-Cargo ; fade anim $Name: iconhighlight04 ; highlight anim $Name: iconv-cargo ; regular $Name: Fadeiconv-Cargo ; fade anim $Name: iconhighlight04 ; highlight anim $Name: icons-cargo ; regular $Name: Fadeicons-Cargo ; fade anim $Name: iconhighlight04 ; highlight anim ; ICON_CARGO_WING $Name: icont-cargoW ; regular $Name: FadeiconT-CargoW ; fade anim $Name: iconhighlight02 ; highlight anim $Name: iconv-cargoW ; regular $Name: Fadeiconv-CargoW ; fade anim $Name: iconhighlight02 ; highlight anim $Name: icons-cargoW ; regular $Name: Fadeicons-CargoW ; fade anim $Name: iconhighlight02 ; highlight anim ; ICON_LARGESHIP $Name: icont-cruiser ; regular $Name: FadeiconT-cruiser ; fade anim $Name: iconhighlight07 ; highlight anim $Name: iconv-cruiser ; regular $Name: Fadeiconv-cruiser ; fade anim $Name: iconhighlight07 ; highlight anim $Name: icons-cruiser ; regular $Name: Fadeicons-cruiser ; fade anim $Name: iconhighlight07 ; highlight anim ; ICON_LARGESHIP_WING $Name: icont-cruiserW ; regular $Name: FadeiconT-cruiser ; fade anim $Name: iconhighlight05 ; highlight anim $Name: iconv-cruiserW ; regular $Name: Fadeiconv-cruiserW ; fade anim $Name: iconhighlight05 ; highlight anim $Name: icons-cruiserW ; regular $Name: Fadeicons-cruiserW ; fade anim $Name: iconhighlight05 ; highlight anim ; ICON_CAPITAL $Name: icont-cap ; regular $Name: Fadeicont-Cap ; fade anim $Name: iconhighlight06 ; highlight anim $Name: iconv-cap ; regular $Name: Fadeiconv-Cap ; fade anim $Name: iconhighlight06 ; highlight anim $Name: icons-cap ; regular $Name: Fadeicons-Cap ; fade anim $Name: iconhighlight06 ; highlight anim ; ICON_PLANET $Name: iconplanet ; regular $Name: FadeiconPlanet ; fade anim $Name: iconhighlight03 ; highlight anim $Name: iconplanet ; regular $Name: FadeiconPlanet ; fade anim $Name: iconhighlight03 ; highlight anim $Name: iconplanet ; regular $Name: FadeiconPlanet ; fade anim $Name: iconhighlight03 ; highlight anim ; ICON_ASTEROID_FIELD $Name: iconasteroid ; regular $Name: FadeiconAsteroid ; fade anim $Name: iconhighlight03 ; highlight anim $Name: iconasteroid ; regular $Name: FadeiconAsteroid ; fade anim $Name: iconhighlight03 ; highlight anim $Name: iconasteroid ; regular $Name: FadeiconAsteroid ; fade anim $Name: iconhighlight03 ; highlight anim ; ICON_WAYPOINT $Name: iconnavbuoy ; regular $Name: Fadeiconnavbuoy ; fade anim $Name: iconhighlight04 ; highlight anim $Name: iconnavbuoy ; regular $Name: Fadeiconnavbuoy ; fade anim $Name: iconhighlight04 ; highlight anim $Name: iconnavbuoy ; regular $Name: Fadeiconnavbuoy ; fade anim $Name: iconhighlight04 ; highlight anim ; ICON_SUPPORT_SHIP $Name: iconT-support ; regular $Name: FadeT-Support ; fade anim $Name: iconhighlight04 ; highlight anim $Name: iconV-support ; regular $Name: FadeV-Support ; fade anim $Name: iconhighlight04 ; highlight anim $Name: iconT-support ; regular $Name: FadeT-Support ; fade anim $Name: iconhighlight04 ; highlight anim ; ICON_FREIGHTER_NO_CARGO $Name: icont-freight ; regular $Name: Fadeicont-Freighter ; fade anim $Name: iconhighlight01 ; highlight anim $Name: iconv-freight ; regular $Name: Fadeiconv-Freighter ; fade anim $Name: iconhighlight01 ; highlight anim $Name: icons-freight ; regular $Name: Fadeicons-Freighter ; fade anim $Name: iconhighlight01 ; highlight anim ; ICON_FREIGHTER_WITH_CARGO $Name: icont-freightc ; regular $Name: Fadeicont-FreighterC ; fade anim $Name: iconhighlight01 ; highlight anim $Name: iconv-freightc ; regular $Name: Fadeiconv-FreighterC ; fade anim $Name: iconhighlight01 ; highlight anim $Name: icons-freightc ; regular $Name: Fadeicons-FreighterC ; fade anim $Name: iconhighlight01 ; highlight anim ; ICON_FREIGHTER_WING_NO_CARGO $Name: icont-freighterw ; regular $Name: Fadeicont-FreighterW ; fade anim $Name: iconhighlight05 ; highlight anim $Name: iconv-freighterw ; regular $Name: Fadeiconv-FreighterW ; fade anim $Name: iconhighlight05 ; highlight anim $Name: icons-freighterw ; regular $Name: Fadeicons-FreighterW ; fade anim $Name: iconhighlight05 ; highlight anim ; ICON_FREIGHTER_WING_WITH_CARGO $Name: icont-freightercw ; regular $Name: Fadeicont-FreighterCW ; fade anim $Name: iconhighlight05 ; highlight anim $Name: iconv-freightercw ; regular $Name: Fadeiconv-FreighterCW ; fade anim $Name: iconhighlight05 ; highlight anim $Name: icons-freighterwc ; regular $Name: Fadeicons-FreighterCW ; fade anim $Name: iconhighlight05 ; highlight anim ; ICON_INSTALLATION $Name: iconInstall ; regular $Name: FadeiconInstall ; fade anim $Name: iconhighlight03 ; highlight anim $Name: iconInstall ; regular $Name: FadeiconInstall ; fade anim $Name: iconhighlight03 ; highlight anim $Name: iconInstall ; regular $Name: FadeiconInstall ; fade anim $Name: iconhighlight03 ; highlight anim ; ICON_BOMBER $Name: icont-bomber ; regular $Name: Fadeicont-Bomber ; fade anim $Name: iconhighlight07 ; highlight anim $Name: iconv-bomber ; regular $Name: Fadeiconv-Bomber ; fade anim $Name: iconhighlight07 ; highlight anim $Name: icons-bomber ; regular $Name: Fadeicons-Bomber ; fade anim $Name: iconhighlight07 ; highlight anim ; ICON_BOMBER_WING $Name: icont-bomberW ; regular $Name: Fadeicont-BomberW ; fade anim $Name: iconhighlight05 ; highlight anim $Name: iconv-bomberW ; regular $Name: Fadeiconv-BomberW ; fade anim $Name: iconhighlight05 ; highlight anim $Name: icons-bomberW ; regular $Name: Fadeicons-BomberW ; fade anim $Name: iconhighlight05 ; highlight anim ; ICON_CRUISER $Name: icont-cruiser ; regular $Name: FadeiconT-cruiser ; fade anim $Name: iconhighlight07 ; highlight anim $Name: iconv-cruiser ; regular $Name: Fadeiconv-cruiser ; fade anim $Name: iconhighlight07 ; highlight anim $Name: icons-cruiser ; regular $Name: Fadeicons-cruiser ; fade anim $Name: iconhighlight07 ; highlight anim ; ICON_CRUISER_WING $Name: icont-cruiserW ; regular $Name: FadeiconT-cruiser ; fade anim $Name: iconhighlight05 ; highlight anim $Name: iconv-cruiserW ; regular $Name: Fadeiconv-cruiserW ; fade anim $Name: iconhighlight05 ; highlight anim $Name: icons-cruiserW ; regular $Name: Fadeicons-cruiserW ; fade anim $Name: iconhighlight05 ; highlight anim ; ICON_UNKNOWN $Name: iconunknown ; regular $Name: FadeUnknown ; fade anim $Name: iconhighlight03 ; highlight anim $Name: iconunknown ; regular $Name: FadeUnknown ; fade anim $Name: iconhighlight03 ; highlight anim $Name: iconunknown ; regular $Name: FadeUnknown ; fade anim $Name: iconhighlight03 ; highlight anim ; ICON_UNKNOWN_WING $Name: iconunknown ; regular $Name: FadeUnknown ; fade anim $Name: iconhighlight03 ; highlight anim $Name: iconunknown ; regular $Name: FadeUnknown ; fade anim $Name: iconhighlight03 ; highlight anim $Name: iconunknown ; regular $Name: FadeUnknown ; fade anim $Name: iconhighlight03 ; highlight anim ; ICON_FIGHTER_PLAYER $Name: iconT-fighter ; regular $Name: FadeiconT-fighter ; fade anim $Name: iconhighlight04 ; highlight anim $Name: iconV-fighter ; regular $Name: FadeiconV-fighter ; fade anim $Name: iconhighlight04 ; highlight anim $Name: iconS-fighter ; regular $Name: FadeiconV-fighter ; fade anim $Name: iconhighlight04 ; highlight anim ; ICON_FIGHTERW_PLAYER $Name: icont-fightW ; regular $Name: FadeiconT-FighterW ; fade anim $Name: iconhighlight02 ; highlight anim $Name: iconv-fightW ; regular $Name: Fadeiconv-FighterW ; fade anim $Name: iconhighlight02 ; highlight anim $Name: icons-fighterW ; regular $Name: Fadeicons-FighterW ; fade anim $Name: iconhighlight02 ; highlight anim ; ICON_BOMBER_PLAYER $Name: icont-bomber ; regular $Name: Fadeicont-Bomber ; fade anim $Name: iconhighlight07 ; highlight anim $Name: iconv-bomber ; regular $Name: Fadeiconv-Bomber ; fade anim $Name: iconhighlight07 ; highlight anim $Name: icons-bomber ; regular $Name: Fadeicons-Bomber ; fade anim $Name: iconhighlight07 ; highlight anim ; ICON_BOMBERW_PLAYER $Name: icont-bomberW ; regular $Name: Fadeicont-BomberW ; fade anim $Name: iconhighlight05 ; highlight anim $Name: iconv-bomberW ; regular $Name: Fadeiconv-BomberW ; fade anim $Name: iconhighlight05 ; highlight anim $Name: icons-bomberW ; regular $Name: Fadeicons-BomberW ; fade anim $Name: iconhighlight05 ; highlight anim ; ICON_KNOSSOS_DEVICE $Name: icont-node ; regular $Name: Fadeicont-node ; fade anim $Name: iconhighlight04 ; highlight anim $Name: icont-node ; regular $Name: Fadeicont-node ; fade anim $Name: iconhighlight04 ; highlight anim $Name: icont-node ; regular $Name: Fadeicont-node ; fade anim $Name: iconhighlight04 ; highlight anim ; ICON_TRANSPORT_WING $Name: iconT-transportW ; regular $Name: fadeicont-transportW ; fade anim $Name: iconhighlight05 ; highlight anim $Name: iconT-transportW ; regular $Name: fadeiconT-transportW ; fade anim $Name: iconhighlight05 ; highlight anim $Name: iconS-transportW ; regular $Name: fadeiconS-transportW ; fade anim $Name: iconhighlight05 ; highlight anim ; ICON_CORVETTE $Name: iconT-vette ; regular $Name: fadeiconT-vette ; fade anim $Name: iconhighlight06 ; highlight anim $Name: iconV-vette ; regular $Name: fadeiconV-vette ; fade anim $Name: iconhighlight06 ; highlight anim $Name: iconS-vette ; regular $Name: fadeiconS-vette ; fade anim $Name: iconhighlight06 ; highlight anim ; ICON_GAS_MINER $Name: iconT-gas ; regular $Name: fadeiconT-gas ; fade anim $Name: iconhighlight05 ; highlight anim $Name: iconV-gas ; regular $Name: fadeiconV-gas ; fade anim $Name: iconhighlight05 ; highlight anim $Name: iconS-gas ; regular $Name: fadeiconS-gas ; fade anim $Name: iconhighlight05 ; highlight anim ; ICON_AWACS $Name: iconT-AWAC ; regular $Name: fadeiconT-AWAC ; fade anim $Name: iconhighlight05 ; highlight anim $Name: iconV-AWAC ; regular $Name: fadeiconV-AWAC ; fade anim $Name: iconhighlight05 ; highlight anim $Name: iconT-AWAC ; regular $Name: fadeiconT-AWAC ; fade anim $Name: iconhighlight05 ; highlight anim ; ICON_SUPERCAP $Name: iconT-super ; regular $Name: fadeiconT-super ; fade anim $Name: iconhighlight03 ; highlight anim $Name: iconT-super ; regular $Name: fadeiconT-super ; fade anim $Name: iconhighlight03 ; highlight anim $Name: iconS-super ; regular $Name: fadeiconS-super ; fade anim $Name: iconhighlight03 ; highlight anim ; ICON_SENTRYGUN $Name: iconT-gun ; regular $Name: fadeiconT-gun ; fade anim $Name: iconhighlight04 ; highlight anim $Name: iconV-gun ; regular $Name: fadeiconV-gun ; fade anim $Name: iconhighlight04 ; highlight anim $Name: iconS-gun ; regular $Name: fadeiconS-gun ; fade anim $Name: iconhighlight04 ; highlight anim ; ICON_JUMP_NODE $Name: iconnode ; regular $Name: Fadeiconnode ; fade anim $Name: iconhighlight04 ; highlight anim $Name: iconnode ; regular $Name: Fadeiconnode ; fade anim $Name: iconhighlight04 ; highlight anim $Name: iconnode ; regular $Name: Fadeiconnode ; fade anim $Name: iconhighlight04 ; highlight anim ; ICON_TRANSPORT $Name: iconT-transport ; regular $Name: fadeIconT-transport ; fade anim $Name: iconhighlight07 ; highlight anim $Name: iconT-transport ; regular $Name: fadeIconT-transport ; fade anim $Name: iconhighlight07 ; highlight anim $Name: iconS-transport ; regular $Name: fadeIconS-transport ; fade anim $Name: iconhighlight07 ; highlight anim #End ; ; This needs to be broken up into chunks of < 2048 chars for ; parsing reasons. The whole thing must be < 10240 chars, also ; for parsing reasons. ; XSTR(" ---------------------------------------------- The FreeSpace 2 Launcher ---------------------------------------------- The Launcher's buttons enable you to set up and play FreeSpace 2, customize your hardware settings, get updated versions of the game, and access the FreeSpace 2 web pages at Volition, Inc. Here's what each button does: PLAY Click this button to launch FreeSpace 2. SETUP Under Setup, you'll see tabs for Video, Audio, Joystick, Speed, Network, DirectX, and Misc. ", -1) $end_multi_text XSTR(" * Video - You must have a 3D Accelerator card to play FreeSpace 2. You can choose to have FreeSpace 2 detect Glide only, D3D only, or both by selecting the proper checkboxes, then clicking on the 'Detect Available Cards' button. - 'Interlaced Cutscenes' - When displaying ingame movies, draws every other line (interlaced mode) so that slower video cards have an easier time. - 'Fast Clear for Cutscenes' - Speeds up movie playback by not clearing the background buffer when a new frame is being rendered. - 'Fast D3D Textures' - Improves your video and gameplay performance, but at a cost to the visual quality of FreeSpace 2. Enable fast D3D textures *only* if you are experiencing severe slowdown during gameplay. - WFOG is a Direct3D-only option. 'Force WFOG' makes the D3D card use WFOG (table-based rather than vertex-based fog) if available. Some cards don't do WFOG properly (the S4, for example), so vertex fog is used by default. Use this setting only for experimentation purposes. - 'Disable Direct3D Zbuffer Bias' - If you are a Direct3D user and are experiencing strange rendering problems with squadron logos (specifically, the logos rendering on top of everything else), checking this box should resolve the problem. * Audio - FreeSpace 2 supports DirectSound, A3D, and EAX. You can choose one of these by clicking on 'Detect Available Sound Cards' and when selecting from the dropdown box. You can enable Launcher sounds from here as well. ", -1) $end_multi_text XSTR(" * Joystick - Enables you to set up or change the joystick used by FreeSpace 2. Also lets you toggle Force Feedback support on or off (any joystick supporting DirectX 6.0 force feedback may be used). * Speed - This setting determines the default Detail Level used in FreeSpace 2 when new pilots are created. You may manually change this default if you wish, but it may adversely affect your gameplay speed. * Network - Here you choose your connection type and speed for multiplayer games. If playing on Volition's free PXO service, you can enter your login name and password. The 'Force Local Port' option enables the user to run a local copy of the game on a different network port than the default (which is 7808). The 'PXO Banners' checkbox enables banner displays while you're in PXO. * DirectX - On this tab you can check your DirectX version and choose to install or update DirectX on your machine. * Misc. - On this tab, you choose the language (written and spoken) in which all game text and messages appear. The 'Optional Command Line' box enables the user to specify a set of command-line switches that are passed to the game at startup. See the readme.txt file for available commands. ", -1) $end_multi_text XSTR(" VIEW README Opens the readme.txt file for FreeSpace 2. UPDATE This button enables you to see if a new version of FreeSpace 2 is available for downloading. If one is available, you can choose to update your version by clicking on OK. The process is automated. HELP This opens a Help document containing information about the Launcher buttons. UNINSTALL Uninstalls FreeSpace 2 from your computer. QUIT Closes the Launcher without running FreeSpace 2. VOLITION LOGO This takes you to Volition's Internet home page. PXO LOGO This takes you to the Internet home page for Parallax Online, a free multiplayer service for Volition and Outrage games. ", -1) $end_multi_text $end; Man, do I like this table :) ; individual bolt definitions. can have up to 10 different bolt types #Bolts begin ;; individual lightning bolt types $Bolt: b_standard ; this is a percentage of the length of a given beam. envision a circle in the plane of where the bolt ; strikes. the radius of this circle is the length of the beam * b_scale. when generating child forks on the ; bolt, a point is picked randomly within ths circle and that's where thr fork "aims". smaller values produce a ; tighter bolt +b_scale: 0.5 ; when generating the child forks, this is % of the distance from the start of the fork to the point its aiming at ; that will be its endpoint. So if you had a value of 0.25, each child fork would be 25% the distance to the strike plane +b_shrink: 0.3 ; this is the thickness of the main trunk of a bolt relative to the length of the bolt. so 0.003 means the bolt is 0.3% as ; wide as it is long +b_poly_pct: 0.002 ; this is the % chance that any given node on the main trunk will spawn a child node. BE CAREFUL WITH THIS! too high of ; a percentage will generate mega-lightning bolts which will run out of nodes. =o +b_rand: 0.24 ; this should probably never be messed with. its just a fudge factor which ensures that the glow of a beam is drawn closer ; to the eye that the bolt itself (so its always "over" the bolt). in meters. +b_add: 2.0 ; the # of times the bolt "strikes" +b_strikes: 2 ; the total lifetime of the bolt (in ms). the length of an individual strike is b_lifetime / b_strikes +b_lifetime: 280 ; the "noise" in a multi-strike bolt. each of the nodes in the bolt is perturbed a bit between strikes to make it seem ; like its moving. large values don't look too good +b_noise: 0.015 ; the EMP effect caused by proximity to this lightning bolt. max intensity is 500.0. max time is 30 seconds +b_emp: 0.0 0.0 ; main bolt texture +b_texture: lightning ; main bolt glow +b_glow: beam-dblue ; brightness of the bolt. 0.0 to 1.0. higher values result in brighter screen flashes +b_bright: 0.3 $Bolt: b_red +b_scale: 0.2 +b_shrink: 0.3 +b_poly_pct: 0.0075 +b_rand: 0.45 +b_add: 2.0 +b_strikes: 4 +b_lifetime: 200 +b_noise: 0.04 +b_emp: 0.0 0.0 +b_texture: lightning +b_glow: beam-red +b_bright: 0.2 $Bolt: b_green +b_scale: 0.3 +b_shrink: 0.3 +b_poly_pct: 0.0075 +b_rand: 0.2 +b_add: 2.0 +b_strikes: 3 +b_lifetime: 240 +b_noise: 0.03 +b_emp: 0.0 0.0 +b_texture: lightning +b_glow: beam-green3 +b_bright: 0.14 $Bolt: b_emp +b_scale: 0.6 +b_shrink: 0.3 +b_poly_pct: 0.0075 +b_rand: 0.3 +b_add: 2.0 +b_strikes: 5 +b_lifetime: 300 +b_noise: 0.04 +b_emp: 350.0 5.0 +b_texture: lightning +b_glow: beam-dblue +b_bright: 0.4 #Bolts end ; storm types #Storms begin ; this is what the mission designers will choose in fred. can have up to 10 different storm varieties $Storm: s_standard ; can have a max of 10 different bolt types. one will be randomly chosen. if you want to make bolts happen more or ; less often, add them multiple times. So if you had 4 b_standard bolts and 1 b_red bolt, the b_red bolt would happen ; 1/5 as often as the b_standard +bolt: b_standard +bolt: b_standard +bolt: b_red +bolt: b_green ; direction vector value. flavor of the storm. if all 3 values are 0, its completely random. otherwise lightning bolts will tend to ; align themselves to the vector. the longer the flavor vector, the more tightly aligned the bolts will be +flavor: 0.0 0.0 0.0 ; how often random bolts are fired, min-max range, in ms +random_freq: 1500 1750 ; min/max. how many bolts are spewed each random timestamp +random_count: 1 2 $Storm: s_active ; can have a max of 10 different bolt types. one will be randomly chosen. if you want to make bolts happen more or ; less often, add them multiple times. So if you had 4 b_standard bolts and 1 b_red bolt, the b_red bolt would happen ; 1/5 as often as the b_standard +bolt: b_standard +bolt: b_standard +bolt: b_standard +bolt: b_standard +bolt: b_red ; direction vector value. flavor of the storm. if all 3 values are 0, its completely random. otherwise lightning bolts will tend to ; align themselves to the vector. the longer the flavor vector, the more tightly aligned the bolts will be +flavor: 0.0 500.0 0.0 ; how often random bolts are fired, min-max range, in ms +random_freq: 200 400 ; min/max. how many bolts are spewed each random timestamp +random_count: 1 4 $Storm: s_emp +bolt: b_standard +bolt: b_standard +bolt: b_standard +bolt: b_red +bolt: b_red +bolt: b_emp +bolt: b_red +bolt: b_red +flavor: 0.0 500.0 0.0 ; how often random bolts are fired, min-max range, in ms +random_freq: 300 700 ; min/max. how many bolts are spewed each random timestamp +random_count: 1 4 $Storm: s_medium +bolt: b_standard +bolt: b_standard +bolt: b_red +bolt: b_red +bolt: b_standard +bolt: b_standard +bolt: b_green +flavor: 0.1 1.0 0.2 ; how often random bolts are fired, min-max range, in ms +random_freq: 900 1850 ; min/max. how many bolts are spewed each random timestamp +random_count: 1 3 #Storms end; MAIN HALL definitions ; ; sound pan values : 0.0 center of screen, -1.0 left side of screen, 1.0 right side of screen ; sound values : sound index into sounds.tbl ; ; NOTE : each main hall definition needs 2 sections. one for 640x480 and one for 1024x768 ; ;; ---------------------------------------------------------------------------------------------------------------- ;; Main hall 0 (Terran) ;; ;; GR_640 $Main Hall +Bitmap: MainHall1 +Mask: MainHall1-m +Music: Aquitaine +Num Intercom Sounds: 3 ;; MAX is 10, if you need more, you need to get a programmer +Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 0 +Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 1 +Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 2 +Intercom sound: 38 ;; SND_MAIN_HALL_INT1 +Intercom sound: 39 ;; SND_MAIN_HALL_INT2 +Intercom sound: 40 ;; SND_MAIN_HALL_INT3 +Intercom pan: 0.0 ;; pan for intercom sound 0 +Intercom pan: 0.0 ;; pan for intercom sound 1 +Intercom pan: 0.0 ;; pan for intercom sound 2 +Num Misc Animations: 3 ;; MAX is 10, if you need more, you need to get a programmer +Misc anim: mainwalk ;; anim for misc anim 1 +Misc anim: mainflyby ;; anim for misc anim 2 +Misc anim: maincrane ;; anim for misc anim 3 +Misc anim delay: -1 15000 20000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim delay: -1 9000 30000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim delay: -1 5000 9000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim coords: 176 70 ;; coords for misc anim 1 +Misc anim coords: 325 0 ;; coords for misc anim 2 +Misc anim coords: 0 195 ;; coords for misc anim 3 +Misc anim mode: 1 ;; anim 1 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim mode: 2 ;; anim 2 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim mode: 1 ;; anim 3 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim pan: -0.5 ;; pan for anim 1 +Misc anim pan: -0.2 ;; pan for anim 2 +Misc anim pan: 0.0 ;; pan for anim 3 +Misc anim sounds: 1 21 ;; # sounds, sound number for each, anim 1 +Misc anim sounds: 2 1 1 ;; # sounds, sound number for each, anim 2 +Misc anim sounds: 2 26 31 ;; # sounds, sound number for each, anim 3 +Misc anim trigger: 1 1 ;; # of triggers, frame to play sound on, anim 1 +Misc anim trigger: 2 1 245 ;; # of triggers, frame to play sound on, anim 2 +Misc anim trigger: 2 1 150 ;; # of triggers, frame to play sound on, anim 3 +Misc anim handles: 1 ;; # sound handles +Misc anim handles: 2 ;; # sound handles +Misc anim handles: 2 ;; # sound handles +Misc anim flags: 1 ;; # sound flags +Misc anim flags: 2 ;; # sound flags +Misc anim flags: 2 ;; # sound flags +Num Door Animations: 6 ;; MAX is 10, if you need more, you need to get a programmer +Door anim: mainexit ;; door anim 1 +Door anim: mainbarracks ;; door anim 2 +Door anim: mainreadyroom ;; door anim 3 +Door anim: maintechroom ;; door anim 4 +Door anim: mainoptions ;; door anim 5 +Door anim: maincampaign ;; door anim 6 +Door coords: 437 370 539 425 ;; door 1, coords and center of anim +Door coords: 28 8 110 61 ;; door 2, coords and center of anim +Door coords: 269 187 339 230 ;; door 3, coords and center of anim +Door coords: 381 335 404 367 ;; door 4, coords and center of anim +Door coords: 86 349 174 412 ;; door 5, coords and center of anim +Door coords: 440 134 542 193 ;; door 6, coords and center of anim +Door sounds: 36 37 ;; door open, door close +Door sounds: 23 24 ;; door open, door close +Door sounds: 23 24 ;; door open, door close +Door sounds: 34 35 ;; door open, door close +Door sounds: 32 33 ;; door open, door close +Door sounds: 43 44 ;; screen on, screen off +Door pan: -0.75 ;; door sound pan +Door pan: 0.05 ;; door sound pan +Door pan: 0.07 ;; door sound pan +Door pan: 0.76 ;; door sound pan +Door pan: 0.8 ;; door sound pan +Door pan: 0.09 ;; door sound pan +Tooltip Y: 469 ;; y coord to draw tooltip text ;; GR_1024 $Main Hall +Bitmap: 2_MainHall1 +Mask: 2_MainHall1-m +Music: Aquitaine +Num Intercom Sounds: 3 ;; MAX is 10, if you need more, you need to get a programmer +Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 0 +Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 1 +Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 2 +Intercom sound: 38 ;; SND_MAIN_HALL_INT1 +Intercom sound: 39 ;; SND_MAIN_HALL_INT2 +Intercom sound: 40 ;; SND_MAIN_HALL_INT3 +Intercom pan: 0.0 ;; pan for intercom sound 0 +Intercom pan: 0.0 ;; pan for intercom sound 1 +Intercom pan: 0.0 ;; pan for intercom sound 2 +Num Misc Animations: 3 ;; MAX is 10, if you need more, you need to get a programmer +Misc anim: 2_mainwalk ;; anim for misc anim 1 +Misc anim: 2_mainflyby ;; anim for misc anim 2 +Misc anim: 2_maincrane ;; anim for misc anim 3 +Misc anim delay: -1 15000 20000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim delay: -1 9000 12000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim delay: -1 5000 9000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim coords: 271 117 ;; coords for misc anim 1 +Misc anim coords: 515 0 ;; coords for misc anim 2 +Misc anim coords: 0 305 ;; coords for misc anim 3 +Misc anim mode: 1 ;; anim 1 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim mode: 2 ;; anim 2 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim mode: 1 ;; anim 3 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim pan: -0.5 ;; pan for anim 1 +Misc anim pan: -0.2 ;; pan for anim 2 +Misc anim pan: 0.0 ;; pan for anim 3 +Misc anim sounds: 1 21 ;; # sounds, sound number for each, anim 1 +Misc anim sounds: 2 1 1 ;; # sounds, sound number for each, anim 2 +Misc anim sounds: 2 26 31 ;; # sounds, sound number for each, anim 3 +Misc anim trigger: 1 1 ;; # of triggers, frame to play sound on, anim 1 +Misc anim trigger: 2 1 245 ;; # of triggers, frame to play sound on, anim 2 +Misc anim trigger: 2 1 150 ;; # of triggers, frame to play sound on, anim 3 +Misc anim handles: 2 ;; # sound handles +Misc anim handles: 2 ;; # sound handles +Misc anim handles: 0 ;; # sound handles +Misc anim flags: 2 ;; # sound flags +Misc anim flags: 2 ;; # sound flags +Misc anim flags: 0 ;; # sound flags +Num Door Animations: 6 ;; MAX is 10, if you need more, you need to get a programmer +Door anim: 2_mainexit ;; door anim 1 +Door anim: 2_mainbarracks ;; door anim 2 +Door anim: 2_mainreadyroom ;; door anim 3 +Door anim: 2_maintechroom ;; door anim 4 +Door anim: 2_mainoptions ;; door anim 5 +Door anim: 2_maincampaign ;; door anim 6 +Door coords: 705 594 864 681 ;; door 1, coords and center of anim +Door coords: 40 20 177 99 ;; door 2, coords and center of anim +Door coords: 425 295 541 368 ;; door 3, coords and center of anim +Door coords: 607 525 641 585 ;; door 4, coords and center of anim +Door coords: 130 562 279 663 ;; door 5, coords and center of anim +Door coords: 716 214 870 309 ;; door 6, coords and center of anim +Door sounds: 36 37 ;; door open, door close +Door sounds: 23 24 ;; door open, door close +Door sounds: 23 24 ;; door open, door close +Door sounds: 34 35 ;; door open, door close +Door sounds: 32 33 ;; door open, door close +Door sounds: 43 44 ;; screen on, screen off +Door pan: -0.75 ;; door sound pan +Door pan: 0.05 ;; door sound pan +Door pan: 0.07 ;; door sound pan +Door pan: 0.76 ;; door sound pan +Door pan: 0.8 ;; door sound pan +Door pan: 0.09 ;; door sound pan +Tooltip Y: 755 ;; y coord to draw tooltip text ;; ---------------------------------------------------------------------------------------------------------------- ;; Main hall 1 (Vasudan) ;; ;; GR_640 $Main Hall +Bitmap: Vhall +Mask: Vhallm +Music: Psampik +Num Intercom Sounds: 3 ;; MAX is 10, if you need more, you need to get a programmer +Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 0 +Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 1 +Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 2 +Intercom sound: 58 ;; SND_MAIN_HALL_INT1 +Intercom sound: 59 ;; SND_MAIN_HALL_INT2 +Intercom sound: 60 ;; SND_MAIN_HALL_INT3 +Intercom pan: 0.0 ;; pan for intercom sound 0 +Intercom pan: 0.0 ;; pan for intercom sound 1 +Intercom pan: 0.0 ;; pan for intercom sound 2 +Num Misc Animations: 4 ;; MAX is 10, if you need more, you need to get a programmer +Misc anim: vHall_misc1 ;; anim for misc anim 1 +Misc anim: vHall_misc2 ;; anim for misc anim 2 +Misc anim: vHall_misc3 ;; anim for misc anim 3 +Misc anim: vHall_misc4 ;; anim for misc anim 4 +Misc anim delay: -1 8000 8000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim delay: -1 15000 30000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim delay: -1 30000 40000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim delay: -1 15000 25000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim coords: 34 0 ;; coords for misc anim 1 +Misc anim coords: 34 0 ;; coords for misc anim 2 +Misc anim coords: 174 220 ;; coords for misc anim 3 +Misc anim coords: 486 89 ;; coords for misc anim 4 +Misc anim mode: 1 ;; anim 1 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim mode: 2 ;; anim 2 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim mode: 2 ;; anim 3 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim mode: 2 ;; anim 4 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim pan: -0.5 ;; pan for anim 1 +Misc anim pan: -0.2 ;; pan for anim 2 +Misc anim pan: 0.0 ;; pan for anim 3 +Misc anim pan: -0.5 ;; pan for anim 4 +Misc anim sounds: 2 1 1 ;; # sounds, sound number for each, anim 1 Ships Outside +Misc anim sounds: 2 1 1 ;; # sounds, sound number for each, anim 2 ?? +Misc anim sounds: 1 53 ;; # sounds, sound number for each, anim 3 Skiff +Misc anim sounds: 2 49 50 ;; # sounds, sound number for each, anim 4 Elevator +Misc anim trigger: 2 0 285 ;; # of triggers, frame to play sound on, anim 1 +Misc anim trigger: 2 10 245 ;; # of triggers, frame to play sound on, anim 2 +Misc anim trigger: 1 1 ;; # of triggers, frame to play sound on, anim 3 +Misc anim trigger: 2 1 69 ;; # of triggers, frame to play sound on, anim 4 +Misc anim handles: 2 ;; # sound handles +Misc anim handles: 2 ;; # sound handles +Misc anim handles: 1 ;; # sound handles +Misc anim handles: 2 ;; # sound handles +Misc anim flags: 2 ;; # sound flags +Misc anim flags: 2 ;; # sound flags +Misc anim flags: 1 ;; # sound flags +Misc anim flags: 2 ;; # sound flags +Num Door Animations: 6 ;; MAX is 10, if you need more, you need to get a programmer +Door anim: vhall_exit ;; door anim 1 +Door anim: vhall_barracks ;; door anim 2 +Door anim: vhall_ready ;; door anim 3 +Door anim: vhall_tech ;; door anim 4 +Door anim: vhall_options ;; door anim 5 +Door anim: vhall_campaign ;; door anim 6 +Door coords: 545 309 593 339 ;; door 1, coords and center of anim +Door coords: 19 104 97 182 ;; door 2, coords and center of anim +Door coords: 335 26 418 155 ;; door 3, coords and center of anim +Door coords: 551 0 596 135 ;; door 4, coords and center of anim +Door coords: 3 277 98 379 ;; door 5, coords and center of anim +Door coords: 417 354 529 417 ;; door 6, coords and center of anim +Door sounds: 63 64 ;; door open, door close +Door sounds: 47 48 ;; door open, door close +Door sounds: 51 52 ;; door open, door close +Door sounds: 45 46 ;; door open, door close +Door sounds: 56 57 ;; door open, door close +Door sounds: 54 55 ;; screen on, screen off +Door pan: -0.6 ;; door sound pan +Door pan: 0.06 ;; door sound pan +Door pan: 0.65 ;; door sound pan +Door pan: 0.2 ;; door sound pan +Door pan: -0.5 ;; door sound pan +Door pan: 0.4 ;; door sound pan +Tooltip Y: 469 ;; y coord to draw tooltip text ;; GR_1024 $Main Hall +Bitmap: 2_VHall +Mask: 2_Vhallm +Music: Psampik +Num Intercom Sounds: 3 ;; MAX is 10, if you need more, you need to get a programmer +Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 0 +Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 1 +Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 2 +Intercom sound: 58 ;; SND_MAIN_HALL_INT1 +Intercom sound: 59 ;; SND_MAIN_HALL_INT2 +Intercom sound: 60 ;; SND_MAIN_HALL_INT3 +Intercom pan: 0.0 ;; pan for intercom sound 0 +Intercom pan: 0.0 ;; pan for intercom sound 1 +Intercom pan: 0.0 ;; pan for intercom sound 2 +Num Misc Animations: 4 ;; MAX is 10, if you need more, you need to get a programmer +Misc anim: 2_vHall_misc1 ;; anim for misc anim 1 +Misc anim: 2_vHall_misc2 ;; anim for misc anim 2 +Misc anim: 2_vHall_misc3 ;; anim for misc anim 3 +Misc anim: 2_vHall_misc4 ;; anim for misc anim 4 +Misc anim delay: -1 8000 8000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim delay: -1 15000 30000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim delay: -1 30000 40000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim delay: -1 15000 25000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim coords: 65 41 ;; coords for misc anim 1 +Misc anim coords: 65 41 ;; coords for misc anim 2 +Misc anim coords: 282 356 ;; coords for misc anim 3 +Misc anim coords: 777 110 ;; coords for misc anim 4 +Misc anim mode: 1 ;; anim 1 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim mode: 2 ;; anim 2 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim mode: 2 ;; anim 3 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim mode: 2 ;; anim 4 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim pan: -0.5 ;; pan for anim 1 +Misc anim pan: -0.2 ;; pan for anim 2 +Misc anim pan: 0.0 ;; pan for anim 3 +Misc anim pan: -0.5 ;; pan for anim 4 +Misc anim sounds: 2 1 1 ;; # sounds, sound number for each, anim 1 Ships Outside +Misc anim sounds: 2 1 1 ;; # sounds, sound number for each, anim 2 ?? +Misc anim sounds: 1 53 ;; # sounds, sound number for each, anim 3 Skiff +Misc anim sounds: 2 49 50 ;; # sounds, sound number for each, anim 4 Elevator +Misc anim trigger: 2 0 285 ;; # of triggers, frame to play sound on, anim 1 +Misc anim trigger: 2 10 245 ;; # of triggers, frame to play sound on, anim 2 +Misc anim trigger: 1 1 ;; # of triggers, frame to play sound on, anim 3 +Misc anim trigger: 2 1 69 ;; # of triggers, frame to play sound on, anim 4 +Misc anim handles: 2 ;; # sound handles +Misc anim handles: 2 ;; # sound handles +Misc anim handles: 0 ;; # sound handles +Misc anim handles: 2 ;; # sound handles +Misc anim flags: 2 ;; # sound flags +Misc anim flags: 2 ;; # sound flags +Misc anim flags: 0 ;; # sound flags +Misc anim flags: 2 ;; # sound flags +Num Door Animations: 6 ;; MAX is 10, if you need more, you need to get a programmer +Door anim: 2_vhall_exit ;; door anim 1 +Door anim: 2_vhall_barracks ;; door anim 2 +Door anim: 2_vhall_ready ;; door anim 3 +Door anim: 2_vhall_tech ;; door anim 4 +Door anim: 2_vhall_options ;; door anim 5 +Door anim: 2_vhall_campaign ;; door anim 6 +Door coords: 865 490 945 543 ;; door 1, coords and center of anim +Door coords: 33 154 317 274 ;; door 2, coords and center of anim +Door coords: 535 42 668 249 ;; door 3, coords and center of anim +Door coords: 881 0 953 215 ;; door 4, coords and center of anim +Door coords: 0 434 152 601 ;; door 5, coords and center of anim +Door coords: 658 562 841 665 ;; door 6, coords and center of anim +Door sounds: 63 64 ;; door open, door close +Door sounds: 47 48 ;; door open, door close +Door sounds: 51 52 ;; door open, door close +Door sounds: 45 46 ;; door open, door close +Door sounds: 56 57 ;; door open, door close +Door sounds: 54 55 ;; screen on, screen off +Door pan: -0.6 ;; door sound pan +Door pan: 0.06 ;; door sound pan +Door pan: 0.65 ;; door sound pan +Door pan: 0.2 ;; door sound pan +Door pan: -0.5 ;; door sound pan +Door pan: 0.4 ;; door sound pan +Tooltip Y: 755 ;; y coord to draw tooltip text #end;; text file to contain medal information. Does not include "rank" medals (see rank.tbl for those). ;; medal names and which bitmap(s) are used to display them. #Medals $Name: Epsilon Pegasi Liberation $Bitmap: Medal00.pcx $Num mods: 4 $Name: Imperial Order of Vasuda $Bitmap: Medal01.pcx $Num mods: 4 $Name: Distinguished Flying Cross $Bitmap: Medal02.pcx $Num mods: 4 $Name: SOC Service Medallion $Bitmap: Medal03.pcx $Num mods: 4 $Name: Intelligence Cross $Bitmap: Medal04.pcx $Num mods: 4 $Name: Order of Galatea $Bitmap: Medal05.pcx $Num mods: 4 $Name: Meritorious Unit Commendation $Bitmap: Medal06.pcx $Num mods: 4 $Name: Medal of Valor $Bitmap: Medal07.pcx $Num mods: 4 $Name: GTVA Legion of Honor $Bitmap: Medal08.pcx $Num mods: 4 $Name: Allied Defense Citation $Bitmap: Medal09.pcx $Num mods: 4 $Name: Nebula Campaign Victory Star $Bitmap: Medal10.pcx $Num mods: 4 $Name: NTF Campaign Victory Star $Bitmap: Medal11.pcx $Num mods: 4 $Name: Rank $Bitmap: Medal12.pcx $Num mods: 10 $Name: Wings $Bitmap: Medal13.pcx $Num mods: 2 $Name: Ace $Bitmap: Medal14.pcx $Num mods: 1 +Num Kills: 60 $Wavefile Base: badge_a.wav $Promotion Text: XSTR("For your excellent record of confirmed kills, you have achieved the status of Ace.", 2722) $end_multi_text $Name: Double Ace $Bitmap: Medal15.pcx $Num mods: 1 +Num Kills: 150 $Wavefile Base: badge_b.wav $Promotion Text: XSTR("For your outstanding record of confirmed kills, you have achieved the status of Double Ace.", 2723) $end_multi_text $Name: Triple Ace $Bitmap: Medal16.pcx $Num mods: 1 +Num Kills: 350 $Wavefile Base: badge_c.wav $Promotion Text: XSTR("For your extraordinary record of confirmed kills, you have achieved the status of Triple Ace.", 2724) $end_multi_text $Name: SOC Unit Crest $Bitmap: Medal17.pcx $Num mods: 1 #End; ; The format for a menu will be: ; ; [MENU NAME] ; foreground_filename mask_filename ; music_wave_filename ; use none.wav if you don't want music ; text mask_num hot_key anim_start anim_selected anim_static anim_leave ; text mask_num ... ; ... ; ; ; ; An example menu that has 2 regions would be: ; ; [TEST MENU] ; test.pcx test-m.pcx ; "start game" 1 S cool.abm still.pcx vibrate.abm final.abm ; "quit game" 2 Q cool.abm still.pcx vibrate.abm final.abm ; [MAIN HALL] mainhall1 mainhall1-m ;i:\projects\freespace\music\waves\main.wav ; exit region "" 0 NULL NULL NULL NULL ; barracks "" 1 B NULL NULL NULL NULL ; ready room "" 2 R NULL NULL NULL NULL ; tech room "" 3 T NULL NULL NULL NULL ; options "" 4 NULL NULL NULL NULL ; campaign room "" 5 C NULL NULL NULL NULL ; multiplayer "" 10 NULL NULL NULL NULL NULL ; load mission "" 11 L NULL NULL NULL NULL NULL ; quick start "" 12 G NULL NULL NULL NULL NULL ; skill level "" 13 NULL NULL NULL NULL NULL [BARRACKS MENU] barracks barracks-m ;none.wav "Change Pilot" 1 P NULL NULL NULL NULL "View Combat Statistics" 2 C NULL NULL NULL NULL "View Medals" 3 M NULL NULL NULL NULL "Return" 4 Q NULL NULL NULL NULL [TRAINING MENU] training training-m ;none.wav "Training Missions" 1 T NULL NULL NULL NULL "Replay Missions" 2 R NULL NULL NULL NULL "Return" 3 Q NULL NULL NULL NULL [TECH MENU] tech tech-m ;none.wav "Ship Specs" 1 S NULL NULL NULL NULL "View Cut Scenes" 2 V NULL NULL NULL NULL "View Recorded Demo" 3 D NULL NULL NULL NULL "Credits" 4 C NULL NULL NULL NULL "Return" 5 Q NULL NULL NULL NULL "Simulator Room" 7 M NULL NULL NULL NULL [OPTIONS MENU] options options-m ;none.wav "Sound/Music" 1 S NULL NULL NULL NULL "Controls Configuration" 2 C NULL NULL NULL NULL "HUD Configuration" 3 H NULL NULL NULL NULL "Save/Restore" 4 F NULL NULL NULL NULL "Return" 5 Q NULL NULL NULL NULL ;; ;; This file is messages.tbl. It specifies all generic messages that can be sent to the player ;; during the mission (at least for single player). Format is as follows: ;; ;; #Personas ;; $Persona: ;; persona name ;; ;; repeat the above '$Persona:' field for as many personas as needed ;; ;; $Name: ;; name is an identifier used in Freespace to play the message ;; $Message: ;; message is what actualy gets displayed to the player ;; +Persona: ;; name of persona for this message. Must match one of the above personas ;; +Wave Name: ;; optional name of a wave file to play with this message ;; +Avi Name: ;; optional name of a flick to play with this message ;; ;; ;; #Personas $Persona: Wingman 1 $Type: wingman $Persona: Wingman 2 $Type: wingman $Persona: Wingman 3 $Type: wingman $Persona: Wingman 4 $Type: wingman $Persona: Wingman 5 $Type: wingman $Persona: Wingman 6 $Type: wingman +Vasudan $Persona: Wingman 7 $Type: wingman +Vasudan $Persona: Support Ship $Type: support $Persona: Support Ship Vasudan $Type: support +Vasudan $Persona: Large Ship $Type: large $Persona: Large Ship Vasudan $Type: large +Vasudan $Persona: Terran Command $Type: Command #Messages ;; ALL CLEAR .................................................................................. $Name: All Clear $Message: XSTR("Command, we have secured the area.", 2725) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_allclear.wav $Name: All Clear $Message: XSTR("All hostiles are down. Area secure.", 2726) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_allclear.wav $Name: All Clear $Message: XSTR("All clear, Command.", 2727) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_allclear.wav $Name: All Clear $Message: XSTR("Area is secure.", 2728) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_allclear.wav $Name: All Clear $Message: XSTR("Bandits neutralized. All clear.", 2729) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_allclear.wav $Name: All Clear $Message: XSTR("All enemy forces negated.", 2730) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_allclear.wav $Name: All Clear $Message: XSTR("All hostile targets neutralized.", 2731) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_allclear.wav ;; ARRIVAL (Enemy) ................................................................... $Name: Arrive Enemy $Message: XSTR("Bandits incoming!", 1079) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_arrival.wav $Name: Arrive Enemy $Message: XSTR("Heads up! Enemy wing closing in!", 1078) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_arrival.wav $Name: Arrive Enemy $Message: XSTR("IFF confirmed! Hostiles inbound!", 2732) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_arrival.wav $Name: Arrive Enemy $Message: XSTR("Hostiles approaching fast!", 2733) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_arrival.wav $Name: Arrive Enemy $Message: XSTR("We've got company!", 1080) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_arrival.wav $Name: Arrive Enemy $Message: XSTR("Reading hostile indicators.", 2734) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_arrival.wav $Name: Arrive Enemy $Message: XSTR("Enemy wing inbound.", 2735) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_arrival.wav $Name:Arrive Enemy $Message: XSTR("Incoming jump signature! Hostile configuration!", 2736) +Persona: Terran Command +Avi Name: Head-CM2 +Wave Name: TC_arrival.wav ;; ATTACK MY TARGET ........................................................................... $Name: Attack Target $Message: XSTR("Roger that, sir. Engaging your target.", 2737) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_attack.wav $Name: Attack Target $Message: XSTR("Yes, sir! We'll take em down!", 2738) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_attack.wav $Name: Attack Target $Message: XSTR("Breaking to attack.", 2739) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_attack.wav $Name: Attack Target $Message: XSTR("I've got em in my sights!", 2740) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_attack.wav $Name: Attack Target $Message: XSTR("Target acquired.", 2741) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_attack.wav $Name: Attack Target $Message: XSTR("Affirmative. We will destroy your target.", 2742) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_attack.wav $Name: Attack Target $Message: XSTR("Commencing attack on your target.", 2743) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_attack.wav ;; BACKUP ARRIVAL (previously named "REINFORCEMENTS") ......................................... $Name: Backup $Message: XSTR("Reinforcements on station. Request status brief.", 2744) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_backup.wav $Name: Backup $Message: XSTR("Reinforcements here. Standing by for orders.", 2745) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_backup.wav $Name: Backup $Message: XSTR("Sir, reinforcements are now in position!", 2746) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_backup.wav $Name: Backup $Message: XSTR("The cavalry has arrived, sir.", 2747) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_backup.wav $Name: Backup $Message: XSTR("Reinforcements have arrived. Awaiting orders.", 2748) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_backup.wav $Name: Backup $Message: XSTR("We are here to assist. What is your status?", 2749) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_backup.wav $Name: Backup $Message: XSTR("We will reinforce your wing. Please transmit orders.", 2750) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_backup.wav ;; BETA WING ARRIVAL .......................................................................... $Name: Beta Arrived $Message: XSTR("Beta wing here. Standing by.", 2751) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_beta.wav $Name: Beta Arrived $Message: XSTR("This is Beta wing. What's your status?", 2752) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_beta.wav $Name: Beta Arrived $Message: XSTR("Beta wing now in position.", 2753) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_beta.wav $Name: Beta Arrived $Message: XSTR("Beta wing has arrived. Awaiting orders.", 2754) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_beta.wav $Name: Beta Arrived $Message: XSTR("Beta wing here. We're now in system, Command!", 2755) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_beta.wav $Name: Beta Arrived $Message: XSTR("Beta wing is on station.", 2756) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_beta.wav $Name: Beta Arrived $Message: XSTR("This is Beta wing. Standing by for orders.", 2757) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_beta.wav ;; CHECK YOUR SIX ............................................................................. $Name: Check 6 $Message: XSTR("Check your six!", 2758) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_Check6.wav $Name: Check 6 $Message: XSTR("Bandit on your tail!", 2759) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_Check6.wav $Name: Check 6 $Message: XSTR("Watch your back, pilot!", 2760) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_Check6.wav $Name: Check 6 $Message: XSTR("Behind you, pilot!", 2761) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_Check6.wav $Name: Check 6 $Message: XSTR("On your six! On your six!", 2762) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_Check6.wav $Name: Check 6 $Message: XSTR("Take evasive action, pilot!", 2763) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_Check6.wav $Name: Check 6 $Message: XSTR("Bandit at six o'clock!", 2764) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_Check6.wav ;; DEATH (previously wingman scream)................................................... $Name: Death $Message: XSTR("Noooooooo!!!", 2765) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_Death.wav $Name: Death $Message: XSTR("Aaaaaaaah!!!", 2766) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_Death.wav $Name: Death $Message: XSTR("Help me!!!", 2767) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_Death.wav $Name: Death $Message: XSTR("Mayday! Mayday!", 2768) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_Death.wav $Name: Death $Message: XSTR("I'm going down! I'm going down!", 2769) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_Death.wav $Name: Death $Message: XSTR("Avenge me!", 2770) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_Death.wav $Name: Death $Message: XSTR("Long live the Emperor!", 2771) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_Death.wav ;; DELTA WING ARRIVAL ......................................................................... $Name: Delta Arrived $Message: XSTR("This is Delta wing. What's your status?", 2772) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_Delta.wav $Name: Delta Arrived $Message: XSTR("Delta wing now in position.", 2773) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_Delta.wav $Name: Delta Arrived $Message: XSTR("Delta wing now on station. Awaiting orders.", 2774) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_Delta.wav $Name: Delta Arrived $Message: XSTR("This is Delta wing. Give us a target, sir!", 2775) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_Delta.wav $Name: Delta Arrived $Message: XSTR("Delta wing here. Standing by.", 2776) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_Delta.wav $Name: Delta Arrived $Message: XSTR("Delta wing is ready to assist, pilot.", 2777) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_Delta.wav $Name: Delta Arrived $Message: XSTR("This is Delta wing. What is your command?", 2778) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_Delta.wav ;; DEPART (previously named "WARPOUT") ........................................................ $Name: Depart $Message: XSTR("Yes, sir! I'm outta here!", 2779) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_depart.wav $Name: Depart $Message: XSTR("You don't have to tell me twice!", 2780) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_depart.wav $Name: Depart $Message: XSTR("Roger that, sir. See you back home.", 2781) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_depart.wav $Name: Depart $Message: XSTR("Right away, sir. Jump drive engaged.", 2782) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_depart.wav $Name: Depart $Message: XSTR("Acknowledged. Returning to base now.", 2783) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_depart.wav $Name: Depart $Message: XSTR("We are departing as ordered.", 2784) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_depart.wav $Name: Depart $Message: XSTR("Returning to base.", 2785) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_depart.wav $Name: Depart $Message: XSTR("I copy. Engaging jump drive now.", 2786) +Persona: Support Ship +Avi Name: Head-TP3 +Wave Name: S_depart.wav $Name: Depart $Message: XSTR("Departing field of engagement.", 2787) +Persona: Support Ship Vasudan +Avi Name: Head-VP2 +Wave Name: VS_depart.wav $Name: Depart $Message: XSTR("We are departing as ordered.", 2788) +Persona: Large Ship Vasudan +Avi Name: Head-VP1 +Wave Name: 6_depart.wav ;; DISABLE TARGET ............................................................................. $Name: Disable Target $Message: XSTR("Roger that, sir. Disabling your target.", 2789) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_Disable.wav $Name: Disable Target $Message: XSTR("Yes, sir! Targeting engines now!", 2790) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_Disable.wav $Name: Disable Target $Message: XSTR("Acquiring lock on engines.", 2791) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_Disable.wav $Name: Disable Target $Message: XSTR("I copy that. Disabling your target now.", 2792) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_Disable.wav $Name: Disable Target $Message: XSTR("Roger that. We'll knock out those engines for you, sir!", 2793) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_Disable.wav $Name: Disable Target $Message: XSTR("Affirmative. Disabling your target.", 2794) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_Disable.wav $Name: Disable Target $Message: XSTR("Acknowledged. Engine subsystem targeted.", 2795) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_Disable.wav ;; DISARM TARGET .............................................................................. $Name: Disarm Target $Message: XSTR("Yes, sir! Targeting weapons now!", 2796) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_Disarm.wav $Name: Disarm Target $Message: XSTR("Target data received. Acquiring lock.", 2797) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_Disarm.wav $Name: Disarm Target $Message: XSTR("I copy, sir. Disarming your target.", 2798) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_Disarm.wav $Name: Disarm Target $Message: XSTR("I'm on it.", 2799) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_Disarm.wav $Name: Disarm Target $Message: XSTR("Roger that, sir. Disarming target now.", 2800) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_Disarm.wav $Name: Disarm Target $Message: XSTR("Acknowledged. Weapon subsystem targeted. ", 2801) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_Disarm.wav $Name: Disarm Target $Message: XSTR("I copy. Neutralizing weapons.", 2802) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_Disarm.wav ;; ENGAGE ENEMY ............................................................................... $Name: Engage $Message: XSTR("Roger that.", 2803) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_engage.wav $Name: Engage $Message: XSTR("Yes, sir! Breaking to attack!", 2804) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_engage.wav $Name: Engage $Message: XSTR("Engaging enemy now, sir.", 2805) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_engage.wav $Name: Engage $Message: XSTR("With pleasure, sir.", 2806) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_engage.wav $Name: Engage $Message: XSTR("I'm on it, sir.", 2807) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_engage.wav $Name: Engage $Message: XSTR("By your command. Engaging enemy.", 2808) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_engage.wav $Name: Engage $Message: XSTR("Breaking to attack.", 2809) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_engage.wav ;; EPSILON ARRIVAL ............................................................................ $Name: Epsilon Arrived $Message: XSTR("Epsilon wing now on station.", 2810) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_epsilon.wav $Name: Epsilon Arrived $Message: XSTR("Epsilon has arrived in system. Awaiting orders.", 2811) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_epsilon.wav $Name: Epsilon Arrived $Message: XSTR("Epsilon here. Ready to engage!", 2812) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_epsilon.wav $Name: Epsilon Arrived $Message: XSTR("Epsilon here. Standing by.", 2813) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_epsilon.wav $Name: Epsilon Arrived $Message: XSTR("This is Epsilon wing. What's your status?", 2814) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_epsilon.wav $Name: Epsilon Arrived $Message: XSTR("Epsilon wing standing by. Transmit orders.", 2815) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_epsilon.wav $Name: Epsilon Arrived $Message: XSTR("This is Epsilon. We are in position. Requesting orders.", 2816) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_epsilon.wav ;; GAMMA ARRIVAL .............................................................................. $Name: Gamma Arrived $Message: XSTR("Gamma wing has arrived. Awaiting orders.", 2817) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_gamma.wav $Name: Gamma Arrived $Message: XSTR("Gamma here. Ready to assist.", 2818) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_gamma.wav $Name: Gamma Arrived $Message: XSTR("Gamma wing is standing by.", 2819) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_gamma.wav $Name: Gamma Arrived $Message: XSTR("This is Gamma wing. What's your status?", 2820) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_gamma.wav $Name: Gamma Arrived $Message: XSTR("Gamma is now in system.", 2821) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_gamma.wav $Name: Gamma Arrived $Message: XSTR("This is Gamma wing. Please transmit orders.", 2822) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_gamma.wav $Name: Gamma Arrived $Message: XSTR("Gamma wing on station.", 2823) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_gamma.wav ;; HELP (REDUDANT TO ASSIST??) ................................................................ $Name: Help $Message: XSTR("Hull integrity failing! Get me out outta here, Command!", 2824) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_help.wav $Name: Help $Message: XSTR("I can't hold them off much longer!", 2825) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_help.wav $Name: Help $Message: XSTR("Get this bandit off me!", 2826) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_help.wav $Name: Help $Message: XSTR("Cover me! Cover me!", 2827) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_help.wav $Name: Help $Message: XSTR("This crate's gonna blow!", 2828) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_help.wav $Name: Help $Message: XSTR("Sustained critical damage. Hull failure imminent.", 2829) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_help.wav $Name: Help $Message: XSTR("Systems are failing. Please assist.", 2830) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_help.wav ;; IGNORE TARGET .............................................................................. $Name: Ignore Target $Message: XSTR("Yes, sir!", 2831) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_ignore.wav $Name: Ignore Target $Message: XSTR("All yours, sir. Good luck!", 2832) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_ignore.wav $Name: Ignore Target $Message: XSTR("Hope you know what you're doing, sir.", 2833) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_ignore.wav $Name: Ignore Target $Message: XSTR("Ignoring your target.", 2834) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_ignore.wav $Name: Ignore Target $Message: XSTR("Knock yourself out, sir.", 2835) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_ignore.wav $Name: Ignore Target $Message: XSTR("Disregarding your target.", 2836) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_ignore.wav $Name: Ignore Target $Message: XSTR("By your command. The kill is yours.", 2837) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_ignore.wav ;; NEGATIVE REPLIES ........................................................................... $Name: No $Message: XSTR("No can do, sir.", 2838) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_no.wav $Name: No $Message: XSTR("Sorry, sir. Unable to comply.", 2839) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_no.wav $Name: No $Message: XSTR("Not a chance, pilot.", 2840) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_no.wav $Name: No $Message: XSTR("With all due respect, sir, you're out of line.", 2841) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_no.wav $Name: No $Message: XSTR("That's an invalid order, pilot.", 2842) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_no.wav $Name: No $Message: XSTR("Negative. I cannot execute your command.", 2843) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_no.wav $Name: No $Message: XSTR("I will not perform that action.", 2844) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_no.wav ;; NO TARGET .................................................................................. $Name: No Target $Message: XSTR("Sorry, sir. I am unable to acquire your target.", 2845) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_notarget.wav $Name: No Target $Message: XSTR("Confirm your target, pilot. I can't get a reading.", 2846) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_notarget.wav $Name: No Target $Message: XSTR("Say again, sir?", 2847) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_notarget.wav $Name: No Target $Message: XSTR("Target? What target?", 2848) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_notarget.wav $Name: No Target $Message: XSTR("And what target would that be, sir?", 2849) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_notarget.wav $Name: No Target $Message: XSTR("Your target data is invalid.", 2850) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_notarget.wav $Name: No Target $Message: XSTR("You must specify a target.", 2851) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_notarget.wav ;; Oops 1 (Player "accidentally" fires upon friendly .......................................... $Name: Oops 1 $Message: XSTR("Whose side are you on, pilot?", 2852) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_oops1.wav $Name: Oops 1 $Message: XSTR("Don't make me hurt you, pilot!", 2853) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_oops1.wav $Name: Oops 1 $Message: XSTR("You got a problem with your IFF, sir?", 2854) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_oops1.wav $Name: Oops 1 $Message: XSTR("Back off, pilot! You're out of line!", 2855) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_oops1.wav $Name: Oops 1 $Message: XSTR("You think that's funny?", 2856) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_oops1.wav $Name: Oops 1 $Message: XSTR("Disengage, pilot!", 2857) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_oops1.wav $Name: Oops 1 $Message: XSTR("Constrain your actions, pilot.", 2858) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_oops1.wav $Name: Oops 1 $Message: XSTR("Invalid target! Hold your fire!", 2859) +Persona: Terran Command +Avi Name: Head-CM2 +Wave Name: TC_oops1.wav ;; PLAYER KILLED (previously "player died")........................................... $Name: Player Dead $Message: XSTR("Pilot down! Pilot down!", 2860) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_p_dead.wav $Name: Player Dead $Message: XSTR("Squad lost a pilot!", 2861) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_p_dead.wav $Name: Player Dead $Message: XSTR("Squadmate down!", 2862) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_p_dead.wav $Name: Player Dead $Message: XSTR("We've lost a pilot!", 2863) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_p_dead.wav $Name: Player Dead $Message: XSTR("Friendly down!", 2864) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_p_dead.wav $Name: Player Dead $Message: XSTR("Friendly neutralized!", 2865) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_p_dead.wav $Name: Player Dead $Message: XSTR("No sorrow but vengeance.", 2866) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_p_dead.wav ;; PRAISE ..................................................................................... $Name: Praise $Message: XSTR("Objective neutralized!", 2867) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_praise.wav $Name: Praise $Message: XSTR("That's a confirmed kill!", 2868) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_praise.wav $Name: Praise $Message: XSTR("Show us how it's done, sir!", 2869) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_praise.wav $Name: Praise $Message: XSTR("You got em!", 2870) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_praise.wav $Name: Praise $Message: XSTR("Bandit down!", 2871) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_praise.wav $Name: Praise $Message: XSTR("Formidable!", 2872) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_praise.wav $Name: Praise $Message: XSTR("You fight like a Vasudan!", 2873) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_praise.wav ;; REARM ...................................................................................... $Name: Rearm $Message: XSTR("Missile banks depleted! Calling in support!", 2874) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_rearm.wav $Name: Rearm $Message: XSTR("I need to rearm!", 2875) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_rearm.wav $Name: Rearm $Message: XSTR("Support, need more ordnance here!", 2876) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_rearm.wav $Name: Rearm $Message: XSTR("Secondary banks empty! Calling in support!", 2877) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_rearm.wav $Name: Rearm $Message: XSTR("Ordnance depleted!", 2878) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_rearm.wav $Name: Rearm $Message: XSTR("I must rearm. Requesting support.", 2879) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_rearm.wav $Name: Rearm $Message: XSTR("Secondaries depleted. Require support.", 2880) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_rearm.wav ;; REPAIR ..................................................................................... $Name: Repair $Message: XSTR("Systems failing! Get support here pronto!", 2881) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_repair.wav $Name: Repair $Message: XSTR("Command, systems are blown! I need a repair!", 2882) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_repair.wav $Name: Repair $Message: XSTR("Subsystems are down! I need support here!", 2883) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_repair.wav $Name: Repair $Message: XSTR("Disengaging now for repair!", 2884) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_repair.wav $Name: Repair $Message: XSTR("My systems are going berserk! Calling in support!", 2885) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_repair.wav $Name: Repair $Message: XSTR("Requesting subsystem repair.", 2886) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_repair.wav $Name: Repair $Message: XSTR("Subsystems incapacitated!", 2887) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_repair.wav ;; STRAY ............................................................................ $Name: Stray $Message: XSTR("You know where you're going, sir?", 2888) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_Stray.wav $Name: Stray $Message: XSTR("With all due respect, sir, we seem to be off course.", 2889) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_Stray.wav $Name: Stray $Message: XSTR("Let's focus on our objectives, sir.", 2890) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_Stray.wav $Name: Stray $Message: XSTR("What about our mission, sir?", 2891) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_Stray.wav $Name: Stray $Message: XSTR("We have orders to follow, sir.", 2892) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_Stray.wav $Name: Stray $Message: XSTR("You are deserting the field of engagement, Terran.", 2893) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_Stray.wav $Name: Stray $Message: XSTR("You are violating our mission directives, Terran.", 2894) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_Stray.wav ;; TRAITOR ........................................................................... $Name: Traitor $Message: XSTR("Sorry it had to end like this, sir!", 2895) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_Traitor.wav $Name: Traitor $Message: XSTR("No mercy for traitors in this unit!", 2896) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_Traitor.wav $Name: Traitor $Message: XSTR("See you in hell, pilot!", 2897) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_Traitor.wav $Name: Traitor $Message: XSTR("You just had to keep firing, didn't you?", 2898) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_Traitor.wav $Name: Traitor $Message: XSTR("That's what you get when you don't play nice.", 2899) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_Traitor.wav $Name: Traitor $Message: XSTR("No refuge for traitors!", 2900) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_Traitor.wav $Name: Traitor $Message: XSTR("You disgrace your species, Terran.", 2901) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_Traitor.wav $Name: Traitor $Message: XSTR("All units, terminate the traitor!", 2902) +Persona: Terran Command +Avi Name: Head-CM2 +Wave Name: TC_Traitor.wav ;; YES ............................................................................... $Name: yes $Message: XSTR("Affirmative.", 2903) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_yes.wav $Name: yes $Message: XSTR("Roger that.", 2904) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_yes.wav $Name: yes $Message: XSTR("I'm on it.", 2905) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_yes.wav $Name: yes $Message: XSTR("Yes, sir!", 2906) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_yes.wav $Name: yes $Message: XSTR("I copy.", 2907) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_yes.wav $Name: yes $Message: XSTR("Acknowledged.", 2908) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_yes.wav $Name: yes $Message: XSTR("By your command.", 2909) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_yes.wav ;; SUPPORT SHIP SECTION .............................................................. $Name: On Way $Message: XSTR("I copy, pilot. Support ship in transit.", 2910) +Persona: Support Ship +Avi Name: Head-TP3 +Wave Name: S_onway.wav $Name: On Way $Message: XSTR("Acknowledged. Standby to rearm.", 2911) +Persona: Support Ship Vasudan +Avi Name: Head-VP2 +Wave Name: VS_onway.wav $Name: Rearm On Way $Message: XSTR("Stand by, pilot. We're on our way.", 2912) +Persona: Support Ship +Avi Name: Head-TP3 +Wave Name: S_onway2.wav $Name: Rearm On Way $Message: XSTR("Support request confirmed. Please stand by.", 2913) +Persona: Support Ship Vasudan +Avi Name: Head-VP2 +Wave Name: VS_onway2.wav $Name: Rearm warping in $Message: XSTR("Deploying support ship now. Please stand by.", 2914) +Persona: Terran Command +Avi Name: Head-CM2 +Wave Name: TC_help.wav $Name: Repair Done $Message: XSTR("Rearming complete, sir. You're good to go.", 2915) +Persona: Support Ship +Avi Name: Head-TP3 +Wave Name: S_rearm.wav $Name: Repair Done $Message: XSTR("Rearming procedure complete.", 2916) +Persona: Support Ship Vasudan +Avi Name: Head-VP2 +Wave Name: VS_rearm.wav $Name: Repair Aborted $Message: XSTR("Rearming sequence aborted.", 2917) +Persona: Support Ship +Avi Name: Head-TP3 +Wave Name: S_abort.wav $Name: Repair Aborted $Message: XSTR("Rearming procedure terminated.", 2918) +Persona: Support Ship Vasudan +Avi Name: Head-VP2 +Wave Name: VS_abort.wav $Name: Support Killed $Message: XSTR("Support ship is down!", 2919) +Persona: Terran Command +Avi Name: Head-CM2 +Wave Name: TC_S_Dead.wav ; MISC TERRAN COMMAND $Name: All Alone $Message: XSTR("No reinforcements are available, pilot. You're on your own.", 2920) +Persona: Terran Command +Avi Name: Head-CM2 +Wave Name: TC_Loner.wav $Name: Instructor Hit $Message: XSTR("Invalid target! Hold your fire! ", 2921) +Persona: Terran Command +Avi Name: Head-CM2 +Wave Name: TC_oops1.wav $Name: Instructor Attack $Message: XSTR("Your instructor is not a valid target, pilot.", 2922) +Persona: Terran Command +Avi Name: Head-CM2 +Wave Name: TC_oops2.wav $Name: Stray Warning $Message: XSTR("Desertion is grounds for a court martial, pilot. Return to the battle.", 2923) +Persona: Terran Command +Avi Name: Head-CM2 +Wave Name: TC_stray.wav $Name: Stray Warning Final $Message: XSTR("Pilot, this is your final warning. Complete your mission objectives.", 2924) +Persona: Terran Command +Avi Name: Head-CM2 +Wave Name: TC_strayfinal.wav $Name: Awacs at 75 $Message: XSTR("AWACS has sustained moderate damage! Please assist!", 2925) +Persona: Large Ship +Avi Name: Head-CM1 +Wave Name: Awacs75.wav $Name: Awacs at 25 $Message: XSTR("AWACS hull integrity has fallen below critical! Request immediate fighter cover!", 2926) +Persona: Large Ship +Avi Name: Head-CM1 +Wave Name: Vawacs25.wav $Name: Awacs at 75 $Message: XSTR("Command, AWACS is under attack! Request fighter cover!", 2927) +Persona: Large Ship Vasudan +Avi Name: Head-VC +Wave Name: Awacs75.wav $Name: Awacs at 25 $Message: XSTR("Mayday! AWACS hull failure imminent! Please assist!", 2928) +Persona: Large Ship Vasudan +Avi Name: Head-VC +Wave Name: Vawacs25.wav #End#Muzzle flash types ;; small muzzle flash $Mflash: +name: mflash_small ;; whatever you want to name it +blob_name: expmissilehit1 ;; anim name, offset from muzzle, radius +blob_offset: 1.0 +blob_radius: 6.0 +blob_name: expmissilehit1 ;; anim name, offset from muzzle, radius +blob_offset: 4.5 +blob_radius: 4.0 +blob_name: expmissilehit1 ;; anim name, offset from muzzle, radius +blob_offset: 6.0 +blob_radius: 3.0 +blob_name: expmissilehit1 ;; anim name, offset from muzzle, radius +blob_offset: 8.5 +blob_radius: 3.0 #end; ; music.tbl ; ; Specifies which .wav files to use for the different sections of event-driven sound-tracks ; ; format: $Name: filename.wav num_measures (samples_per_measure) ; #SoundTrack Start ; SoundTrack 0 $Soundtrack Name: 1: Genesis $Name: FS2_Amb_A01.ogg 25.0 105840 ; * Ambience $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Normal $Name: FS2_Arv_B01.wav 3.8 81415 ; * Enemy Arrival during Normal $Name: FS2_Btl_A01.ogg 25.8 132300 ; * Battle 1 $Name: FS2_Btl_A02.ogg 27.8 81415 ; * Battle 2 $Name: FS2_Btl_A03.ogg 39.8 81415 ; * Battle 3 $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Battle $Name: FS2_Arv_B02.wav 3.8 81415 ; * Enemy Arrival during Battle $Name: FS2_Vict_A01.wav 2.8 52920 ; * Victory 1 ( goal completed ) $Name: FS2_Vict_A02.wav 30.8 52920 ; * Victory 2 ( all enemies dead, goals completed ) $Name: FS2_Dth_A01.wav 23.8 132300 ; * Goal Failed $Name: FS2_Dth_A01.wav 23.8 132300 ; * Player dies #SoundTrack End ; End Soundtrack 0 ; #SoundTrack Start ; SoundTrack 1 $Soundtrack Name: 2: Exodus $Name: FS2_Amb_B01.ogg 17.0 132300 ; * Ambience $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Normal $Name: FS2_Arv_B01.wav 4.8 81415 ; * Enemy Arrival during Normal $Name: FS2_Btl_B01.ogg 39.8 132300 ; * Battle 1 $Name: FS2_Btl_B02.ogg 23.8 75600 ; * Battle 2 $Name: FS2_Btl_B03.wav 31.8 75600 ; * Battle 3 $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Battle $Name: FS2_Arv_B04.wav 4.8 75600 ; * Enemy Arrival during Battle $Name: FS2_Vict_A01.wav 2.8 52920 ; * Victory 1 ( goal completed ) $Name: FS2_Vict_B02.wav 40.8 88200 ; * Victory 2 ( all enemies dead, goals completed ) $Name: FS2_Dth_A01.wav 23.8 132300 ; * Goal Failed $Name: FS2_Dth_A01.wav 23.8 132300 ; * Player dies #SoundTrack End ; End Soundtrack 1 ; #SoundTrack Start ; SoundTrack 2 $Soundtrack Name: 3: Leviticus $Name: FS2_Amb_C01.ogg 16.0 98916 ; * Ambience $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Normal $Name: FS2_Arv_C01.wav 3.8 99225 ; * Enemy Arrival during Normal $Name: FS2_Btl_C01.ogg 11.8 216491 ; * Battle 1 $Name: FS2_Btl_C02.ogg 7.8 192437 ; * Battle 2 $Name: FS2_Btl_C03.wav 28.8 99225 ; * Battle 3 $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Battle $Name: FS2_Arv_C01.wav 3.8 99225 ; * Enemy Arrival during Battle $Name: FS2_Vict_A01.wav 2.8 52920 ; * Victory 1 ( goal completed ) $Name: FS2_Vict_A02.wav 30.8 52920 ; * Victory 2 ( all enemies dead, goals completed ) $Name: FS2_Dth_A01.wav 23.8 132300 ; * Goal Failed $Name: FS2_Dth_A01.wav 23.8 132300 ; * Player dies #SoundTrack End ; End Soundtrack 2 ; #SoundTrack Start ; SoundTrack 3 $Soundtrack Name: 4: Numbers $Name: FS2_Amb_D01.ogg 25.0 105840 ; * Ambience $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Normal $Name: FS2_Arv_D01.wav 3.8 99362 ; * Enemy Arrival during Normal $Name: FS2_Btl_D01.ogg 15.8 231528 ; * Battle 1 $Name: FS2_Btl_D02.ogg 23.8 231528 ; * Battle 2 $Name: FS2_Btl_D03.ogg 23.8 231528 ; * Battle 3 $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Battle $Name: FS2_Arv_D01.wav 3.8 99362 ; * Enemy Arrival during Battle $Name: FS2_Vict_A01.wav 2.8 52920 ; * Victory 1 ( goal completed ) $Name: FS2_Vict_B02.wav 40.8 88200 ; * Victory 2 ( all enemies dead, goals completed ) $Name: FS2_Dth_A01.wav 23.8 132300 ; * Goal Failed $Name: FS2_Dth_A01.wav 23.8 132300 ; * Player dies #SoundTrack End ; End Soundtrack 3 ; #SoundTrack Start ; SoundTrack 4 $Soundtrack Name: 5: Deuteronomy $Name: FS2_Amb_B01.ogg 16.0 132300 ; * Ambience $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Normal $Name: FS2_Arv_D01.wav 3.8 99362 ; * Enemy Arrival during Normal $Name: FS2_Btl_F01.ogg 23.8 117600 ; * Battle 1 $Name: FS2_Btl_F02.ogg 15.8 117600 ; * Battle 2 $Name: FS2_Btl_F03.wav 20.0 117600 ; * Battle 3 $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Battle $Name: FS2_Arv_D01.wav 3.8 99362 ; * Enemy Arrival during Battle $Name: FS2_Vict_A01.wav 2.8 52920 ; * Victory 1 ( goal completed ) $Name: FS2_Vict_B02.wav 40.8 88200 ; * Victory 2 ( all enemies dead, goals completed ) $Name: FS2_Dth_A01.wav 23.8 132300 ; * Goal Failed $Name: FS2_Dth_A01.wav 23.8 132300 ; * Player dies #SoundTrack End ; End Soundtrack 4 ; #SoundTrack Start ; SoundTrack 5 $Soundtrack Name: 6: Joshua $Name: FS2_Amb_C01.ogg 16.0 98916 ; * Ambience $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Normal $Name: FS2_Arv_E02.ogg 1.8 294000 ; * Enemy Arrival during Normal $Name: FS2_Btl_G01.ogg 25.8 176400 ; * Battle 1 $Name: FS2_Btl_G02.ogg 19.8 176400 ; * Battle 2 $Name: FS2_Btl_G03.ogg 31.8 176400 ; * Battle 3 $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Battle $Name: FS2_Arv_G02.wav 3.8 88200 ; * Enemy Arrival during Battle $Name: FS2_Vict_A01.wav 2.8 52920 ; * Victory 1 ( goal completed ) $Name: FS2_Vict_A02.wav 30.8 52920 ; * Victory 2 ( all enemies dead, goals completed ) $Name: FS2_Dth_A01.wav 23.8 132300 ; * Goal Failed $Name: FS2_Dth_A01.wav 23.8 132300 ; * Player dies #SoundTrack End ; End SoundTrack 5 ; #SoundTrack Start ; SoundTrack 6 $Soundtrack Name: 7: Revelation $Name: FS2_Amb_E01.ogg 14.0 14700 ; * Ambience $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Normal $Name: FS2_Arv_E02.ogg 1.8 294000 ; * Enemy Arrival during Normal $Name: FS2_Btl_E01.ogg 27.8 294000 ; * Battle 1 $Name: FS2_Btl_E02.ogg 23.8 176400 ; * Battle 2 $Name: FS2_Btl_E03.ogg 22.8 176400 ; * Battle 3 $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Battle $Name: FS2_Arv_E02.ogg 1.8 147000 ; * Enemy Arrival during Battle $Name: FS2_Vict_A01.wav 2.8 52920 ; * Victory 1 ( goal completed ) $Name: FS2_Vict_A02.wav 30.8 52920 ; * Victory 2 ( all enemies dead, goals completed ) $Name: FS2_Dth_A01.wav 23.8 132300 ; * Goal Failed $Name: FS2_Dth_A01.wav 23.8 132300 ; * Player dies #SoundTrack End ; End SoundTrack 6 ; #Menu Music Start $Name: Brief1 $Filename: FS2_Brief_01.ogg ; briefing music 1 $Name: Brief2 $Filename: FS2_Brief_02.ogg ; briefing music 2 $Name: Brief3 $Filename: FS2_Brief_03.ogg ; briefing music 3 $Name: Brief4 $Filename: FS2_Brief_01.ogg ; briefing music 4 $Name: Brief5 $Filename: FS2_Brief_02.ogg ; briefing music 5 $Name: Brief6 $Filename: FS2_Btl_A01.ogg ; briefing music 6 $Name: Brief7 $Filename: FS2_Cinema2.wav ; briefing music 7 $Name: Success $Filename: FS2_DB_01.wav ; debriefing success music $Name: Average $Filename: FS2_DB_02.wav ; debriefing average music $Name: Failure $Filename: FS2_DB_03.ogg ; debriefing failure music $Name: Aquitaine $Filename: Aquitaine.wav ; Main menu music $Name: Psampik $Filename: Psampik.wav ; Vasudan menu music $Name: Cinema $Filename: FS2_Cinema2.wav ; credits music #Menu Music End ;; bitmap list for (full) nebula missions ;; background bitmap options +Nebula: nbackblue1 +Nebula: nbackblue2 +Nebula: nbackcyan +Nebula: nbackgreen +Nebula: nbackpurp1 +Nebula: nbackpurp2 +Nebula: nbackred +Nebula: nbackblack #end ;; poofy cloud bitmaps (up to 6) +Poof: PoofGreen01 +Poof: PoofGreen02 +Poof: PoofRed01 +Poof: PoofRed02 +Poof: PoofPurp01 +Poof: PoofPurp02 #end +ND 255 255 255 +ND 41 41 255 +ND 255 0 0 +ND 0 255 0 +ND 255 244 126 #END; Ranks.tbl ; Will contain data for : ; 1.) player rank names ; 2.) player rank scores ; ; Do not change the ordering of the sections in this table. Also do not add items to the list ; ; ; ; Casting Notes: ; Terran Captain 1(M) - ES = 1_* ; Terran Captain 2(F) - SH = 3_* [RANK NAMES] $Name: Ensign $Points: 0 $Bitmap: medal12.pcx $Promotion Voice Base: rank_0.wav $Promotion Text: XSTR("You have received your commission in the GTVA. Congratulations, Ensign.", 2929) $end_multi_text $Name: Lieutenant Junior Grade $Points: 4000 $Bitmap: medal12a.pcx $Promotion Voice Base: rank_a.wav $Promotion Text: XSTR("Because of your achievements, character, and potential, you are duly awarded the rank of Lieutenant Junior Grade.", 2930) $end_multi_text $Name: Lieutenant $Points: 10000 $Bitmap: medal12b.pcx $Promotion Voice Base: rank_b.wav $Promotion Text: XSTR("After reviewing your service record and the recommendations of your superior officers, Allied Command has authorized your promotion. Congratulations, Lieutenant.", 2931) $end_multi_text $Name: Lieutenant Commander $Points: 22000 $Bitmap: medal12c.pcx $Promotion Voice Base: rank_c.wav $Promotion Text: XSTR("For your excellent record of service, leadership, and conduct under fire, you have attained the rank of Lieutenant Commander.", 2932) $end_multi_text $Name: Commander $Points: 50000 $Bitmap: medal12d.pcx $Promotion Voice Base: rank_d.wav $Promotion Text: XSTR("Because your achievements distinguish you as an officer of the highest caliber, you have been promoted to the rank of Commander.", 2933) $end_multi_text $Name: Captain $Points: 150000 $Bitmap: medal12e.pcx $Promotion Voice Base: rank_e.wav $Promotion Text: XSTR("For your brilliance as a pilot, tactician, and leader, Allied Command confers upon you the rank of Captain.", 2934) $end_multi_text ;; the Brass $Name: Commodore $Points: 400000 $Bitmap: medal12f.pcx $Promotion Voice Base: rank_f.wav $Promotion Text: XSTR("Captain, your long and illustrious record distinguishes you as a leader of integrity, courage, and wisdom. You are duly promoted to the rank of Commodore.", 2935) $end_multi_text $Name: Rear Admiral $Points: 2000000 $Bitmap: medal12g.pcx $Promotion Voice Base: rank_g.wav $Promotion Text: XSTR("On behalf of the GTVA Security Council and General Assembly, it is my honor to confer upon you the prestigious rank of Rear Admiral. Congratulations. ", 2936) $end_multi_text $Name: Vice Admiral $Points: 5000000 $Bitmap: medal12h.pcx $Promotion Voice Base: rank_h.wav $Promotion Text: XSTR("Your career stands as a shining example of our ideals and values, and few officers have rendered greater service to the Alliance. On behalf of the GTVA Security Council and General Assembly, I hereby confer upon you the prestigious rank of Vice Admiral.", 2937) $end_multi_text $Name: Admiral $Points: 9000000 $Bitmap: medal12i.pcx $Promotion Voice Base: rank_i.wav $Promotion Text: XSTR("Congratulations. You have earned your place in the highest echelon of allied leadership. Your character, courage, and genius are an inspiration to us all. On behalf of the GTVA Security Council and General Assembly, I hereby confer upon you the prestigious rank of Admiral. Now go read a book.", 2938) $end_multi_text #End ; file to indicate all ship types and their physical characteristics (such as physics info, etc) ; format is a simple form of the mission files ; ; Some general comments about some of the fields ; ; Velocities are specified in (freespace) units/second. You can currently only ; specify velocities in the linear directions. Rotational velocities are still ; currently speified with thrust (until I get this fixed). Rotation time is the ; amount of time (in seconds) to complete 1 revolution in the given direction ; (x is pitch, y is heading, and z is bank). ; ; Damp affects how quickly you will accel/decel to your target velocity. Higher damp ; means slow acceleration and deceleration. The lower this number, the faster ; the ship responds. For example, specifying a value of 0.0 means there is no ; damping, in other words, people would say, "this has no physics, like Wing ; Commander." The more damping, the harder to control, but the more smoothly ; it moves. ; ; Accelerations: ; All the acceleration numbers are damp factors for how fast the thing ; changes speed. 0 would mean instantaneous velocity changes, and the ; bigger the number, the slower the acceleration. Sort of backwards, but... ; forward_accel - The damp factor for when the ship is trying to go faster ; forward_decel - The damp factor for when the ship is trying to slow down ; slide_accel - The damp factor for left/right/up/down/reverse acceleration. ; slide_decel - The damp factor for left/right/up/down/reverse deceleration. ; ; Energy Transfer System: ; $Power Output => energy is produced per second by the ship's reactor ; $Max Oclk Speed => the max forward speed of the ship when 100% energy ; is directed at the engines ; $Max Weapon Eng => how much weapon energy can be stored (related to $Energy Cosumed ; field in weapons.tbl) ; ; Afterburners: ; $Afterburner => YES if afterburner present, NO otherwise ; ; The following parameters must be present if $Afterburner is YES, otherwise comment ; out or delete them: ; ; +Aburn Max Vel: => x,y,z velocity when afterburner engaged ; +Aburn For accel: => forward accel when afterburner engaged ; +Aburn Fuel: => fuel capacity of afterburners ; +Aburn Burn Rate: => rate in fuel/second that afterburners consume fuel ; +Aburn Rec Rate: => rate in fuel/second that afterburners recover fuel ; ; $Subsystem: name, percent_damage, turret_turn_360_time ; $Default PBanks: ( "weapon1" "weapon2" ) ; $Default SBanks: ( "missile1" "missile2" ) ; $SBank Capacity: ( 50, 100 ) ; ; A note regarding ship sounds: ; The index for ship sounds corresponds to the index in sounds.tbl. ; If you don't want to assign a sound, put -1 as the index. #Default Player Ship $Name: GTF Ulysses #End #Engine Wash Info ;; NOTE: The default MUST be the first entry in the list of engine wash info $Name: Default $Angle: 10.0 $Radius Mult: 1.2 $Length: 400 $Intensity: 1.0 $Name: Default100 $Angle: 12.0 $Radius Mult: 1.2 $Length: 100 $Intensity: 1.0 $Name: Default150 $Angle: 10.0 $Radius Mult: 1.2 $Length: 150 $Intensity: 1.0 $Name: Default200 $Angle: 10.0 $Radius Mult: 1.2 $Length: 200 $Intensity: 1.0 $Name: Default300 $Angle: 8.0 $Radius Mult: 1.2 $Length: 300 $Intensity: 1.0 $Name: Default500 $Angle: 7.0 $Radius Mult: 1.2 $Length: 500 $Intensity: 1.0 $Name: Default700 $Angle: 7.0 $Radius Mult: 1.2 $Length: 700 $Intensity: 1.0 $Name: Default800 $Angle: 6.0 $Radius Mult: 1.2 $Length: 800 $Intensity: 1.0 $Name: Default900 $Angle: 6.0 $Radius Mult: 1.2 $Length: 900 $Intensity: 1.0 $Name: Default1000 $Angle: 5.0 $Radius Mult: 1.2 $Length: 1000 $Intensity: 1.0 $Name: Default1100 $Angle: 5.0 $Radius Mult: 1.2 $Length: 1100 $Intensity: 1.0 $Name: Default1500 $Angle: 5.0 $Radius Mult: 1.2 $Length: 1500 $Intensity: 1.0 #End #Ship Classes ;=====>> TERRANS <<======= $Name: GTF Ulysses $Short name: TFight $Species: Terran +Type: XSTR("Space Superiority", 2939) +Maneuverability: XSTR("Excellent", 2940) +Armor: XSTR("Light", 2941) +Manufacturer: XSTR("Triton / Mekhu", 2942) +Description: XSTR( " ", 2943) $end_multi_text +Tech Description: XSTR("Affectionately nicknamed 'The Bat' by its pilots, the GTF Ulysses is a well-designed craft that has had a far longer useful life than its engineers ever imagined. Developed jointly by Terran and Vasudan contractors, the Ulysses was first deployed near the end of the Great War. Its excellent maneuverability and high top speed give it an agility that pilots love, but at a cost of thin armor and a small secondary weapon loadout. The Ulysses is a better choice for offensive missions than defensive ones.", 2944) $end_multi_text +Length: 16 m +Gun Mounts: 4 +Missile Banks: 1 $POF file: fighter01.pof $Detail distance: (0, 80, 300, 900) ; $ND: 42 42 244 $Show damage: YES $Density: 1 $Damp: 0.1 $Rotdamp: 0.35 $Max Velocity: 0.0, 0.0, 140.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 3.0, 2.6, 5.0 $Rear Velocity: 0.0 $Forward accel: 2.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 55.0 $Expl damage: 15.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim" "Targeting Laser") $Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" ) $Default PBanks: ( "Subach HL-7" "Prometheus R" ) $Allowed SBanks: ( "Rockeye" "Tempest" "Hornet" "Tornado" "Hornet#Weak" "Harpoon" "Harpoon#Weak" "EMP Adv." "TAG-A" ) $Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" "Harpoon D" ) $Default SBanks: ( "Harpoon" ) $SBank Capacity: ( 40 ) $Shields: 380 $Shield Color: 100 100 255 $Power Output: 2.0 $Max Oclk Speed: 188.0 $Max Weapon Eng: 80.0 $Hitpoints: 180 $Flags: ( "player_ship" "default_player_ship" "fighter" "in tech database") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 300.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 25 $Scan time: 2000 $EngineSnd: 128 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -22 $Closeup_zoom: 0.5 $Shield_icon: shield-f01 $Ship_icon: iconfighter01 $Ship_anim: ssfighter01 $Ship_overhead: loadfighter01 $Score: 8 $Trail: +Offset: -7.75 -2.8 0.75 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 60 +Bitmap: Contrail01 $Trail: +Offset: 7.75 -2.8 0.75 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 60 +Bitmap: Contrail01 $Subsystem: communication, 10, 0 $Subsystem: navigation, 10, 0 $Subsystem: weapons, 20, 0 $Subsystem: sensors, 10, 0 $Subsystem: engines, 35, 0 $Name: GTF Hercules $Short name: TFight6 $Species: Terran +Type: XSTR("Heavy Assault", 2945) +Maneuverability: XSTR("Poor", 2946) +Armor: XSTR("Heavy", 2947) +Manufacturer: XSTR("Han-Ronald Corp", 2948) +Description: XSTR( " ", 2949) $end_multi_text +Tech Description: XSTR("The old workhorse of the Terran fleet, the Hercules is a beloved but aging design. It was the mainstay of the Terran forces during the Great War, but it is slowly being phased out of the modern fleet. As they are replaced by Herc IIs, Myrmidons, and other recent designs, Hercules fighters are increasingly relegated to training and guard duties far from the front lines. Pilots who've flown Hercs for years love the ship's heavy armor and firepower and have learned to compensate for its low speed and poor maneuverability. The old Hercs are still widely used by NTF forces.", 2950) $end_multi_text +Length: 20 m +Gun Mounts: 6 +Missile Banks: 2 $POF file: fighter06.pof $Detail distance: (0, 80, 300, 900) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.35 $Max Velocity: 0.0, 0.0, 100.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 4.0, 4.5, 4.0 $Rear Velocity: 0.0 $Forward accel: 3.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 25.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Lamprey" "Circe" "Maxim") $Allowed Dogfight PBanks: ( "MorningStar D" "Prometheus D" "Lamprey" "Circe" ) $Default PBanks: ( "Subach HL-7" "Prometheus R" ) $Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." "Infyrno" ) $Allowed Dogfight SBanks: ( "Rockeye D" "Tornado D" "Infyrno D" "Piranha" ) $Default SBanks: ( "Harpoon" "Hornet" ) $SBank Capacity: ( 60, 60 ) $Shields: 600 $Shield Color: 100 100 255 $Power Output: 3.0 $Max Oclk Speed: 130.0 $Max Weapon Eng: 150.0 $Hitpoints: 250 $Flags: ( "player_ship" "default_player_ship" "fighter" "in tech database") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 240.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 60.0 +Aburn Rec Rate: 25.0 $Countermeasures: 25 $Scan time: 2000 $EngineSnd: 126 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -30 $Closeup_zoom: 0.5 $Shield_icon: shield-f06 $Ship_icon: iconfighter06 $Ship_anim: ssfighter06 $Ship_overhead: loadfighter06 $Score: 10 $Trail: +Offset: 6.59 -4.8 -3.33 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 60 +Bitmap: Contrail01 $Trail: +Offset: -6.59 -4.8 -3.33 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 60 +Bitmap: Contrail01 $Trail: +Offset: 0 -7.2 -3.2 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 60 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: weapons, 10,0.0 $Subsystem: navigation, 10,0.0 $Subsystem: engine, 35,0.0 $Name: GTF Hercules Mark II $Short name: TFight22 $Species: Terran +Type: XSTR("Heavy Assault", 2951) +Maneuverability: XSTR("Average", 2952) +Armor: XSTR("Heavy", 2953) +Manufacturer: XSTR("RNI Systems", 2954) +Description: XSTR(" ", 2955) $end_multi_text +Tech Description: XSTR("The GTF Hercules Mark II is the next generation of Terran heavy assault fighter. Introduced during the Great War, the original Herc's balance of firepower and maneuverability made it the most versatile strike fighter in the fleet. Some military historians have claimed the Hercules won the Great War, citing its deployment in key battles near the end of the Shivan conflict. Implementing recent advances in fusion drive technology, the Mark II improves the assault fighter's speed and maneuverability without sacrificing loadout capacity.", 2956) $end_multi_text +Length: 17 m +Gun Mounts: 4 +Missile Banks: 2 $POF file: fighter2t-02.pof $Detail distance: (0, 80, 300, 900) $Show damage: YES $Density: 1 $Damp: 0.25 $Rotdamp: 0.4 $Max Velocity: 0.0, 0.0, 110.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 3.8, 4.2, 3.8 $Rear Velocity: 0.0 $Forward accel: 3.6 $Forward decel: 1.3 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 25.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Lamprey" "Circe" "Maxim" ) $Allowed Dogfight PBanks: ( "MorningStar D" "Prometheus D" "Lamprey" "Circe" ) $Default PBanks: ( "Subach HL-7" "Prometheus R" ) $Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Trebuchet" "Infyrno" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." "TAG-A" "TAG-B" ) $Allowed Dogfight SBanks: ( "Harpoon D" "Infyrno D" "Tornado D" "Piranha" ) $Default SBanks: ( "Harpoon" "Hornet" ) $SBank Capacity: ( 80, 100 ) $Shields: 610 $Shield Color: 100 100 255 $Power Output: 3.0 $Max Oclk Speed: 130.0 $Max Weapon Eng: 150.0 $Hitpoints: 275 $Flags: ( "player_ship" "default_player_ship" "fighter") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 200.0 +Aburn For accel: 0.75 +Aburn Fuel: 400.0 +Aburn Burn Rate: 55.0 +Aburn Rec Rate: 19.0 $Countermeasures: 25 $Scan time: 2000 $EngineSnd: 126 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -30 $Closeup_zoom: 0.5 $Shield_icon: shieldft-02 $Ship_icon: iconfighter2t-02 $Ship_anim: ssfighter2t-02 $Ship_overhead: loadfighter2t-02 $Score: 12 $Trail: +Offset: 0 -6.91 -6.07 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: weapons, 10,0.0 $Subsystem: navigation, 10,0.0 $Subsystem: engine, 35,0.0 $Name: GTF Ares $Short name: TFight6 $Species: Terran +Type: XSTR("Strategic Assault", 2957) +Maneuverability: XSTR("Poor", 2958) +Armor: XSTR("Ultra Heavy", 2959) +Manufacturer: XSTR("Nankam Aeronautical", 2960) +Description: XSTR(" ", 2961) $end_multi_text +Tech Description: XSTR("The GTF Ares class of fighters is a radical upgrade of the Hercules II fighter. The power plant has been completely replaced with the newer, more powerful Nankam NA-27f model. Depleted uranium shielding has been added atop critical subsystems, making the Ares harder to incapacitate. Two primary weapon banks have been added, for greater firepower than the Herc II. This greater punch and protection come at a cost, however, as the Ares handles like a potato.", 2962) $end_multi_text +Length: 20 m +Gun Mounts: 6 +Missile Banks: 2 $POF file: bonus2t-02.pof $Detail distance: (0, 80, 300, 900) $ND: 193 185 241 $ND: 173 169 225 $ND: 133 151 204 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.35 $Max Velocity: 0.0, 0.0, 100.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 4.5, 5.0, 4.0 $Rear Velocity: 0.0 $Forward accel: 2.4 $Forward decel: 1.3 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 25.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Lamprey" "Circe" "Maxim") $Allowed Dogfight PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Lamprey" "Circe" "Maxim") $Default PBanks: ( "Subach HL-7" "Prometheus R" ) $Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." "Infyrno" ) $Allowed Dogfight SBanks: ( "Rockeye D" "Tempest" "Harpoon" "Trebuchet" "Hornet D" "Tornado" "EMP Adv." "Infyrno" ) $Default SBanks: ( "Harpoon" "Hornet" ) $SBank Capacity: ( 90, 100 ) $Shields: 650 $Shield Color: 100 100 255 $Power Output: 5.0 $Max Oclk Speed: 130.0 $Max Weapon Eng: 180.0 $Hitpoints: 425 $Flags: ( "player_ship" "default_player_ship" "fighter") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 240.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 62.0 +Aburn Rec Rate: 35.0 $Countermeasures: 30 $Scan time: 2000 $EngineSnd: 126 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -30 $Closeup_zoom: 0.5 $Shield_icon: shieldft-02x $Ship_icon: iconbonusherc $Ship_anim: ssbonus2t-02 $Ship_overhead: loadBonusherc $Score: 15 $Trail: +Offset: 0 -5.8 -3.2 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 5.2 4 -10.78 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -5.2 4 -10.78 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -6.68 -0.1 -7 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 6.68 -0.1 -7 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: weapons, 10,0.0 $Subsystem: navigation, 10,0.0 $Subsystem: engine, 35,0.0 $Name: GTF Erinyes $Short name: TFight22 $Species: Terran +Type: XSTR("Heavy Assault", 2963) +Maneuverability: XSTR("Average", 2964) +Armor: XSTR("Heavy", 2965) +Manufacturer: XSTR("Triton Dynamics", 2966) +Description: XSTR(" ", 2967) $end_multi_text +Tech Description: XSTR("GTF Erinyes craft are fresh off the drawing boards of Triton Dynamics. Though fast and heavily armored, their main attraction is firepower. With eight primary banks and two secondary weapon bays, Erinyes are at the top of the combat craft food chain. Both sets of weapon banks have been designed to maximize compatibility with the greatest possible number of weapon system. Erinyes-class ships are being evenly distributed through the GTVA fleet, but only elite pilots are currently authorized to fly them.", 2968) $end_multi_text +Length: 17 m +Gun Mounts: 8 +Missile Banks: 2 $POF file: fighter2t-04.pof $Detail distance: (0, 180, 300, 1100) $ND: 144 234 237 $ND: 60 231 239 $ND: 78 151 156 $ND: 30 179 189 $Show damage: YES $Density: 1 $Damp: 0.25 $Rotdamp: 0.4 $Max Velocity: 0.0, 0.0, 130.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 3.8, 4.2, 3.8 $Rear Velocity: 0.0 $Forward accel: 3.6 $Forward decel: 1.3 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 25.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Lamprey" "Circe" "Maxim" ) $Allowed Dogfight PBanks: ( "MorningStar D" "UD-D Kayser" "Circe" "Lamprey" "Maxim D" ) $Default PBanks: ( "Subach HL-7" "Prometheus R" ) $Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Trebuchet" "Infyrno" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." "TAG-A" "TAG-B" ) $Allowed Dogfight SBanks: ( "Harpoon D" "Tornado D" ) $Default SBanks: ( "Harpoon" "Hornet" ) $SBank Capacity: ( 40, 50 ) $Shields: 500 $Shield Color: 100 100 255 $Power Output: 3.3 $Max Oclk Speed: 140.0 $Max Weapon Eng: 150.0 $Hitpoints: 325 $Flags: ( "player_ship" "default_player_ship" "fighter") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 260.0 +Aburn For accel: 0.75 +Aburn Fuel: 420.0 +Aburn Burn Rate: 55.0 +Aburn Rec Rate: 29.0 $Countermeasures: 25 $Scan time: 2000 $EngineSnd: 126 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -30 $Closeup_zoom: 0.5 $Shield_icon: shieldft-04 $Ship_icon: iconfighter2t-04 $Ship_anim: ssfighter2t-04 $Ship_overhead: loadfighter2t-04 $Score: 12 $Trail: +Offset: 2.7 4.3 -9.45 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -2.7 4.3 -9.45 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 2.47 -4.32 -9.29 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -2.47 -4.32 -9.29 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: weapons, 10,0.0 $Subsystem: navigation, 10,0.0 $Subsystem: engine, 35,0.0 $Name: GTF Loki $Short name: TFight13 $Species: Terran +Type: XSTR("Recon", 2969) +Maneuverability: XSTR("Good", 2970) +Armor: XSTR("Light", 2971) +Manufacturer: XSTR("Han-Ronald Corp", 2972) +Description: XSTR(" ", 2973) $end_multi_text +Tech Description: XSTR("The GTF Loki is designated as a fighter, but it's more of a heavy reconnaissance craft. The Loki's micro-roughened hull and shielded exhaust chamber give it an extremely reduced profile to detection sensors. This makes it ideal for reconnaissance and infiltration missions that rely on stealth rather than firepower. Lacking the weaponry and armor to survive prolonged battles, the Loki can usually stay alive long enough for its high maneuverability and speed to discourage pursuers. Lokis are widely used by NTF forces.", 2974) $end_multi_text +Length: 20 m +Gun Mounts: 4 +Missile Banks: 1 $POF file: fighter13.pof $Detail distance: (0, 180, 300, 1100) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.35 $Max Velocity: 0.0, 0.0, 150.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 3.2, 3.2, 2.0 $Rear Velocity: 0.0 $Forward accel: 2.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 25.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Lamprey" "Maxim") $Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" ) $Default PBanks: ( "Subach HL-7" "Prometheus R" ) $Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." ) $Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" ) $Default SBanks: ( "Harpoon" ) $SBank Capacity: ( 20 ) $Shields: 400 $Shield Color: 100 100 255 $Power Output: 3.0 $Max Oclk Speed: 190.0 $Max Weapon Eng: 150.0 $Hitpoints: 250 $Flags: ( "player_ship" "default_player_ship" "fighter" "in tech database") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 320.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 60.0 +Aburn Rec Rate: 25.0 $Countermeasures: 40 $Scan time: 2000 $EngineSnd: 126 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -30 $Closeup_zoom: 0.5 $Shield_icon: shield-f13 $Ship_icon: iconfighter13 $Ship_anim: ssfighter13 $Ship_overhead: loadfighter13 $Score: 7 $Trail: +Offset: 5 3.57 -4.9 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -5 3.57 -4.9 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 5 -3.57 -4.9 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -5 -3.57 -4.9 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: weapons, 10,0.0 $Subsystem: navigation, 10,0.0 $Subsystem: engine, 35,0.0 $Name: GTF Pegasus $Short name: TFight21 $Species: Terran +Type: XSTR("Stealth Recon", 2975) +Maneuverability: XSTR("Excellent", 2976) +Armor: XSTR("Light", 2977) +Manufacturer: XSTR("Nankam Aeronautical", 2978) +Description: XSTR(" ", 2979) $end_multi_text +Tech Description: XSTR("The Pegasus is used almost exclusively for reconnaissance missions. It's the fastest, most maneuverable ship in the Terran arsenal. The craft's contours and hull materials were carefully designed to minimize its profile to detection sensors. It is woefully armored and packs only minimal weaponry, making it a death box in a firefight. Pegasus pilots are a special breed of daredevils who pride themselves on getting into and out of situations that would be the death of other pilots, all without firing a shot.", 2980) $end_multi_text +Length: 19 m +Gun Mounts: 2 +Missile Banks: 1 $POF file: fighter2t-01.pof $Detail distance: (0, 180, 300, 1100) $ND: 74 73 246 $ND: 46 46 242 $ND: 60 58 213 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.35 $Max Velocity: 0.0, 0.0, 130.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 2.5, 2.6, 2.0 $Rear Velocity: 0.0 $Forward accel: 2.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 25.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus R" "Prometheus S" ) $Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" ) $Default PBanks: ( "Subach HL-7" ) $Allowed SBanks: ( "Rockeye" "Tempest" "TAG-A" "TAG-B" "Harpoon" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." ) $Allowed Dogfight SBanks: ( "Rockeye D" "Tempest D" "Hornet D" ) $Default SBanks: ( "Harpoon" "Hornet" ) $SBank Capacity: ( 20, 10 ) $Shields: 330 $Shield Color: 100 100 255 $Power Output: 3.0 $Max Oclk Speed: 220.0 $Max Weapon Eng: 150.0 $Hitpoints: 220 $Flags: ( "player_ship" "default_player_ship" "fighter") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 320.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 120.0 +Aburn Rec Rate: 25.0 $Countermeasures: 40 $Scan time: 2000 $EngineSnd: 126 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -30 $Closeup_zoom: 0.5 $Shield_icon: shieldft-01 $Ship_icon: iconfighter2t-01 $Ship_anim: ssfighter2t-01 $Ship_overhead: loadfighter2t-01 $Score: 10 $Stealth: $Trail: +Offset: 9.56 -2.22 -1.31 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -9.56 -2.22 -1.31 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: weapons, 10,0.0 $Subsystem: navigation, 10,0.0 $Subsystem: engine, 35,0.0 $Name: GTF Perseus $Short name: TFight2t-03 $Species: Terran +Type: XSTR("Interceptor", 2981) +Maneuverability: XSTR("High", 2982) +Armor: XSTR("Average", 2983) +Manufacturer: XSTR("Nankam Aeronautical", 2984) +Description: XSTR(" ", 2985) $end_multi_text +Tech Description: XSTR("The GTF Perseus is the newest fighter in the GTVA's arsenal. Slated to replace the aging Valkyrie as the Alliance's primary interceptor, the Perseus's high max speed and maneuverability make it ideal to hunt and destroy enemy bombers. Perseus fighters have been assigned to the 3rd Battle Group on a trial basis, with wide deployment expected after the OpEval period. Primary weapons include the Subach HL-7 and Prometheus cannon, with secondary loads of Harpoon and Hornet missiles. Preliminary results have shown the Perseus to be a superb fighter.", 2986) $end_multi_text +Length: 17 m +Gun Mounts: 2 +Missile Banks: 2 $POF file: fighter2t-03.pof $Detail distance: (0, 180, 300, 1100) $Show damage: YES $Density: 1 $Damp: 0.15 $Rotdamp: 0.35 $Max Velocity: 0.0, 0.0, 173.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 3.3, 3.3, 3.3 $Rear Velocity: 0.0 $Forward accel: 2.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 25.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" ) $Allowed Dogfight PBanks: ( "MorningStar D" "Prometheus D" "Maxim D" "Circe" "UD-D Kayser" ) $Default PBanks: ( "Subach HL-7" "Prometheus R" ) $Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Trebuchet" "Stiletto II" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." "TAG-A" "TAG-B" ) $Allowed Dogfight SBanks: ( "Tempest D" "Harpoon D" "Tornado D" ) $Default SBanks: ( "Harpoon" "Hornet" ) $SBank Capacity: ( 40, 40 ) $Shields: 350 $Shield Color: 100 100 255 $Power Output: 2.0 $Max Oclk Speed: 225.0 $Max Weapon Eng: 150.0 $Hitpoints: 265 $Flags: ( "player_ship" "default_player_ship" "fighter" "show_ship" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 280.0 +Aburn For accel: 0.8 +Aburn Fuel: 660.0 +Aburn Burn Rate: 60.0 +Aburn Rec Rate: 25.0 $Countermeasures: 40 $Scan time: 2000 $EngineSnd: 126 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -30 $Closeup_zoom: 0.5 $Shield_icon: shieldft-03 $Ship_icon: iconfighter2t-03 $Ship_anim: ssfighter2t-03 $Ship_overhead: loadfighter2t-03 $Score: 14 $Trail: +Offset: 6.51 -1.76 -3.37 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -6.51 -1.76 -3.37 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 0 -4.30 -5.08 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: weapons, 10,0.0 $Subsystem: navigation, 10,0.0 $Subsystem: engine, 35,0.0 $Name: GTF Myrmidon $Short name: TFight2t-05 $Species: Terran +Type: XSTR("Advanced Space Superiority", 2987) +Maneuverability: XSTR("Average", 2988) +Armor: XSTR("Average", 2989) +Manufacturer: XSTR("RNI Systems", 2990) +Description: XSTR(" ", 2991) $end_multi_text +Tech Description: XSTR("RNI Systems' GTF Myrmidon replaces the Ulysses as the Alliance's primary space superiority fighter. The Myrmidon has received high marks for speed, maneuverability, armor, and loadout. An ultra-efficient hull configuration provides space for three secondary weapon systems, a first for Terran-Vasudan fighters. This versatility enables Myrmidon squadrons to fulfill a range of combat roles, from light assault to heavy reconnaissance. In the Deneb system, the 53rd Hammerheads of the GTD Aquitaine have demonstrated the effectiveness of the Myrmidon against NTF forces.", 2992) $end_multi_text +Length: 16 m +Gun Mounts: 6 +Missile Banks: 2 $POF file: fighter2t-05.pof $Detail distance: (0, 180, 300, 1100) $ND: 253 253 168 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.35 $Max Velocity: 0.0, 0.0, 150.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 4.0, 3.7, 5 $Rear Velocity: 0.0 $Forward accel: 2.4 $Forward decel: 2.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 25.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" ) $Allowed Dogfight PBanks: ( "Lamprey" "Prometheus D" "MorningStar D" "Circe" ) $Default PBanks: ( "Prometheus R" "Subach HL-7" ) $Allowed SBanks: ( "Rockeye" "Hornet" "Tornado" "Tempest" "Trebuchet" "Stiletto II" "Hornet#Weak" "EMP Adv." "Infyrno" "Helios" ) $Allowed Dogfight SBanks: ( "Rockeye D" "Hornet D" "Harpoon D" ) $Default SBanks: ( "Rockeye" "Tornado" "Tempest" ) $SBank Capacity: ( 20, 20, 40 ) $Shields: 390 $Shield Color: 100 100 255 $Power Output: 2.4 $Max Oclk Speed: 190.0 $Max Weapon Eng: 150.0 $Hitpoints: 290 $Flags: ( "player_ship" "default_player_ship" "fighter" "in tech database") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 270.0 +Aburn For accel: 0.8 +Aburn Fuel: 320.0 +Aburn Burn Rate: 60.0 +Aburn Rec Rate: 25.0 $Countermeasures: 36 $Scan time: 2000 $EngineSnd: 126 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -30 $Closeup_zoom: 0.5 $Shield_icon: shieldft-05 $Ship_icon: iconfighter2t-05 $Ship_anim: ssfighter2t-05 $Ship_overhead: loadfighter2t-05 $Score: 10 $Trail: +Offset: 0 -4.29 -.75 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 8.11 -.81 -.47 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -8.11 -.81 -.47 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: weapons, 10,0.0 $Subsystem: navigation, 10,0.0 $Subsystem: engine, 35,0.0 $Name: SF Mara (terrans) $Short name: SFight23 $Species: Terran +Type: XSTR("Advanced Space Superiority", 2993) +Maneuverability: XSTR("Excellent", 2994) +Armor: XSTR("Very Heavy", 2995) +Manufacturer: XSTR("Triton Dynamics", 2996) +Description: XSTR(" ", 2997) $end_multi_text +Tech Description: XSTR( "The SF Mara class of Shivan fighters was first encountered by the GTC Vigilant while patrolling the Gamma Draconis jump node in the Capella system. All other information concerning the Mara is classified level Psi.", 2998) $end_multi_text +Length: 16 m +Gun Mounts: 2 +Missile Banks: 2 $POF file: fighter2s-02.pof $Detail distance: (0, 80, 220, 900) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.4 $Max Velocity: 15.0, 15.0, 190.0 $Rotation time: 3.0, 3.0, 3.5 $Rear Velocity: 0.0 $Forward accel: 2.5 $Forward decel: 1.0 $Slide accel: 2.0 $Slide decel: 2.0 $Expl inner rad: 33.0 $Expl outer rad: 66.0 $Expl damage: 20.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "UD-8 Kayser" ) $Allowed Dogfight PBanks: ( "Subach HL-7" "UD-8 Kayser" ) $Default PBanks: ( "Subach HL-7" "UD-8 Kayser" ) $Allowed SBanks: ( "Trebuchet" "Rockeye" "Tempest" "Hornet" "Tornado" "Hornet#Weak" "Harpoon" "Harpoon#Weak" "EMP Adv." "TAG-A" ) $Allowed Dogfight SBanks: ( "Trebuchet" "Rockeye" "Tempest" "Hornet" "Tornado" "Hornet#Weak" "Harpoon" "Harpoon#Weak" "EMP Adv." "TAG-A" ) $Default SBanks: ( "Trebuchet" "Hornet" ) $SBank Capacity: ( 105, 105 ) $Shields: 700 $Shield Color: 255 92 92 $Power Output: 4.50 $Max Oclk Speed: 210.0 $Max Weapon Eng: 195.0 $Hitpoints: 475 $Flags: ( "player_ship" "default_player_ship" "fighter" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 295.0 +Aburn For accel: 0.7 +Aburn Fuel: 700.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 50 $Scan time: 2000 $EngineSnd: 132 ;; Engine sound of ship $Closeup_pos: 0.0, -2.0, -23 $Closeup_zoom: 0.5 $Shield_icon: shieldfs-02 $Ship_icon: iconfighter2s-02 $Ship_anim: ssfighter2s-02 $Ship_overhead: loadfighter2s-02 $Score: 12 $Trail: +Offset: 9 -2.5 1.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -9 -2.5 1.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 5.8 -5.6 6.5 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -5.8 -5.6 6.5 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: GTB Artemis $Short name: Bomber2T-03 $Species: Terran +Type: XSTR("Medium Bomber", 2999) +Maneuverability: XSTR("Poor", 3000) +Armor: XSTR("Medium", 3001) +Manufacturer: XSTR("Han-Ronald Corp.", 3002) +Description: XSTR(" ", 3003) $end_multi_text +Tech Description: XSTR("The GTB Artemis is the most agile bomber in the GTVA fleet, which makes it ideal for quick-hitting missions against warships and other slow targets. Of the same technological generation as the Boanerges class, the Artemis is less heavily armed and carries a lighter weapon payload, but it is significantly more maneuverable. While the Boanerges can inflict more damage, the Artemis can undertake (and return from) missions the slower Boanerges would have no hope of surviving. All Artemis-class bombers in the GVTA fleet are currently serving with the 2nd and 3rd Battle Groups.", 3004) $end_multi_text +Length: 36 m +Gun Mounts: 2 +Missile Banks: 3 $POF file: Bomber2T-03.pof $Detail distance: (0, 100, 300, 1300) $Show damage: YES $Density: 1 $Damp: 0.35 $Rotdamp: 0.55 $Max Velocity: 0.0, 0.0, 130.0 $Rotation time: 5.0, 4.5, 5.0 $Rear Velocity: 0.0 $Forward accel: 4.0 $Forward decel: 2.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 100.0 $Expl damage: 25.0 $Expl blast: 2000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim") $Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" "Circe" "MorningStar D" "Lamprey" ) $Default PBanks: ( "Subach HL-7" ) $Allowed SBanks: ( "Rockeye" "Hornet" "Tornado" "Trebuchet" "Stiletto II" "Piranha" "Cyclops" "cyclops#short" "Hornet#Weak" "EMP Adv." "Infyrno" ) $Allowed Dogfight SBanks: ( "Rockeye D" "Hornet D" "Tornado" "Piranha" "Infyrno D" ) $Default SBanks: ( "Hornet" "Cyclops#short" "Cyclops#short" ) $SBank Capacity: ( 40, 60, 60 ) $Shields: 700 $Shield Color: 100 100 255 $Power Output: 4.0 $Max Oclk Speed: 130.0 $Max Weapon Eng: 100.0 $Hitpoints: 275 $Flags: ( "player_ship" "default_player_ship" "bomber") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 220.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 35 $Scan time: 2000 $EngineSnd: 127 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -45 $Closeup_zoom: 0.5 $Shield_icon: shieldbt-03 $Ship_icon: iconbomber2t-03 $Ship_anim: ssbomber2t-03 $Ship_overhead: loadBomber2t-03 $Score: 10 $Trail: +Offset: 6.6 -6.25 -5.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -6.6 -6.25 -5.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: communications, 10, 0.0 $Subsystem: navigation, 10, 0.0 $Subsystem: weapons, 20, 0.0 $Subsystem: sensors, 10, 0.0 $Subsystem: engine, 15, 0.0 $Name: GTB Artemis D.H. $Short name: Bomber2T-03 $Species: Terran +Type: XSTR("Medium Bomber", 3005) +Maneuverability: XSTR("Average", 3006) +Armor: XSTR("Medium", 3007) +Manufacturer: XSTR("Han-Ronald Corp.", 3008) +Description: XSTR(" ", 3009) $end_multi_text +Tech Description: XSTR("The GTB Artemis D.H. is an experimental variant of the standard Artemis class. The most notable change is that the Artemis's factory-issued Han-Ronald engines have been replaced by the same Nankam NA-27f powerplant now found in the GTF Ares fightercraft. The D.H. variant is faster and more maneuverable than the standard Artemis bomber, at no cost to armor or armament. During the OpEval period, Artemis D.H. bombers are being deployed in only select squadrons in different theatres of the war. If the evaluation trials go well, wider deployment of the Artemis D.H. class is expected.", 3010) $end_multi_text +Length: 36 m +Gun Mounts: 2 +Missile Banks: 3 $POF file: Bonus2t-01.pof $Detail distance: (0, 100, 300, 1300) $ND: 254 126 126 $ND: 233 68 68 $ND: 192 32 32 $Show damage: YES $Density: 1 $Damp: 0.35 $Rotdamp: 0.55 $Max Velocity: 0.0, 0.0, 130.0 $Rotation time: 5.0, 4.5, 5.0 $Rear Velocity: 0.0 $Forward accel: 4.0 $Forward decel: 2.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 100.0 $Expl damage: 25.0 $Expl blast: 2000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim") $Allowed Dogfight PBanks: ( "Subach HL-7" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim") $Default PBanks: ( "Subach HL-7" ) $Allowed SBanks: ( "Rockeye" "Hornet" "Tornado" "Trebuchet" "Stiletto II" "Piranha" "Cyclops" "Cyclops#short" "Hornet#Weak" "EMP Adv." "Infyrno" ) $Allowed Dogfight SBanks: ( "Rockeye" "Hornet" "Tornado" "Trebuchet" "Stiletto II" "Piranha" "Cyclops" "Cyclops#short" "Hornet#Weak" "EMP Adv." "Infyrno" ) $Default SBanks: ( "Hornet" "Cyclops#short" "Cyclops#short" ) $SBank Capacity: ( 40, 60, 60 ) $Shields: 700 $Shield Color: 100 100 255 $Power Output: 4.0 $Max Oclk Speed: 130.0 $Max Weapon Eng: 100.0 $Hitpoints: 275 $Flags: ( "player_ship" "default_player_ship" "bomber") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 220.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 35 $Scan time: 2000 $EngineSnd: 127 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -45 $Closeup_zoom: 0.5 $Shield_icon: shieldbt-03 $Ship_icon: iconbonusarty $Ship_anim: ssbonus2t-01 $Ship_overhead: loadBonusartemis $Score: 10 $Trail: +Offset: 6.6 -6.25 -5.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -6.6 -6.25 -5.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: communications, 10, 0.0 $Subsystem: navigation, 10, 0.0 $Subsystem: weapons, 20, 0.0 $Subsystem: sensors, 10, 0.0 $Subsystem: engine, 15, 0.0 $Name: GTB Medusa $Short name: TBomb4 $Species: Terran +Type: XSTR("Heavy Bomber", 3011) +Maneuverability: XSTR("Poor", 3012) +Armor: XSTR("Heavy", 3013) +Manufacturer: XSTR("Han-Ronald Corp.", 3014) +Description: XSTR(" ", 3015) $end_multi_text +Tech Description: XSTR("The GTB Medusa is the workhorse of the GTVA's bomber fleet. Its large bomb capacity enables it to take out cruiser-class warships, while its strong shielding ensures it can get close enough to deliver the punch. The first bomber to carry the potent Cyclops bomb, the Medusa is sure to be one of the highlights of a bomber pilot's career.", 3016) $end_multi_text +Length: 36 m +Gun Mounts: 2 +Missile Banks: 3 $POF file: bomber04.pof $Detail distance: (0, 180, 300, 1300) $Show damage: YES $Density: 1 $Damp: 0.35 $Rotdamp: 0.55 $Max Velocity: 0.0, 0.0, 100.0 $Rotation time: 5.0, 4.5, 5.0 $Rear Velocity: 0.0 $Forward accel: 4.0 $Forward decel: 2.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 100.0 $Expl damage: 25.0 $Expl blast: 2000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim") $Allowed Dogfight PBanks: ( "Subach HL-7" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim") $Default PBanks: ( "Prometheus R" ) $Allowed SBanks: ( "Rockeye" "Hornet" "Tornado" "Trebuchet" "Stiletto II" "Piranha" "Cyclops" "Cyclops#short" "Hornet#Weak" "EMP Adv." "Infyrno" "Rebel Bomb" ) $Allowed Dogfight SBanks: ( "Rockeye" "Hornet" "Tornado" "Trebuchet" "Stiletto II" "Piranha" "Cyclops" "Cyclops#short" "Hornet#Weak" "EMP Adv." "Infyrno" "Rebel Bomb" ) $Default SBanks: ( "Hornet" "Cyclops#short" "Cyclops#short" ) $SBank Capacity: ( 40, 80, 80 ) $Shields: 700 $Shield Color: 100 100 255 $Power Output: 4.0 $Max Oclk Speed: 130.0 $Max Weapon Eng: 100.0 $Hitpoints: 350 $Flags: ( "player_ship" "default_player_ship" "bomber" "in tech database") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 200.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 35 $Scan time: 2000 $EngineSnd: 127 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -51 $Closeup_zoom: 0.5 $Shield_icon: shield-b04 $Ship_icon: iconbomber04 $Ship_anim: ssbomber04 $Ship_overhead: loadbomber04 $Score: 10 $Trail: +Offset: 11 -3.4 -2.93 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -11 -3.4 -2.93 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: turret01a,5,1.0 $Default PBanks: ( "Prometheus R" ) $Subsystem: communications, 10, 0.0 $Subsystem: navigation, 10, 0.0 $Subsystem: weapons, 20, 0.0 $Subsystem: sensors, 10, 0.0 $Subsystem: engine, 35, 0.0 $Name: GTB Ursa $Short name: TBomb5 $Species: Terran +Type: XSTR("Assault Bomber", 3017) +Maneuverability: XSTR("Very Poor", 3018) +Armor: XSTR("Very Heavy", 3019) +Manufacturer: XSTR("Han-Ronald Corp.", 3020) +Description: XSTR(" ", 3021) $end_multi_text +Tech Description: XSTR("The GTB Ursa is the slowest bomber in the GTVA fleet. What it lacks in speed, however, it more than makes up with its massive payload. The Ursa was the first GTVA bomber designed specifically to destroy capital ships. With a rack of Helios bombs, in addition to a standard complement of Hornet missiles and Prometheus cannon, a squadron of Ursas can take out a destroyer. Ursas have the highest shielding of any bomber, along with a GTVI-designed hyper-dense hull. These help ensure that the Ursa gets close enough to deliver its payload and possibly even survive the escape.", 3022) $end_multi_text +Length: 41 m +Gun Mounts: 5 +Missile Banks: 3 $POF file: bomber05.pof $Detail distance: (0, 150, 550, 1300) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.55 $Max Velocity: 0.0, 0.0, 90.0 $Rotation time: 5.5, 6.0, 6.0 $Rear Velocity: 0.0 $Forward accel: 4.0 $Forward decel: 2.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 75.0 $Expl outer rad: 150.0 $Expl damage: 30.0 $Expl blast: 2000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim") $Allowed Dogfight PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim") $Default PBanks: ( "Prometheus R" "Prometheus R" ) $Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Hornet" "Tornado" "Trebuchet" "Piranha" "Stiletto II" "Cyclops" "Cyclops#short" "Helios" "EMP Adv." "Infyrno" ) $Allowed Dogfight SBanks: ( "Rockeye" "Tempest" "Harpoon" "Hornet" "Tornado" "Trebuchet" "Piranha" "Stiletto II" "Cyclops" "Cyclops#short" "Helios" "EMP Adv." "Infyrno" ) $Default SBanks: ( "Hornet" "Piranha" "Cyclops#short" ) $SBank Capacity: ( 80, 80, 80 ) $Shields: 850 $Shield Color: 100 100 255 $Power Output: 4.5 $Max Oclk Speed: 130.0 $Max Weapon Eng: 150.0 $Hitpoints: 550 $Flags: ( "player_ship" "default_player_ship" "bomber" "in tech database") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 180.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 80.0 +Aburn Rec Rate: 25.0 $Countermeasures: 40 $Scan time: 2000 $EngineSnd: 127 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -69 $Closeup_zoom: 0.5 $Shield_icon: shield-b05 $Ship_icon: iconbomber05 $Ship_anim: ssbomber05 $Ship_overhead: loadbomber05 $Score: 10 $Trail: +Offset: 1.69 4.5 -11.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -1.69 4.5 -11.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 13.93 0 1.97 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: communications, 10, 0.0 $Subsystem: navigation, 10, 0.0 $Subsystem: weapons, 20, 0.0 $Subsystem: sensors, 10, 0.0 $Subsystem: engine, 35, 0.0 $Subsystem: b05-turreta,1,1.0 $Default PBanks: ( "UD-8 Kayser" ) $Name: GTB Zeus $Short name: TBomb9 $Species: Terran +Type: XSTR("Strike Bomber", 3023) +Maneuverability: XSTR("Average", 3024) +Armor: XSTR("Medium", 3025) +Manufacturer: XSTR("Dynamic Metamer", 3026) +Description: XSTR(" ", 3027) $end_multi_text +Tech Description: XSTR("The GTB Zeus is the fastest of all currently active GTVA bombers. It replaced the fleet's old Athena bombers as they were mothballed during the years following the Great War. Though slightly slower than the Athena, the Zeus's heavier armor and armament give it a much better battlezone survivability rate. Many of the Zeus wings in the GTVA fleet defected to the NTF during the initial stages of the rebellion.", 3028) $end_multi_text +Length: 20 m +Gun Mounts: 4 +Missile Banks: 3 $POF file: bomber09.pof $Detail distance: (0, 180, 300, 1100) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.55 $Max Velocity: 0.0, 0.0, 110.0 $Rotation time: 4.0, 4.5, 3.0 $Rear Velocity: 0.0 $Forward accel: 1.0 $Forward decel: 0.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 75.0 $Expl damage: 25.0 $Expl blast: 1500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Lamprey" "Prometheus S" "Prometheus R" "Circe" "Maxim") $Allowed Dogfight PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Lamprey" "Prometheus S" "Prometheus R" "Circe" "Maxim") $Default PBanks: ( "Prometheus R" "Prometheus R" ) $Allowed SBanks: ( "Tempest" "Trebuchet" "Piranha" "Stiletto II" "Hornet#Weak" "Harpoon" "EMP Adv." "Infyrno" "Cyclops" "Cyclops#short") $Allowed Dogfight SBanks: ( "Tempest" "Trebuchet" "Piranha" "Stiletto II" "Hornet#Weak" "Harpoon" "EMP Adv." "Infyrno" "Cyclops" "Cyclops#short") $Default SBanks: ( "Trebuchet" "Stiletto II" "Piranha") $SBank Capacity: ( 40, 40, 40 ) $Shields: 450 $Shield Color: 100 100 255 $Power Output: 3.0 $Max Oclk Speed: 150.0 $Max Weapon Eng: 100.0 $Hitpoints: 200 $Flags: ( "player_ship" "default_player_ship" "bomber" "in tech database") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 220.0 +Aburn For accel: 0.7 +Aburn Fuel: 500.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 30 $Scan time: 2000 $EngineSnd: 127 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -33 $Closeup_zoom: 0.6 $Shield_icon: shield-b09 $Ship_icon: iconbomber09 $Ship_anim: ssbomber09 $Ship_overhead: loadbomber09 $Score: 10 $Trail: +Offset: 4.4 7.5 -13.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -4.4 7.5 -13.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 5.87 7 -13.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -5.87 7 -13.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: communications, 10, 0.0 $Subsystem: navigation, 10, 0.0 $Subsystem: weapons, 20, 0.0 $Subsystem: sensors, 10, 0.0 $Subsystem: engine, 15, 0.0 $Name: GTB Boanerges $Short name: TBomb21 $Species: Terran +Type: XSTR("Heavy Bomber", 3029) +Maneuverability: XSTR("Very Poor", 3030) +Armor: XSTR("Very Heavy", 3031) +Manufacturer: XSTR("RNI Systems", 3032) +Description: XSTR(" ", 3033) $end_multi_text +Tech Description: XSTR("The new GTB Boanerges has been assigned to elite bomber squadrons in the 3rd, 4th, and 5th Terran battle groups. The challenge of maintaining an aging fleet has motivated the GTVA to develop a new generation of ships able to withstand long-term abuse in the field. By maximizing shielding and payload (while offering enough maneuverability to make it a viable tactical unit), the Boanerges promises to remain in service for decades to come. One test pilot observed that the Boanerges handles better than any other bomber and has enough firepower to make it a formidable anti-capship weapon.", 3034) $end_multi_text +Length: 34 m +Gun Mounts: 1 +Missile Banks: 3 $POF file: bomber2t-01.pof $Detail distance: (0, 180, 350, 1300) $Show damage: YES $Density: 1 $Damp: 0.35 $Rotdamp: 0.55 $Max Velocity: 0.0, 0.0, 110.0 $Rotation time: 5.5, 6.0, 6.0 $Rear Velocity: 0.0 $Forward accel: 4.0 $Forward decel: 2.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 100.0 $Expl damage: 25.0 $Expl blast: 2000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim" "UD-8 Kayser" ) $Allowed Dogfight PBanks: ( "Subach HL-7" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim" "UD-8 Kayser" ) $Default PBanks: ( "Prometheus R" ) $Allowed SBanks: ( "Rockeye" "Hornet" "Tornado" "Trebuchet" "Stiletto II" "Piranha" "Cyclops" "Cyclops#short" "Hornet#Weak" "EMP Adv." "Infyrno" "Helios" ) $Allowed Dogfight SBanks: ( "Rockeye" "Hornet" "Tornado" "Trebuchet" "Stiletto II" "Piranha" "Cyclops" "Cyclops#short" "Hornet#Weak" "EMP Adv." "Infyrno" "Helios" ) $Default SBanks: ( "Hornet" "Cyclops#short" "Cyclops#short" ) $SBank Capacity: ( 40, 100, 100 ) $Shields: 850 $Shield Color: 100 100 255 $Power Output: 4.0 $Max Oclk Speed: 130.0 $Max Weapon Eng: 100.0 $Hitpoints: 325 $Flags: ( "player_ship" "default_player_ship" "bomber") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 170.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 35 $Scan time: 2000 $EngineSnd: 127 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -51 $Closeup_zoom: 0.5 $Shield_icon: shieldbt-01 $Ship_icon: iconbomber2t-01 $Ship_anim: ssbomber2t-01 $Ship_overhead: loadbomber2t-01 $Score: 10 $Trail: +Offset: 9.5 -1.247 -15.68 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -9.5 -1.247 -15.68 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: communications, 10, 0.0 $Subsystem: navigation, 11, 0.0 $Subsystem: weapons, 20, 0.0 $Subsystem: sensors, 10, 0.0 $Subsystem: engine01, 17, 0.0 $Subsystem: engine02, 17, 0.0 $Name: @GTDR Amazon $Short name: TDrone $Species: Terran +Tech Description: XSTR("The GTDr Amazon Model IV unmanned combat drone was once used for live basic combat training. They weren't tough, they weren't smart, and they weren't well armored. But they blew up very nicely. These drones are no longer manufactured, but their virtual counterparts are used in the Training Simulator Module (TSM) series. The Model IV is every fighter pilot's first TSM opponent, the first mobile foe he faces during simulator courses. If you can't handle an Amazon during training, it's time to reconsider your choice of careers.", 3035) $end_multi_text $POF file: Drone01.pof $Detail distance: (0, 80, 300, 1000) $Show damage: YES $Density: 1 $Damp: 0.1 $Rotdamp: 0.35 $Max Velocity: 0.0, 0.0, 280.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 4.0, 4.0, 6.0 $Rear Velocity: 0.0 $Forward accel: 3.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 0.0 $Expl outer rad: 0.0 $Expl damage: 0.0 $Expl blast: 0.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Training" ) $Allowed Dogfight PBanks: ( "Training" ) $Default PBanks: ( "Training" ) $Allowed SBanks: () $Allowed Dogfight SBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 100 $Shield Color: 100 100 255 $Power Output: 2.0 $Max Oclk Speed: 240.0 $Max Weapon Eng: 50.0 $Hitpoints: 150 $Flags: ( "fighter" "in tech database") $AI Class: Lieutenant $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 126 ;; Engine sound of ship $Closeup_pos: 0.0, -2.0, -49 $Closeup_zoom: 0.5 $Trail: +Offset: 11.38 -1.39 -4.93 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -11.38 -1.39 -4.93 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: communications, 10, 0 $Subsystem: navigation, 5, 0 $Subsystem: weapons, 5, 0 $Subsystem: sensors, 5, 0 $Subsystem: engine, 50, 0 $Name: GTDR Amazon Advanced $Short name: TDrone2 $Species: Terran +Tech Description: XSTR("The GTDr Amazon Advanced Model VII was an unmanned combat drone used for advanced flight combat training. It was larger, smarter, and more heavily armored than the basic Amazon drone. As with the basic Amazon, these are now encountered only in the virtual battlefields of the TSM training module series. The Model VII is used to simulate assaults on enemy capital ships, training fighter and bomber pilots to target turrets and ship subsystems. Command has found that virtual training against Model VIIs increases the survival rate of pilots by 37% when attacking capital ships.", 3036) $end_multi_text $POF file: Drone02.pof $Detail distance: (0, 300, 750, 3000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.7 $Max Velocity: 0.0, 0.0, 200.0 $Rotation time: 25.0, 25.0, 25.0 $Rear Velocity: 0.0 $Forward accel: 7.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 0.0 $Expl outer rad: 0.0 $Expl damage: 0.0 $Expl blast: 0.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () ;$Shields: 0 $Shields: 0 $Power Output: 1.0 $Max Oclk Speed: 240.0 $Max Weapon Eng: 0.0 $Hitpoints: 5000 $Flags: ( "freighter" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 127 ;; Engine sound of ship $Closeup_pos: 0.0, 19.0, -190 $Closeup_zoom: 0.5 $Subsystem: communication, 2, 0.0 $Subsystem: weapons, 3, 0.0 $Subsystem: sensors, 3, 0.0 $Subsystem: engine, 5, 0.0 $Name: @GTS Hygeia $Short name: TSup $Species: Terran +Tech Description: XSTR("The GTS Hygeia is the fleet's newest Terran support ship. It is fast and maneuverable, a necessity when trying to dock with fighters in the heat of battle. Triton Dynamics designed the Hygeia class with huge cargo bays for munitions storage, plus the latest magnetic-stasis delivery system for quickly re-supplying combat craft with missiles and bombs. The Hygeia's repair facilities are driven by neural-net AI, for ultra-fast system diagnostics and repair. The high number of warheads carried by the Hygeia makes it a dangerous ship to be near when it blows up.", 3037) $end_multi_text $POF file: support2t-01.pof $Detail distance: (0, 130, 250, 800) $ND: 236 227 89 $ND: 199 186 52 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.3 $Max Velocity: 0.0, 0.0, 280.0 ;; We agreed on 60, but we also agreed to decrease 40%. I lowered from 120 to 70. $Rotation time: 3.0, 3.0, 3.0 $Rear Velocity: 0.0 $Forward accel: 2.0 $Forward decel: 0.25 ;; lower numbers mean faster acceleration. $Slide accel: 0.0 $Slide decel: 0.0 ;; Lots of weapons onboard means big explosion $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 100.0 $Expl blast: 4000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 500 $Shield Color: 100 100 255 $Power Output: 1.0 $Max Oclk Speed: 400.0 $Max Weapon Eng: 0.0 $Hitpoints: 500 $Flags: ( "repair_rearm" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 136 ;; Engine sound of ship $Closeup_pos: 0.0, 1.0, -29 $Closeup_zoom: 0.7 $Score: 15 $Subsystem: communications, 30, 0.0 $Subsystem: engine, 20, 0.0 $Subsystem: sensors, 10, 0.0 $Subsystem: navigation, 10, 0.0 $Name: GTFR Triton $Short name: TFreight2 $Species: Terran +Tech Description: XSTR("The GTFr Triton hauls almost twice the tonnage of the Poseidon-class freighters that have served the Alliance since the Great War. The ability to distribute supplies and munitions is vital in any theater of operations. With the Triton, battle groups can keep their forces well-equipped, even if dispersed over multiple systems. The Triton not only has the ability to dock with and haul TAC units, but it also has an internal cargo bay for ship-to-ship transfers. The GTVA expects the Triton to reduce its reliance on deep-space depots, which are vulnerable to attack and sabotage.", 3038) $end_multi_text $POF file: freighter2t-01.pof $Detail distance: (0, 500, 1200, 5500) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.7 $Max Velocity: 0.0, 0.0, 30.0 $Rotation time: 15.0, 15.0, 15.0 $Rear Velocity: 0.0 $Forward accel: 8.0 $Forward decel: 4.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 100.0 $Expl damage: 50.0 $Expl blast: 500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 30.0 $Max Oclk Speed: 35.0 $Max Weapon Eng: 0.0 $Hitpoints: 5000 $Flags: ( "freighter" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 127 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -317 $Closeup_zoom: 0.7 $Score: 20 $Subsystem: turret01,1,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret02,1,1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: communications, 10, 0.0 $Subsystem: navigation, 5, 0.0 $Subsystem: weapons, 20, 0.0 $Subsystem: sensors, 10, 0.0 $Subsystem: engine, 30, 0.0 $Engine Wash: Default200 $Name: TC-TRI $Short name: TC-TRI $Species: Terran +Tech Description: XSTR("TC-TRI containers are made by Triton Dynamics specifically to house fragile replacement parts for TD vessels that must be repaired in the field. Once these parts have been placed in storage at a repair facility, the GTVA reuses the containers in many capacities.", 3039) $end_multi_text $POF file: cargo2t-01.pof $Detail distance: (0, 500, 1000, 3500) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 50.0 $Expl blast: 100.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 300 $Flags: ( "cargo" ) $AI Class: none $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -317 $Closeup_zoom: 0.7 $Score: 0 ;; ================================================================================== $Name: GTFR Poseidon $Short name: TFreight2 $Species: Terran +Tech Description: XSTR("The GTFr Poseidon is the smaller of the two standard Terran military freighters. Though it carries only half as much cargo as the Triton, the Poseidon is more often chosen for dangerous missions. Its greater speed gives it better survivability on the front lines, as does the fact that it has four weapon turrets, compared to the Triton's two. When Allied Command sends supplies and munitions that have to get through, a Poseidon is usually chosen to transport them.", 3040) $end_multi_text $POF file: freighter02.pof $Detail distance: (0, 140, 400, 1300) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.7 $Max Velocity: 0.0, 0.0, 50.0 $Rotation time: 15.0, 15.0, 15.0 $Rear Velocity: 0.0 $Forward accel: 4.0 $Forward decel: 1.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 100.0 $Expl damage: 50.0 $Expl blast: 500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 30.0 $Max Oclk Speed: 60.0 $Max Weapon Eng: 0.0 $Hitpoints: 2000 $Flags: ( "freighter" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 128 ;; Engine sound of ship $Closeup_pos: 0.0, -4.0, -75 $Closeup_zoom: 0.6 $Score: 15 $Subsystem: turret01,1,1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: turret02,1,1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: turret03,1,1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: turret04,1,1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: communication, 10, 0.0 $Subsystem: navigation, 5, 0.0 $Subsystem: weapons, 20, 0.0 $Subsystem: sensors, 10, 0.0 $Subsystem: engine, 30, 0.0 ;; Cargo doesn't move well. These cargo2's are also weaker than their cargo3 counterpart. $Name: @TC 2 $Short name: TCar2 $Species: Terran +Tech Description: XSTR(" The TC 2 is the standard issue cargo container in the GTVA for deep space cargo transport. Its thin hull will preserve Terran-standard atmospheric conditions inside, as long as the hull seal has not been comprised by weapon fire or collision. TC 2 containers are cheap to manufacture and heavily used everywhere but the front lines (where the armored TAC 1 containers are employed, when available).", 3041) $end_multi_text $POF file: cargo02.pof $Detail distance: (0, 300, 500, 1300) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 100.0 $Expl damage: 25.0 $Expl blast: 100.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 300 $Flags: ( "cargo" "in tech database") $AI Class: none $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 1.0, -63 $Closeup_zoom: 0.55 $Score: 0 $Name: TSC 2 $Short name: TCar2 $Species: Terran +Tech Description: XSTR(" The TSC 2 container is armored, providing more protection for its cargo than does the TC 2. This armor serves mainly to protect against hull breaches due to collisions, as it's not thick enough to provide much protection against enemy attacks. TSC 2s are used in busy supply depots in which collision damage is a hazard.", 3042) $end_multi_text $POF file: cargo02.pof $Detail distance: (0, 300, 500, 1300) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 100.0 $Expl damage: 25.0 $Expl blast: 100.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 600 $Flags: ( "cargo" "in tech database") $AI Class: none $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 1.0, -63 $Closeup_zoom: 0.55 $Score: 0 ;; The slightly stronger Armored Cargo is reinforced for font line operations. It can take a few more hits than 02, but it's still just ;; a sitting duck, and a popular target for the Shivans. $Name: @TAC 1 $Short name: TCar3 $Species: Terran +Tech Description: XSTR("The TAC 1 is a very heavily armored type of Terran cargo container. It is most often used to hold delicate or valuable cargoes. TAC 1s are generally found in front-line operations in which protection from enemy attacks is a primary consideration.", 3043) $end_multi_text $POF file: cargo03.pof $Detail distance: (0, 350, 800, 2000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 100.0 $Expl damage: 35.0 $Expl blast: 100.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 1200 $Flags: ( "cargo" "in tech database") $AI Class: none $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -98 $Closeup_zoom: 0.55 $Score: 5 ;; Terran Tech Container is another container, $Name: TTC 1 $Short name: TTCar $Species: Terran +Tech Description: XSTR("The TTC 1 is a civilian cargo container modified for military use. It is a dense-hulled container originally designed to protect fragile technical and scientific equipment. The same protection is now used to guard against collision and attack damage to replacement ship subsystems and other electronic equipment intended for combat spacecraft.", 3044) $end_multi_text $POF file: cargo07.pof $Detail distance: (0, 200, 300, 900) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 100.0 $Expl damage: 50.0 $Expl blast: 150.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 800 $Flags: ( "cargo" "in tech database") $AI Class: none $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -86 $Closeup_zoom: 0.25 $Score: 5 $Name: @GTC Fenris $Short name: TCruise $Species: Terran +Tech Description: XSTR("The GTC Fenris class is the aging stalwart among the Alliance's warships. Before the Great War, the Fenris was Terran Command's only class of cruisers. During the war, Terran Command decided to build a second line of cruisers, the Leviathans, to free the Fenris from escort and guard duties. Fenris cruisers have fought in virtually every theatre of operation. These fast, versatile cruisers pack enough punch in their 260-meter-long hulls to go toe-to-toe with any enemy cruiser. The Fenris's speed and maneuverability make it a good choice for strike missions.", 3045) $end_multi_text $POF file: cruiser01.pof $Detail distance: (0, 600, 1500, 5000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 20.0 $Rotation time: 40.0, 40.0, 40.0 $Rear Velocity: 0.0 $Forward accel: 10.0 $Forward decel: 5.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 125.0 $Expl outer rad: 650.0 $Expl damage: 200.0 $Expl blast: 3500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 500.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 90.0 $Max Oclk Speed: 25.0 $Max Weapon Eng: 100.0 $Hitpoints: 10000 $Flags: ( "cruiser" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 128 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -315 $Closeup_zoom: 0.5 $Score: 100 $Subsystem: turret01, 2, 5.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret02, 3, 5.0 $Default PBanks: ( "LTerSlash" ) $Subsystem: turret03, 2, 5.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret04, 2, 5.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret05, 2, 5.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret06, 2, 5.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret07, 2, 5.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret08, 2, 5.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret09a-01-main, 8, 10.0 $Default SBanks: ( "Fusion Mortar" ) $Subsystem: radar01a-dish, 5, 0.0 $Subsystem: sensors, 4, 0 $Subsystem: communication, 4, 0.0 $Subsystem: navigation, 4, 0.0 $Subsystem: weapons, 4, 0.0 $Subsystem: engine, 30, 0.0 $Engine Wash: Default100 $Name: GTM Hippocrates $Short name: TMedical $Species: Terran +Tech Description: XSTR("Terrans developed the GTM Hippocrates early in the post-war Reconstruction period. With the outbreak of the NTF insurgency, the GTVA has once again called the Hippocrates into active military service. Its on-board facilities provide state-of-the-art medical care to thousands of patients. Hippocrates also help transport refugees out of contested systems into the safety of Allied-controlled regions. The unusual design of the Hippocrates enables its crew to isolate sections of the ship quickly in the event of quarantine or hull breach.", 3046) $end_multi_text $POF file: frigate2t-01.pof $Detail distance: (0, 100, 300, 4500) $ND: 251 248 167 $ND: 255 253 196 $ND: 239 234 134 $ND: 216 212 122 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 20.0 $Rotation time: 40.0, 40.0, 40.0 $Rear Velocity: 0.0 $Forward accel: 10.0 $Forward decel: 5.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 125.0 $Expl outer rad: 650.0 $Expl damage: 200.0 $Expl blast: 3500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 500.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 90.0 $Max Oclk Speed: 25.0 $Max Weapon Eng: 100.0 $Hitpoints: 10000 $Flags: ( "cruiser" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 191 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -500 $Closeup_zoom: .55 $Score: 100 $Subsystem: turret01, 1, 5.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret02, 1, 5.0 $Default PBanks: ( "LTerSlash" ) $Subsystem: turret03, 1, 5.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret04, 1, 5.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret05, 1, 5.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: radar_dish, 5, 0.0 $Subsystem: sensors, 4, 0 $Subsystem: communications, 4, 0.0 $Subsystem: navigation, 4, 0.0 $Subsystem: weapons, 4, 0.0 $Subsystem: engine, 30, 0.0 $Engine Wash: Default150 $Name: GTC Leviathan $Short name: TPiranhaCruise $Species: Terran +Tech Description: XSTR("Early in the Great War, Han-Ronald engineers designed and built the Leviathan class of cruisers. The Leviathan is much heavier armed and armored than the Fenris, but also much slower and less maneuverable. Leviathan cruisers are used to guard critical installations, such as permanent jump nodes, deep-space factories, and gas-mining operations, where firepower is king and speed is of little importance. They're also well-suited to escorting slow-moving freighters or transports. The Fenris is good for fast-moving operations, but when you need some muscle, call in a Leviathan.", 3047) $end_multi_text $POF file: cruiser01.pof $Detail distance: (0, 600, 1500, 5000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 10.0 $Rotation time: 80.0, 130.0, 100.0 $Rear Velocity: 0.0 $Forward accel: 18.0 $Forward decel: 7.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 125.0 $Expl outer rad: 675.0 $Expl damage: 250.0 $Expl blast: 3500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 90.0 $Max Oclk Speed: 10.0 $Max Weapon Eng: 100.0 $Hitpoints: 35000 $Flags: ( "cruiser" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 126 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -315 $Closeup_zoom: 0.5 $Score: 200 $Subsystem: turret01, 1, 5.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret02, 1, 5.0 $Default PBanks: ( "SGreen" ) $Subsystem: turret03, .5, 5.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret04, .5, 5.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret05, .5, 5.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret06, .5, 5.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret07, 1, 5.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret08, 1, 5.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret09a-01-main, 3, 9.0 $Default SBanks: ( "Fusion Mortar" ) $Subsystem: radar01a-dish, 5, 0.0 $Subsystem: sensors, 4, 0 $Subsystem: communication, 4, 0.0 $Subsystem: navigation, 4, 0.0 $Subsystem: weapons, 14, 0.0 $Subsystem: engine, 20, 0.0 $Engine Wash: Default100 $Name: GTSC Faustus $Short name: TSci1 $Species: Terran +Tech Description: XSTR("The GTSC Faustus is primarily a class of civilian research vessels. During times of peace, they serve as mobile laboratories for scientists in many disciplines. During wartime, however, Faustus vessels are commandeered by the military, mostly for weapons research. It was on a Faustus ship, during the Great War, that Shivan shield technology was first reverse-engineered from a captured Shivan fighter. Faustus vessels have poor armor and only a few weak turrets for defense. Only desperate circumstances find a Faustus anywhere near the front lines.", 3048) $end_multi_text $POF file: science01.pof $Detail distance: (0, 700, 1000, 3000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 25.0 $Rotation time: 120.0, 120.0, 100.0 $Rear Velocity: 0.0 $Forward accel: 10.0 $Forward decel: 5.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 200.0 $Expl outer rad: 500.0 $Expl damage: 150.0 $Expl blast: 3000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 500.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 20.0 $Max Oclk Speed: 35.0 $Max Weapon Eng: 100.0 $Hitpoints: 3000 $Flags: ( "cruiser" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 191 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -245 $Closeup_zoom: 0.5 $Score: 50 $Subsystem: science01a-solar1, 8, 0.0 $Subsystem: turret01, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" ) $Subsystem: turret02, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" ) $Subsystem: turret03, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" "Akheton SDG" ) $Default SBanks: ( "Tempest" "Rockeye" ) $SBank Capacity: ( 50,50 ) $Subsystem: turret04, 2, 1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: turret05, 2, 1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: turret06, 2, 1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: navigation, 10, 0.0 $Subsystem: communication, 10, 0.0 $Subsystem: weapons, 10, 0.0 $Subsystem: engine, 25, 0.0 $Subsystem: sensors, 10, 0.0 $Name: GTG Zephyrus $Short name: TGas1 $Species: Terran +Tech Description: XSTR("When a fighter pilot sees a ship of the GTG Zephyrus class, one thought flashes through his or her mind: 'Thank God I don't have to fly that tub!' The Zephyrus is a gas miner designed to harvest the gases of interstellar nebulae. It's the largest non-combatant ship in the GTVA fleet. The Zephyrus's thin armor, weak weaponry, and poor speed give it a very low survival rate in combat, so these ships stay well back from the front lines. Despite these weaknesses, the Zephyrus plays a critical role in the operation of the GTVA fleet. The deuterium gathered by Zephyrus ships powers the fleet's fusion drives.", 3049) $end_multi_text $POF file: miner2t-01.pof $Detail distance: (0, 800, 1200, 2200) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 30.0 $Rotation time: 100.0, 100.0, 80.0 $Rear Velocity: 0.0 $Forward accel: 8.0 $Forward decel: 4.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 200.0 $Expl outer rad: 500.0 $Expl damage: 150.0 $Expl blast: 2000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 500.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 3 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 30.0 $Max Oclk Speed: 35.0 $Max Weapon Eng: 100.0 $Hitpoints: 10000 $Flags: ("gas miner" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 104 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -245 $Closeup_zoom: 0.7 $Score: 50 $Subsystem: turret01, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" "Terran Turret Weak" ) $Subsystem: turret02, 2, 1.0 $Default PBanks: ( "Standard Flak" "Standard Flak" ) $Subsystem: turret03, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" "Terran Turret Weak" ) $Subsystem: turret04, 2, 1.0 $Default PBanks: ( "Subach HL-7" "Subach HL-7") $Subsystem: turret05, 2, 1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: navigation, 10, 0.0 $Subsystem: communications, 10, 0.0 $Subsystem: weapons, 10, 0.0 $Subsystem: engine, 25, 0.0 $Engine Wash: Default150 $Subsystem: sensors, 10, 0.0 $Name: GTA Charybdis $Short name: TAWAC $Species: Terran +Tech Description: XSTR("Ships of the GTA Charybdis class have been packed with the latest tachyon-enabled AWACS equipment from GTVI labs. Each GTVA battle group has a squadron of Charybdis-class ships assigned to it. These ships double the range of the group's standard detection arrays. Charybdis ships' thin armor and weak defenses make them easy victims for enemy bombers. They have proven indispensable, however, in forays into the nebula beyond the Knossos portal. Charybdis-class ships are very vulnerable in this environment, as witnessed by the recent loss of the GTA Panopticon from the 3rd Battle Group.", 3050) $end_multi_text $POF file: AWACS2t-01.pof $Detail distance: (0, 500, 1000, 3500) $ND: 251 248 167 $ND: 255 253 196 $ND: 239 234 134 $ND: 216 212 122 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 20.0 $Rotation time: 100.0, 100.0, 80.0 $Rear Velocity: 0.0 $Forward accel: 8.0 $Forward decel: 4.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 200.0 $Expl outer rad: 500.0 $Expl damage: 150.0 $Expl blast: 2000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 500.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 20.0 $Max Oclk Speed: 35.0 $Max Weapon Eng: 100.0 $Hitpoints: 10000 $Flags: ( "awacs" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 104 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -245 $Closeup_zoom: 0.5 $Score: 150 $Subsystem: turret01, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" "Terran Turret Weak" ) $Subsystem: turret02, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" "Terran Turret Weak" ) $Subsystem: turret03, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" "Akheton SDG" ) $Subsystem: turret04, 2, 1.0 $Default PBanks: ( "Subach HL-7" "Terran Turret Weak") $Subsystem: turret05, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" "Terran Turret Weak" ) $Subsystem: turret06, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" "Terran Turret Weak" ) $Subsystem: navigation, 5, 0.0 $Subsystem: communications, 5, 0.0 $Subsystem: weapons, 5, 0.0 $Subsystem: engine01, 8, 0.0 $Engine Wash: Default150 $Subsystem: engine02, 8, 0.0 $Engine Wash: Default150 $Subsystem: sensors01, 10, 0.0 $Subsystem: radara, 10, 0.0 $AWACS: 1.0 2500.0 ;; intensity, radius - intensity is currently ignored $Name: GTD Orion $Short name: TCap $Species: Terran +Tech Description: XSTR("For over 30 years, the GTD Orion class was the largest ship in the Terran-Vasudan armada. Over two kilometers in length, bristling with dozens of death-dealing turrets, the Orion is as awesome in repose as it is in battle. All GVTA Orions have been retrofitted with the latest anti-warship beam weapons, as well as flak and AAA turrets for dealing with fighters and bombers. The Orion's cavernous hanger bays easily accommodate more than two dozen fighter or bomber wings.", 3051) $end_multi_text $POF file: capital01.pof $Detail distance: (0, 3500, 9000, 22000) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 1.5 $Max Velocity: 0.0, 0.0, 15.0 $Rotation time: 150.0, 150.0, 150.0 $Rear Velocity: 0.0 $Forward accel: 20.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 2400.0 $Expl damage: 400.0 $Expl blast: 6500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 4 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 8.0 $Max Weapon Eng: 100.0 $Hitpoints: 100000 $Flags: ( "capital" "big damage" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 138 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -2820 $Closeup_zoom: 0.5 $Score: 1000 $Subsystem: Turret01a, 1.875, 3.0 $Default PBanks: ( "BGreen" ) $Subsystem: Turret02a, 1.875, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret03a, 1.875, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret04a, 1.875, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret05a, 1.875, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret06, 0.625, 2.0 $Default PBanks: ( "TerSlash" ) $Subsystem: Turret07, 0.625, 2.0 $Default PBanks: ( "TerSlash" ) $Subsystem: Turret08, 0.625, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret09, 0.625, 2.0 $Default PBanks: ( "Bgreen" ) $Subsystem: Turret10, 0.625, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret11, 0.625, 2.0 $Default PBanks: ( "BGreen" ) $Subsystem: Turret12, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret13, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret14, 0.625, 2.0 $Default PBanks: ( "TerSlash" ) $Subsystem: Turret15, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret16, 0.625, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: RadarDish01, 2, 0.0 $Subsystem: RadarDish02, 2, 0.0 $Subsystem: RadarDish03, 2, 0.0 $Subsystem: navigation, 5, 0.0 $Subsystem: communication, 5, 0.0 $Subsystem: weapons, 15, 0.0 $Subsystem: sensors, 5, 0.0 $Subsystem: engines, 35, 0.0 $Engine Wash: Default900 $Subsystem: fighterbay, 0, 0.0 $Name: GTD Hecate $Short name: TCap $Species: Terran +Tech Description: XSTR("The new GTD Hecate class of destroyers is replacing the Orion class as the flagship of Terran battle groups. More heavily armed than the Orion, the Hecate also carries over 150 combat spacecraft and a crew of 10,000. The GTD Aquitaine is a superb example of this new ship class, serving as the flagship of the Capella-based 3rd Fleet.", 3052) $end_multi_text $POF file: capital2t-01.pof $Detail distance: (0, 4300, 8000, 22000) $ND: 255 253 196 $ND: 239 234 134 $ND: 251 248 167 $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 1.5 $Max Velocity: 0.0, 0.0, 15.0 $Rotation time: 150.0, 150.0, 150.0 $Rear Velocity: 0.0 $Forward accel: 20.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 2400.0 $Expl damage: 400.0 $Expl blast: 6500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 4 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 8.0 $Max Weapon Eng: 100.0 $Hitpoints: 100000 $Flags: ( "capital" "big damage" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 138 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -2820 $Closeup_zoom: 0.5 $Score: 1300 $Subsystem: Turret01, 1.875, 3.0 $Default PBanks: ( "Heavy Flak" ) $Subsystem: Turret02, 1.875, 3.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret03, 1.875, 3.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: Turret04, 1.875, 3.0 $Default PBanks: ( "Long Range Flak" ) $Subsystem: Turret05, 1.875, 3.0 $Default PBanks: ( "Heavy Flak" ) $Subsystem: Turret06, 0.625, 2.0 $Default PBanks: ( "Long Range Flak" ) $Subsystem: Turret07, 0.625, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret08, 0.625, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret09, 0.625, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret10, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret11, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret12, 0.625, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret13, 0.625, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret14, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret15, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret16, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret17, 0.625, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret18, 0.625, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret19, 0.625, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret20, 0.625, 2.0 $Default PBanks: ( "BGreen" ) $Subsystem: Turret21, 0.625, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret22, 0.625, 2.0 $Default PBanks: ( "TerSlash" ) $Subsystem: Turret23, 0.625, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret24, 0.625, 2.0 $Default PBanks: ( "TerSlash" ) $Subsystem: Turret25, 0.625, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret26, 0.625, 2.0 $Default PBanks: ( "TerSlash" ) $Subsystem: Turret27, 0.625, 2.0 $Default PBanks: ( "TerSlash" ) $Subsystem: navigation, 5, 0.0 $Subsystem: communications, 5, 0.0 $Subsystem: weapons, 5, 0.0 $Subsystem: sensors, 5, 0.0 $Subsystem: engine01, 5, 0.0 $Engine Wash: Default900 $Subsystem: engine02, 5, 0.0 $Engine Wash: Default900 $Subsystem: engine03, 5, 0.0 $Engine Wash: Default100 $Subsystem: engine04, 5, 0.0 $Engine Wash: Default900 $Subsystem: fighterbay, 0, 0.0 ;; This is a duplicate of the Orion entry. Only difference is the pof file, which is modified ;; to display the Bastion logo on the side instead of Galatea. -AP 3/11/98 $Name: GTD Orion#2 (Bastion) $Short name: TCap $Species: Terran $POF file: capital01b.pof $Detail distance: (0, 3500, 9000, 22000) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 1.5 $Max Velocity: 0.0, 0.0, 15.0 $Rotation time: 150.0, 150.0, 150.0 $Rear Velocity: 0.0 $Forward accel: 20.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 7400.0 $Expl damage: 5400.0 $Expl blast: 8500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 750.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 5 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 15.0 $Max Weapon Eng: 100.0 $Hitpoints: 100000 $Flags: ( "capital" "big damage" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 138 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -2820 $Closeup_zoom: 0.5 $Score: 1000 $Subsystem: Turret01a, 1.875, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret02a, 1.875, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret03a, 1.875, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret04a, 1.875, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret05a, 1.875, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret06, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret07, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret08, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret09, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret10, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret11, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret12, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret13, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret14, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret15, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret16, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: RadarDish01, 2, 0.0 $Subsystem: RadarDish02, 2, 0.0 $Subsystem: RadarDish03, 2, 0.0 $Subsystem: navigation, 5, 0.0 $Subsystem: communication, 5, 0.0 $Subsystem: weapons, 15, 0.0 $Subsystem: sensors, 5, 0.0 $Subsystem: engines, 35, 0.0 $Engine Wash: Default900 $Subsystem: fighterbay, 0, 0.0 $Name: GTD Hades $Short name: THades $Species: Terran +Tech Description: XSTR("The GTD Hades was a fusion of Terran and Shivan military technologies. It was constructed by Galactic Terran Intelligence (GTI), a rogue branch of the GTA. In 2335, GTI leaders sought to overthrow the provisional GTA government established in Delta Serpentis. After the defeat of the GTI and the destruction of the Hades, the GTA classified the details of this research at level Omega. There are rumors that the Alliance has attempted to reconstruct the Hades to learn more about the GTI's activities. These reports have yet to be confirmed by government sources.", 3053) $end_multi_text $POF file: capital05.pof $Detail distance: (0, 7000, 10000, 25000) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 1.5 $Max Velocity: 0.0, 0.0, 15.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 20.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 4000.0 $Expl damage: 1000.0 $Expl blast: 4000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 3 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 24.0 $Max Weapon Eng: 100.0 $Hitpoints: 400000 $Flags: ( "capital" "big damage") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 20000 $EngineSnd: 136 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -3440 $Closeup_zoom: 0.8 $Score: 1600 $Subsystem: turret01a,1.0,6.5 $Default PBanks: ( "BGreen" ) $Subsystem: turret02a,1.0,6.5 $Default PBanks: ( "BGreen" ) $Subsystem: turret03a,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret04a,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret05a,0.5,0.5 $Default SBanks: ( "FighterKiller" ) $Subsystem: turret06a,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret07a,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret08,0.25,0.5 $Default SBanks: ( "FighterKiller" ) $Subsystem: turret09,1.0,6.5 $Default SBanks: ( "Shivan Cluster" ) $Subsystem: turret10,0.25,0.5 $Default SBanks: ( "Shivan Cluster" ) $Subsystem: turret11,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret12,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret13,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret14,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret15,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret16,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret17,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret18,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret19,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret20,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret21,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret22,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: navigation, 4,0.0 $Subsystem: weapons, 1,0.0 $Subsystem: sensors, 10,0.0 $Subsystem: engine, 1,0.0 $Engine Wash: Default1100 $Subsystem: communication, 2,0.0 $Subsystem: fighterbay, 0,0.0 $Name: GTI Arcadia $Short name: TInst $Species: Terran +Tech Description: XSTR("The GTI Arcadia is a multi-purpose installation that has served the Terran fleet since the days of the Great War. Almost every major star system is host to at least one Arcadia, which is often used as a center for trade and communications. Home to scores of small ships, including repair vessels, fighters, and transports, an Arcadia installation is always a hub of intrasystem and interstellar traffic. An Arcadia is not an easy target for hostile forces, as it combines the firepower of over 20 weapon turrets with the ability to launch up to ten wings of fighters from its fighterbay.", 3054) $end_multi_text $POF file: install01.pof $Detail distance: (0, 2000, 10000, 25000) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 2400.0 $Expl damage: 400.0 $Expl blast: 6500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 3 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 1.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 100.0 $Hitpoints: 100000 $Flags: ( "capital" "big damage" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 191 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -2762 $Closeup_zoom: 0.5 $Score: 800 $Subsystem: sensors, 5, 0 $Subsystem: weapons, 5, 0 $Subsystem: communication, 5, 0 $Subsystem: Turret01, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret02, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret03, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret04, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret05, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret06, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret07, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret08, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret09, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret10, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret11, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret12, 1,2.0 $Default SBanks: ( "FighterKiller" ) $Subsystem: Turret13, 1,3.0 $Default SBanks: ( "FighterKiller" ) $Subsystem: Turret14, 1,3.0 $Default SBanks: ( "FighterKiller" ) $Subsystem: Turret15, 1,3.0 $Default SBanks: ( "FighterKiller" ) $Subsystem: Turret16, 1,3.0 $Default SBanks: ( "FighterKiller" ) $Subsystem: Turret17, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret18, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret19, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret20, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret21, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret22, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret23, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret24, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: RadarDish01, 2,3.0 $Subsystem: fighterbay, 0,0.0 $Name: GTVA Colossus $Short name: TSoup $Species: Terran +Tech Description: XSTR("The GTVA Colossus resulted from an endeavor unprecedented in Terran or Vasudan history. This 6-kilometer-long behemoth is the result of 20 years of joint effort from dozens of contractors of both races. The Colossus is the most powerful space-faring warship ever made, bristling with over 80 weapon turrets. It also houses 60 fighter and bomber wings and requires a crew of over 30,000. The firepower of the Colossus is greater than that of most GTVA battle groups.", 3055) $end_multi_text $POF file: TerranSuper.pof $Detail distance: (0, 4000, 25000, 40000) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 1.5 $Max Velocity: 0.0, 0.0, 25.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 20.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 500.0 $Expl outer rad: 7400.0 $Expl damage: 800.0 $Expl blast: 8500.0 $Expl Propagates: YES ; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 8.0 $Max Weapon Eng: 100.0 $Hitpoints: 1000000 $Flags: ( "supercap" "big damage" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 6000 $EngineSnd: 106 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -5920 $Closeup_zoom: 0.5 $Score: 10000 ;Huge dual rotation turrets $Subsystem: Turret01a, 1.0, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret02a, 1.0, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret03a, 1.0, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret04a, 1.0, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret05a, 1.0, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret06a, 1.0, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret07a, 1.0, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret08a, 1.0, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret09a, 1.0, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret10a, 1.0, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" ) ;Flak type turrets $Subsystem: Turret11, 1.0, 3.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret12, 0.3, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret13, 0.3, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret14, 0.3, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret15, 0.3, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret16, 0.3, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret17, 0.3, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret18, 0.3, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret19, 0.3, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret20, 0.3, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret21, 0.3, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret22, 0.3, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret23, 0.3, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret24, 0.3, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret25, 0.3, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret26, 0.3, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret27, 0.3, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret28, 0.3, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret29, 0.3, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret30, 0.3, 2.0 $Default PBanks: ( "Standard Flak" ) ;Small flat turrets (suitable for anti-fighter beams or missiles) $Subsystem: Turret31, 0.3, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret32, 0.3, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret33, 0.3, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret34, 0.3, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret35, 0.3, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret36, 0.3, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret37, 0.3, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret38, 0.3, 2.0 $Default PBanks: ( "Piranha" ) $Subsystem: Turret39, 0.3, 2.0 $Default PBanks: ( "MX-52" ) $Subsystem: Turret40, 0.3, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret41, 0.3, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret42, 0.3, 2.0 $Default PBanks: ( "MX-52" ) $Subsystem: Turret43, 0.3, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret44, 0.3, 2.0 $Default PBanks: ( "MX-52" ) $Subsystem: Turret45, 0.3, 2.0 $Default PBanks: ( "MX-52" ) $Subsystem: Turret46, 0.3, 2.0 $Default PBanks: ( "MX-52" ) $Subsystem: Turret47, 0.3, 2.0 $Default PBanks: ( "Piranha" ) $Subsystem: Turret48, 0.3, 2.0 $Default PBanks: ( "MX-52" ) $Subsystem: Turret49, 0.3, 2.0 $Default PBanks: ( "MX-52" ) $Subsystem: Turret50, 0.3, 2.0 $Default PBanks: ( "MX-52" ) ;Beam Turrets $Subsystem: Turret51, 0.3, 2.0 $Default PBanks: ( "TerSlash" ) $Subsystem: Turret52, 0.3, 2.0 $Default PBanks: ( "TerSlash" ) $Subsystem: Turret53, 0.3, 2.0 $Default PBanks: ( "BGreen" ) $Subsystem: Turret54, 0.3, 2.0 $Default PBanks: ( "BGreen" ) $Subsystem: Turret55, 0.3, 2.0 $Default PBanks: ( "TerSlash" ) $Subsystem: Turret56, 0.3, 2.0 $Default PBanks: ( "TerSlash" ) $Subsystem: Turret57, 0.3, 2.0 $Default PBanks: ( "BGreen" ) $Subsystem: Turret58, 0.3, 2.0 $Default PBanks: ( "BGreen" ) $Subsystem: Turret59, 0.3, 2.0 $Default PBanks: ( "BGreen" ) $Subsystem: Turret60, 0.3, 2.0 $Default PBanks: ( "BGreen" ) $Subsystem: Turret61, 0.3, 2.0 $Default PBanks: ( "TerSlash" ) $Subsystem: Turret62, 0.3, 2.0 $Default PBanks: ( "TerSlash" ) $Subsystem: Turret63, 0.3, 2.0 $Default PBanks: ( "TerSlash" ) ;these statements are old. ; 42, 43, 45, 34, 35, 73, 72, 71, 66, 69, 68, 77, 76, - AAAf ; 67, 70, 86 - BFGreen ; 73, 72, 71, 66, 69, 68, - AAAf ; 83, 82, 81, 80 79, 78 - Medium Slasher $Subsystem: RadarDish01, 1, 0.0 $Subsystem: RadarDish02, 1, 0.0 $Subsystem: RadarDish03, 1, 0.0 $Subsystem: RadarDish04, 1, 0.0 $Subsystem: RadarDish05, 1, 0.0 $Subsystem: RadarDish06, 1, 0.0 $Subsystem: navigation, 3, 0.0 $Subsystem: communication, 3, 0.0 $Subsystem: weapons, 5, 0.0 $Subsystem: sensors, 5, 0.0 $Subsystem: engines ctr, 7, 0.0 $Engine Wash: Default1500 $Subsystem: engines frt, 7, 0.0 $Engine Wash: Default1100 $Subsystem: engines main, 7, 0.0 $Engine Wash: Default1500 $Subsystem: fighterbay, 0, 0.0 $Subsystem: enginelarge01, 0, 0.0 $Subsystem: enginelarge02, 0, 0.0 $Subsystem: enginelarge03, 0, 0.0 $Name: GTCv Deimos $Short name: TCorvette $Species: Terran +Tech Description: XSTR("Deimos-class corvettes, such as the GTCv Actium and the GTCv Lysander, are the newest addition to the Terran fleet. These sleek, ultra-modern warships are the products of a new era of ship design, maximizing maneuverability and firepower. Their hulls are strengthened with collapsed-core molybdenum sheathing for better protection against beam fire, and their Vasudan-designed reactor core provides more energy per ton than any other allied ship class. As the Leviathan and Fenris cruisers of the Great War are gradually phased out, these corvettes will become the foundation of tomorrow's fleet.", 3056) $end_multi_text $POF file: corvette2t-01.pof $Detail distance: (0, 800, 3500, 10000) $ND: 251 248 167 $ND: 255 253 196 $ND: 239 234 134 $ND: 216 212 122 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 2.0 $Max Velocity: 0.0, 0.0, 30.0 $Rotation time: 100.0, 100.0, 80.0 $Rear Velocity: 0.0 $Forward accel: 8.0 $Forward decel: 4.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 150.0 $Expl outer rad: 750.0 $Expl damage: 200.0 $Expl blast: 11000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 400.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 3 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 60.0 $Max Weapon Eng: 100.0 $Hitpoints: 80000 $Flags: ( "big damage" "corvette" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 128 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -800 $Closeup_zoom: 0.5 $Score: 800 $Subsystem: turret01,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret02,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret03,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret04,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret05,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret06,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret07,0.833,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret08,0.833,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret09,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret10,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret11,0.833,1.0 $Default PBanks: ( "TerSlash" ) $Subsystem: turret12,0.833,1.0 $Default PBanks: ( "TerSlash" ) $Subsystem: turret13,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret14,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret15,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret16,0.833,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret17,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret18,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret19,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret20,0.833,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret21,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret22,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret23,0.833,1.0 $Default PBanks: ( "TerSlash" ) $Subsystem: turret24,0.833,1.0 $Default PBanks: ( "TerSlash" ) $Subsystem: turret25,0.833,1.0 $Default SBanks: ( "Piranha" ) $Subsystem: turret26,0.833,1.0 $Default SBanks: ( "Piranha" ) $Subsystem: engine01, 5,0.0 $Engine Wash: Default300 $Subsystem: engine02, 5,0.0 $Engine Wash: Default300 $Subsystem: engine03, 5,0.0 $Engine Wash: Default300 $Subsystem: communications, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: weapons, 5,0.0 $Name: GTC Aeolus $Short name: TCruiser $Species: Terran +Tech Description: XSTR("The GTC Aeolus is the first cruiser class ever produced by the RNI shipyards orbiting Laramis II. Only two dozen of these cruisers were put into service in GTVA fleets, with production ending in 2365. Allied Command assigns Aeolus-class ships primarily to guard slow-moving convoys against fighter and bomber wings, as these cruisers are severely out-gunned by most capital ships in service today. Their flak and AAA turrets serve as marvelous deterrents to smaller craft, however.", 3057) $end_multi_text $POF file: cruiser2t-01.pof $Detail distance: (0, 850, 1500, 5500) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 2.0 $Max Velocity: 0.0, 0.0, 30.0 $Rotation time: 100.0, 100.0, 80.0 $Rear Velocity: 0.0 $Forward accel: 8.0 $Forward decel: 4.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 150.0 $Expl outer rad: 750.0 $Expl damage: 200.0 $Expl blast: 11000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 400.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 40.0 $Max Weapon Eng: 100.0 $Hitpoints: 38000 $Flags: ( "cruiser" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 128 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -315 $Closeup_zoom: 0.5 $Score: 500 $Subsystem: turret01,2.0,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret02,2.0,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret03,2.0,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret04,2.0,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret05,2.0,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret06,2.0,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret07,2.0,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret08,2.0,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret09,2.0,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret10,2.0,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret11,2.0,1.0 $Default PBanks: ( "SGreen" ) $Subsystem: turret12,2.0,1.0 $Default PBanks: ( "SGreen" ) $Subsystem: engine, 5,0.0 $Engine Wash: Default100 $Subsystem: communications, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: weapons, 5,0.0 $Name: NTF Iceni $Short name: RCorvette $Species: Terran +Tech Description: XSTR("The Iceni is the NTF command frigate, built under Admiral Bosch's direction at the Freedom shipyards in Polaris, captured by the Neo-Terran Front at the start of their rebellion. With over two dozen turrets and a sheath of ultra-dense depleted uranium shielding around its subsystems, the Iceni is an extremely tough nut to crack. With Bosch on board, providing tactical guidance, the Iceni is the equal of any GTVA battle group. Intelligence believes the ship was custom-designed for a secret NTF project.", 3058) $end_multi_text $POF file: corvette2r-01.pof $Detail distance: (0, 2000, 8000, 20000) $ND: 251 248 167 $ND: 255 253 196 $ND: 239 234 134 $ND: 216 212 122 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 2.0 $Max Velocity: 0.0, 0.0, 35.0 $Rotation time: 100.0, 100.0, 80.0 $Rear Velocity: 0.0 $Forward accel: 8.0 $Forward decel: 4.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 150.0 $Expl outer rad: 750.0 $Expl damage: 200.0 $Expl blast: 12500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 400.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 3 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 60.0 $Max Weapon Eng: 100.0 $Hitpoints: 90000 $Flags: ( "corvette" "big damage" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 128 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -1300 $Closeup_zoom: 0.5 $Score: 300 $Subsystem: turret01a,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret02,0.833,1.0 $Default PBanks: ( "BGreen" ) $Subsystem: turret03,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret04,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret05,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret06,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret07,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret08,0.833,1.0 $Default PBanks: ( "BGreen" ) $Subsystem: turret09,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret10,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret11a,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret12,0.833,1.0 $Default PBanks: ( "BGreen" ) $Subsystem: turret13,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret14,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret15,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret16,0.833,1.0 $Default SBanks: ( "Piranha" ) $Subsystem: turret17,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret18,0.833,1.0 $Default SBanks: ( "MX-52" ) $Subsystem: turret19,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret20,0.833,1.0 $Default SBanks: ( "Piranha" ) $Subsystem: turret21a,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret22a,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret23a,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret24a,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret25a,0.833,1.0 $Default SBanks: ( "MX-52" ) $Subsystem: engine01, 5,0.0 $Engine Wash: Default500 $Subsystem: engine02, 5,0.0 $Engine Wash: Default500 $Subsystem: engine03, 5,0.0 $Engine Wash: Default500 $Subsystem: communications, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: weapons, 5,0.0 $Name: NTF Boadicea $Short name: RBase $Species: Terran +Tech Description: XSTR("Hidden NTF asteroid base.", 3059) $end_multi_text $POF file: Base2r-01.pof $Detail distance: (0, 2500, 6000, 14000) $ND: 251 248 167 $ND: 255 253 196 $ND: 239 234 134 $ND: 216 212 122 $ND: 111 245 255 $ND: 251 248 167 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 2.0 $Max Velocity: 0.0, 0.0, 35.0 $Rotation time: 100.0, 100.0, 80.0 $Rear Velocity: 0.0 $Forward accel: 8.0 $Forward decel: 4.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 150.0 $Expl outer rad: 750.0 $Expl damage: 200.0 $Expl blast: 12500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 400.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 3 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 60.0 $Max Weapon Eng: 100.0 $Hitpoints: 180000 $Flags: ( "cruiser" "big damage") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 191 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -3440 $Closeup_zoom: 0.37 $Score: 100 $Subsystem: turret01,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret02,0.833,1.0 $Default PBanks: ( "BGreen" ) $Subsystem: turret03,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret04,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret05,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret06,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret07,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret08,0.833,1.0 $Default PBanks: ( "BGreen" ) $Subsystem: turret09,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret10,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret11,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret12,0.833,1.0 $Default PBanks: ( "BGreen" ) $Subsystem: turret13,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret14,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret15,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret16,0.833,1.0 $Default SBanks: ( "Piranha" ) $Subsystem: turret17,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret18,0.833,1.0 $Default SBanks: ( "MX-52" ) $Subsystem: turret19,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret20,0.833,1.0 $Default SBanks: ( "Piranha" ) $Subsystem: turret21a,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret22a,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret23a,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret24a,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret25a,0.833,1.0 $Default SBanks: ( "MX-52" ) $Subsystem: turret26a,0.833,1.0 $Default SBanks: ( "MX-52" ) $Subsystem: turret27a,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret28,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret29,0.833,1.0 $Default SBanks: ( "Piranha" ) $Subsystem: turret30,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret31,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret32,0.833,1.0 $Default SBanks: ( "Piranha" ) $Subsystem: turret33,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret34,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret35,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret36,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret37,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret38,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret39,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret40,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: engine01a, 1.5,0.0 $Subsystem: engine02a, 1.5,0.0 $Subsystem: engine03, 2,0.0 $Subsystem: engine04, 2,0.0 $Subsystem: engine05, 2,0.0 $Subsystem: communications, 2,0.0 $Subsystem: sensors, 2,0.0 $Subsystem: navigation, 1.5,0.0 $Subsystem: weapons, 2,0.0 $Subsystem: fighterbaya, 2,0.0 $Subsystem: comtowera, 1.5,0.0 $Subsystem: Asteroid01a, 10,0.0 $Subsystem: Asteroid02a, 3,0.0 $Subsystem: bunker01a, 1.5,0.0 $Subsystem: bunker02a, 1.5,0.0 $Name: @GTT Elysium $Short name: TTran $Species: Terran +Tech Description: XSTR("The GTT Elysium class of transports has been in service for over 40 years. Its mission hasn't changed from the time of the Great War - to transport civilian and military personnel from one star system to another. The Elysium is very poorly armed, with a single Subach HL-7 cannon, and also suffers from thin armor plating. Only desperate circumstances find Elysiums anywhere near the front lines. Assaults and dangerous transport missions handled almost exclusively by the much tougher GTT Argo class.", 3060) $end_multi_text $POF file: transport01.pof $Detail distance: (0, 200, 450, 1000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.6 $Max Velocity: 0.0, 0.0, 40.0 $Rotation time: 4.0, 7.0, 6.0 $Rear Velocity: 0.0 $Forward accel: 6.0 $Forward decel: 1.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 200.0 $Expl damage: 200.0 $Expl blast: 500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 8.0 $Max Oclk Speed: 55.0 $Max Weapon Eng: 0.0 $Hitpoints: 3500 $Flags: ( "transport" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 128 ;; Engine sound of ship $Closeup_pos: 0.0, 3.0, -60 $Closeup_zoom: 0.5 $Score: 10 $Subsystem: engine, 25, 0 $Subsystem: navigation, 15, 0 $Subsystem: communication, 5, 0 $Subsystem: sensors, 10, 0 $Subsystem: weapons, 10, 0 $Subsystem: turret01, 5, 20.0 $Default PBanks: ( "Subach HL-7" ) $Name: @GTT Argo $Short name: TTran $Species: Terran +Tech Description: XSTR("The GTT Argo has become the standard military transport vehicle for the Terran fleet. Argos sometimes carry new weapon and combat craft prototypes to and from testing grounds or to front-line deployment positions. Military VIPs occasionally commandeer Argos to travel from star system to star system in some semblance of comfort. Argos are most often used as assault transports, carrying squads of Marines through heavy flak to board enemy vessels that Command has decided to capture rather than destroy.", 3061) $end_multi_text $POF file: transport2t-01.pof $Detail distance: (0, 850, 2000, 5500) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.6 $Max Velocity: 0.0, 0.0, 30.0 $Rotation time: 4.0, 7.0, 6.0 $Rear Velocity: 0.0 $Forward accel: 2.0 $Forward decel: 1.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 500.0 $Expl damage: 500.0 $Expl blast: 1300.0 $Expl Propagates: yes ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 140.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 38.0 $Max Oclk Speed: 35.0 $Max Weapon Eng: 0.0 $Hitpoints: 13500 $Flags: ( "transport" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 128 ;; Engine sound of ship $Closeup_pos: 0.0, 3.0, -315 $Closeup_zoom: 0.4 $Score: 40 $Subsystem: engine, 25, 0 $Subsystem: navigation, 15, 0 $Subsystem: communications, 5, 0 $Subsystem: sensors, 10, 0 $Subsystem: weapons, 10, 0 $Subsystem: turret01, 5, 20.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret02, 5, 20.0 $Default PBanks: ( "Terran Turret" ) ;; They mark things. $Name: GTNB Pharos $Short name: JBuoy $Species: Terran $POF file: navbuoy.pof $Detail distance: (0, 100) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 0.0 $Expl outer rad: 0.0 $Expl damage: 0.0 $Expl blast: 0.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 100 $Flags: ("no_collide" "navbuoy") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 135 ;; Engine sound of ship $Closeup_pos: 0.0, 1.0, -28 $Closeup_zoom: 0.5 $Name: GTI Ganymede $Short name: TInst2 $Species: Terran +Tech Description: XSTR("The GTI Ganymede is the Alliance's newest repair and resupply facility. Ganymede installations are currently deployed behind the front lines in the Vega, Vasuda, and Capella systems. Each Ganymede can service up to five warships simultaneously. Repairs of any type or degree can be made here, on any ship in the GTVA fleet. Ganymedes also provide retrofitting services, enabling Allied Command to extend the lifetime of aging ships by upgrading weaponry, systems, and engines.", 3062) $end_multi_text $POF file: drydock2t-01.pof $Detail distance: (0, 2000, 10000, 18000) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 2400.0 $Expl damage: 400.0 $Expl blast: 6500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 3 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 1.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 100.0 $Hitpoints: 90000 $Flags: ( "drydock" "dont collide invisible" "capital" "big damage") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 191 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -2062 $Closeup_zoom: 0.5 $Score: 900 $Subsystem: navigation, 5, 0 $Subsystem: sensors01, 5, 0 $Subsystem: communications, 5, 0 $Subsystem: sensors02, 5, 0 $Subsystem: storage, 5, 0 $Subsystem: piece1A, 14, 0.0 $Subsystem: piece2A, 14, 0.0 $Subsystem: piece3A, 15, 0.0 $Subsystem: piece4A, 15, 0.0 $Subsystem: hose01, 4, 0.0 $Subsystem: hose02, 4, 0.0 $Subsystem: hose03, 4, 0.0 $Subsystem: hose04, 4, 0.0 $Name: Knossos $Short name: JumpGate $Species: Terran +Tech Description: XSTR("The subspace portal was discovered in the Gamma Draconis system in 2367. The interlocking circular motions of its components apparently create a subspace vortex that connects the Gamma Draconis system to another part of our universe. Dr. Hargrove's team continues to study the device, though their findings are highly classified.", 3063) $end_multi_text $POF file: Gate2a-01.pof $Detail distance: (0, 2000, 6500, 18000) $ND: 13 238 238 $ND: 250 252 252 $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 2400.0 $Expl damage: 400.0 $Expl blast: 6500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 1 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 1.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 100.0 $Hitpoints: 1000000 $Flags: ( "dont collide invisible" "big damage" "knossos") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 190 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -6800 $Closeup_zoom: 0.5 $Score: 0 $Subsystem: jump2A, 49, 35 $Subsystem: jump1A, 49, 80 $Name: Asteroid $Short name: Asteroid $Species: Terran $POF file: asteroid01.pof $Detail distance: (0, 400, 1200) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 0.0 $Expl outer rad: 0.0 $Expl damage: 0.0 $Expl blast: 0.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 100 $Flags: ("no_collide" "navbuoy") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 1.0, -14 $Closeup_zoom: 0.5 $Name: GTSG Watchdog $Short name: TSGun $Species: Terran +Tech Description: XSTR("The GTSG Watchdog was the first generation of Terran sentry platform, the distant precursor to the Cerberus and Alastor platforms. Seriously underpowered by today's standards, the Watchdog also suffers from paper-thin armor. Many Watchdogs are Great War relics left active and in place because it wasn't worthwhile removing or deactivating them. The NTF occasionally uses stolen Watchdogs to guard supply depots or minor installations.", 3064) $end_multi_text $POF file: GunPlatform01.pof $Detail distance: (0, 100, 500) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 0.0 $Expl outer rad: 0.0 $Expl damage: 0.0 $Expl blast: 0.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 20 $Flags: ("sentrygun" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 0.5, -14 $Closeup_zoom: 0.5 $Score: 1 $Subsystem: turret01a, 20, 1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret02a, 20, 1.0 $Default PBanks: ( "Terran Turret" ) $Name: GTSG Cerberus $Short name: TSGun2 $Species: Terran +Tech Description: XSTR("Until the advent of the GTSG Alastor, the GTSG Cerberus was the most advanced sentry gun emplacement available to Terran forces. They were vital to Terran defenses during the Great War, racking up over 100 kills of Vasudan and Shivan combat craft. But the current conflict has found them primarily in back-line roles, guarding installations deemed relatively safe from attack. With no mobility and only two Subach HL-7 turrets, they serve as more of a distraction than a viable threat to modern combat craft.", 3065) $end_multi_text $POF file: GunPlatform01.pof $Detail distance: (0, 100, 500) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 0.0 $Expl outer rad: 0.0 $Expl damage: 0.0 $Expl blast: 0.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 150 $Flags: ("sentrygun" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 0.5, -14 $Closeup_zoom: 0.5 $Score: 6 $Subsystem: turret01a, 20, 1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: turret02a, 20, 1.0 $Default PBanks: ( "Subach HL-7" ) $Name: GTSG Alastor $Short name: TSGun3 $Species: Terran +Tech Description: XSTR("GTSG Alastor sentry gun platforms can be dropped by warships to cover a retreat, or they can be used to strengthen firepower around strategic locations. While Alastors alone cannot hold a position against more than a few fighters, complementing them with a warship and several wings of fighters presents an exemplary defense against all but the most determined foes. Two Bessmer-Kohn cannon turrets on opposing sides of the platform give the Alastor a full field of fire. The turrets are controlled by the latest neural-net cyber-AI to track multiple targets simultaneously.", 3066) $end_multi_text $POF file: Platform2T-01.pof $Detail distance: (0, 250, 500) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 0.0 $Expl outer rad: 0.0 $Expl damage: 0.0 $Expl blast: 0.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 250 $Flags: ("sentrygun" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 0.5, -14 $Closeup_zoom: 0.85 $Score: 9 $Subsystem: turret01a, 20, 1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: turret02a, 20, 1.0 $Default PBanks: ( "Subach HL-7" ) ;; They are used for escaping. Not too fast, not too strong. Easy targets if there are no fighters in the area to protect them. $Name: GTEP Hermes $Short name: TPod $Species: Terran +Tech Description: XSTR("The GTEP Hermes escape pod is now standard equipment on every GTVA warship of cruiser size or larger. Each ship has several escape pods magnetically coupled to airlocks scattered around the ship's outer hull. Not intended for whole-crew evacuations, the Hermes has space for up to 20 crew members. Each pod is propelled by a small fusion engine, enough to remove the pod from the immediate vicinity of an exploding warship. It is also capable of subspace jumps.", 3067) $end_multi_text $POF file: escapepod01.pof $Detail distance: (0, 80, 300, 500) $Show damage: YES $Density: 1 $Damp: 0.1 $Rotdamp: 0.35 $Max Velocity: 0.0, 0.0, 40.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 4.0, 4.0, 4.0 $Rear Velocity: 0.0 $Forward accel: 2.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 50.0 $Expl blast: 500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( ) $Default PBanks: ( ) $Allowed SBanks: ( ) $Default SBanks: ( ) $SBank Capacity: ( ) $Shields: 100 $Shield Color: 100 100 255 $Power Output: 2.0 $Max Oclk Speed: 55.0 $Max Weapon Eng: 50.0 $Hitpoints: 200 $Flags: ( "escapepod" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 119 ;; Engine sound of ship $Closeup_pos: 0.0, 1.0, -22 $Closeup_zoom: 0.5 $Score: 5 $Subsystem: engine, 50, 0 $Name: TC-Meson Bomb $Short name: TC-MB $Species: Terran +Tech Description: XSTR("The TC-Meson Bomb is used solely as a container for Meson Bomb deployments. Each is custom built specifically to hold a Meson Bomb. The container is permanently sealed once the bomb is safely housed within it.", 3068) $end_multi_text $POF file: Bomb2t-01.pof $Detail distance: (0, 2500, 4000, 10000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 2350.0 $Expl outer rad: 3200.0 $Expl damage: 50000.0 $Expl blast: 300.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 100.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 400 $Flags: ( "cargo" ) $AI Class: none $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -317 $Closeup_zoom: .8 $Score: 4 ;=====>> VASUDANS <<======= $Name: GVF Seth $Short name: VFight7 $Species: Vasudan +Type: XSTR("Heavy Fighter", 3069) +Maneuverability: XSTR("Poor", 3070) +Armor: XSTR("Heavy", 3071) +Manufacturer: XSTR("Mekhu Enterprises", 3072) +Description: XSTR(" ", 3073) $end_multi_text +Tech Description: XSTR( "The solidly built GVF Seth is a versatile Great War-era fighter that still performs dual roles as bomber escort and bomber interceptor. The Seth's relatively slow cruising speed is deceptive, as its Mekhu-Sahr plasma powerplant can give it an incredible afterburner boost, more than doubling its velocity. A total of six weapon banks and a wide variety of loadouts give the Seth the needed punch to eliminate incoming bombers quickly.", 3074) $end_multi_text +Length: 16 Meters +Gun Mounts: 4 +Missile Banks: 2 $POF file: fighter07.pof $Detail distance: (0, 70, 200, 700) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.4 $Max Velocity: 0.0, 0.0, 110.0 $Rotation time: 4.0, 5.0, 5.0 $Rear Velocity: 0.0 $Forward accel: 3.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 65.0 $Expl damage: 15.0 $Expl blast: 1200.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Mekhu HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Circe" "Lamprey") $Allowed Dogfight PBanks: ( "Mekhu HL-7D" "MorningStar D" "Prometheus D" "Circe" ) $Default PBanks: ( "Mekhu HL-7" "Mekhu HL-7" ) $Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "TAG-B" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "Stiletto II" "EMP Adv." "Infyrno" ) $Allowed Dogfight SBanks: ( "Rockeye D" "Tornado D" "Infyrno D" "Piranha" ) $Default SBanks: ( "Rockeye" "Stiletto II" ) $SBank Capacity: ( 40, 80 ) $Shields: 580 $Shield Color: 100 255 100 $Power Output: 3.0 $Max Oclk Speed: 72.0 $Max Weapon Eng: 100.0 $Hitpoints: 280 $Flags: ( "player_ship" "fighter" "in tech database") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 260.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 40 $Scan time: 2000 $EngineSnd: 129 ;; Engine sound of ship $Closeup_pos: 0.0, 0.5, -27 $Closeup_zoom: 0.5 $Shield_icon: shield-f07 $Ship_icon: iconfighter07 $Ship_anim: ssfighter07 $Ship_overhead: loadfightV07 $Score: 12 $Trail: +Offset: 4.95 -.40 -7.46 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -4.95 -.40 -7.46 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: engine 1, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: communications, 5,0.0 $Name: GVF Horus $Short name: VFight8 $Species: Vasudan +Type: XSTR("Interceptor", 3075) +Maneuverability: XSTR("Good", 3076) +Armor: XSTR("Light", 3077) +Manufacturer: XSTR("Akheton Corporation", 3078) +Description: XSTR(" ", 3079) $end_multi_text +Tech Description: XSTR( "The GVF Horus was the fastest fighter class during the Great War and it's still the fastest fighter in the GTVA fleet. Its weapon capacity is average for a fighter, with four primary banks and two missile bays. The Horus pays for its speed and maneuverability with thin armor and relatively weak shields. The Horus shines as a bomber interceptor, a role Allied Command puts it in as often as possible. For offensive operations against well-defended targets, however, the Horus is a poor choice.", 3080) $end_multi_text +Length: 19 Meters +Gun Mounts: 4 +Missile Banks: 2 $POF file: fighter08.pof $Detail distance: (0, 70, 300, 800) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.4 $Max Velocity: 0.0, 0.0, 180.0 $Rotation time: 3.4, 3.9, 3.6 $Rear Velocity: 0.0 $Forward accel: 3.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 65.0 $Expl damage: 20.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Mekhu HL-7" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Circe" "Lamprey") $Allowed Dogfight PBanks: ( "Mekhu HL-7D" "Prometheus D" ) $Default PBanks: ( "Mekhu HL-7" "Morning Star" ) $Allowed SBanks: ( "Rockeye" "Tempest" "TAG-B" "Harpoon" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." ) $Allowed Dogfight SBanks: ( "Rockeye D" "Tempest D" "Harpoon D" "Hornet D" ) $Default SBanks: ( "Rockeye" "Trebuchet" ) $SBank Capacity: ( 40, 40 ) $Shields: 230 $Shield Color: 100 255 100 $Power Output: 2.2 $Max Oclk Speed: 220.0 $Max Weapon Eng: 100.0 $Hitpoints: 170 $Flags: ( "player_ship" "fighter" "in tech database") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 340.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 25 $Scan time: 2000 $EngineSnd: 129 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -31 $Closeup_zoom: 0.5 $Shield_icon: shield-f08 $Ship_icon: iconfighter08 $Ship_anim: ssfighter08 $Ship_overhead: loadfightV08 $Score: 10 $Trail: +Offset: -7.78 -0.9 -5.75 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 7.78 -0.9 -5.75 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: weapons, 15,0.0 $Subsystem: communications, 5,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: engine, 35,0.0 $Name: GVF Thoth $Short name: VFight9 $Species: Vasudan +Type: XSTR("Space Superiority", 3081) +Maneuverability: XSTR("Excellent", 3082) +Armor: XSTR("Light", 3083) +Manufacturer: XSTR("Sahr Corporation", 3084) +Description: XSTR(" ", 3085) $end_multi_text +Tech Description: XSTR( "The GVF Thoth has been manufactured exclusively in the Sahr Corp.'s shipyards at Altair for over 40 years. During the heyday of the Hammer of Light, the HoL captured these yards and the Thoth became a primary fighter among HoL forces. When these shipyards were recaptured, the Thoth once again became an important component of the Vasudan navy. In the hands of a skilled pilot, the Thoth's maneuverability and small size make it a hard target to hit. A single missile bank means that a Thoth pilot relies on his primary weapons to make most kills.", 3086) $end_multi_text +Length: 17 Meters +Gun Mounts: 4 +Missile Banks: 1 $POF file: fighter09.pof $Detail distance: (0, 70, 300, 700) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.4 $Max Velocity: 0.0, 0.0, 130.0 $Rotation time: 2.7, 2.7, 3.0 $Rear Velocity: 0.0 $Forward accel: 3.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 55.0 $Expl damage: 15.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Mekhu HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "Circe" "Lamprey") $Allowed Dogfight PBanks: ( "Mekhu HL-7D" "Prometheus D" ) $Default PBanks: ( "Prometheus R" ) $Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Hornet" "TAG-B" "Tornado" "Hornet#Weak" "EMP Adv." ) $Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" ) $Default SBanks: ( "Harpoon" ) $SBank Capacity: ( 80 ) $Shields: 200 $Shield Color: 100 255 100 $Power Output: 2.5 $Max Oclk Speed: 156.0 $Max Weapon Eng: 150.0 $Hitpoints: 200 $Flags: ( "player_ship" "fighter" "in tech database") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 260.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 20 $Scan time: 2000 $EngineSnd: 129 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -27 $Closeup_zoom: 0.5 $Shield_icon: shield-f09 $Ship_icon: iconfighter09 $Ship_anim: ssfighter09 $Ship_overhead: loadfightV09 $Score: 10 $Trail: +Offset: -6.2 .20 -2.18 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 6.2 .20 -2.18 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: weapons, 15,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: communications, 5,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: engine, 35,0.0 $Name: GVF Serapis $Short name: VFight21 $Species: Vasudan +Type: XSTR("Advanced Interceptor", 3087) +Maneuverability: XSTR("Excellent", 3088) +Armor: XSTR("Light", 3089) +Manufacturer: XSTR("Akheton Corporation", 3090) +Description: XSTR(" ", 3091) $end_multi_text +Tech Description: XSTR( "Fast and highly maneuverable, the GVF Serapis is primarily used as a bomber interceptor. Its thin armor and weak shields give it a low survival rate in dogfights against more heavily armored fighters. Despite having only two primary and secondary weapon banks, the Serapis has been retrofitted to accommodate almost any loadout in the GTVA arsenal. Veteran Vasudan pilots love the Serapis for its agility and loadout options. Some Terran pilots who've been privileged enough to fly it claim to prefer it to any Terran fighter.", 3092) $end_multi_text +Length: 14 Meters +Gun Mounts: 2 +Missile Banks: 2 $POF file: fighter2v-01.pof $Detail distance: (0, 70, 200, 700) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.4 $Max Velocity: 0.0, 0.0, 150.0 $Rotation time: 2.6, 2.2, 2.8 $Rear Velocity: 0.0 $Forward accel: 3.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 55.0 $Expl damage: 15.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Mekhu HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "Circe" "Lamprey" "Maxim") $Allowed Dogfight PBanks: ( "MorningStar D" "Prometheus D" "Maxim D" "Circe" ) $Default PBanks: ( "Prometheus R" "Akheton SDG" ) $Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Hornet" "TAG-B" "Tornado" "Hornet#Weak" "EMP Adv." ) $Allowed Dogfight SBanks: ( "Tempest D" "Harpoon D" "Tornado D" ) $Default SBanks: ( "Harpoon" "Harpoon") $SBank Capacity: ( 60, 30 ) $Shields: 200 $Shield Color: 100 255 100 $Power Output: 3.4 $Max Oclk Speed: 156.0 $Max Weapon Eng: 150.0 $Hitpoints: 220 $Flags: ( "player_ship" "fighter" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 270.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 20 $Scan time: 2000 $EngineSnd: 129 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -27 $Closeup_zoom: 0.5 $Shield_icon: shieldfv-01 $Ship_icon: iconfighter2v-01 $Ship_anim: ssfighter2v-01 $Ship_overhead: loadfighter2v-01 $Score: 12 $Trail: +Offset: 9.9 -0.2 2 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -9.9 -0.2 2 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: weapons, 15,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: communications, 5,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: engine, 35,0.0 $Name: GVF Tauret $Short name: VFight22 $Species: Vasudan +Type: XSTR("Heavy Fighter", 3093) +Maneuverability: XSTR("Poor", 3094) +Armor: XSTR("Medium", 3095) +Manufacturer: XSTR("Sahr Corporation", 3096) +Description: XSTR(" ", 3097) $end_multi_text +Tech Description: XSTR( "The GVF Tauret is replacing the Seth as the Vasudans' heavy assault fighter. While integrating cutting-edge technology developed in collaboration with the Terrans, the Tauret boasts a distinctly Vasudan design. Its unusual configuration was inspired by the Apsu-Hek, a creature that once inhabited the deserts of Vasuda Prime. The Apsu-Hek has become an emblem of the Vasudan diaspora, and the Tauret continues the tradition of symbolic design. Armed with four gun mounts and two missile banks, the Tauret has the speed and firepower to challenge both fighters and warships.", 3098) $end_multi_text +Length: 17.5 Meters +Gun Mounts: 4 +Missile Banks: 2 $POF file: fighter2v-02.pof $Detail distance: (0, 200, 350, 700) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.4 $Max Velocity: 0.0, 0.0, 130.0 $Rotation time: 4.1, 4.8, 4.8 $Rear Velocity: 0.0 $Forward accel: 3.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 65.0 $Expl damage: 15.0 $Expl blast: 1200.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Mekhu HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Circe" "Lamprey") $Allowed Dogfight PBanks: ( "MorningStar D" "UD-D Kayser" "Circe" "Lamprey" "Maxim D" ) $Default PBanks: ( "Mekhu HL-7" "Mekhu HL-7" ) $Allowed SBanks: ( "Rockeye" "Tempest" "TAG-B" "Harpoon" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "Stiletto II" "EMP Adv." "Infyrno" ) $Allowed Dogfight SBanks: ( "Harpoon D" "Tornado D" ) $Default SBanks: ( "Rockeye" "Rockeye") $SBank Capacity: ( 100, 100 ) $Shields: 530 $Shield Color: 100 255 100 $Power Output: 3.0 $Max Oclk Speed: 150.0 $Max Weapon Eng: 100.0 $Hitpoints: 300 $Flags: ( "player_ship" "fighter" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 270.0 +Aburn For accel: 0.7 +Aburn Fuel: 360.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 21.0 $Countermeasures: 45 $Scan time: 2000 $EngineSnd: 129 ;; Engine sound of ship $Closeup_pos: 0.0, 0.5, -27 $Closeup_zoom: 0.7 $Shield_icon: shieldfv-02 $Ship_icon: iconfighter2v-02 $Ship_anim: ssfighter2v-02 $Ship_overhead: loadfighter2v-02 $Score: 10 $Trail: +Offset: 8.70 -2.14 7.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -8.70 -2.14 7.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 2.58 1.79 -6.48 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -2.58 1.79 -6.48 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: communications, 5,0.0 $Name: GVB Sekhmet $Short name: VBomb21 $Species: Vasudan +Type: XSTR("Bomber", 3099) +Maneuverability: XSTR("Average", 3100) +Armor: XSTR("Heavy", 3101) +Manufacturer: XSTR("Mekhu Enterprises", 3102) +Description: XSTR(" ", 3103) $end_multi_text +Tech Description: XSTR( "The GVB Sekhmet is a Shivan design that was initially adapted to Vasudan needs by Hammer of Light engineers. The version currently in use was further modified by technicians at Mekhu Enterprises. Sporting four primary weapon banks and three missile/bomb bays, the Sekhmet packs a massive punch. Add in a top speed that surpasses that of some fighters and an ultra-dense molybdenum armor plating, and it's easy to see why the Sekhmet is the favorite bomber among Vasudan pilots.", 3104) $end_multi_text +Length: 23 Meters +Gun Mounts: 4 +Missile Banks: 3 $POF file: bomber2v-02.pof $Detail distance: (0, 100, 300, 900) $ND: 124 225 125 $ND: 99 223 102 $ND: 70 215 72 $ND: 23 188 26 $ND: 51 151 50 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.55 $Max Velocity: 0.0, 0.0, 120.0 $Rotation time: 4.0, 4.0, 4.0 $Rear Velocity: 0.0 $Forward accel: 5.0 $Forward decel: 2.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 55.0 $Expl outer rad: 105.0 $Expl damage: 20.0 $Expl blast: 1500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Mekhu HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim") $Allowed Dogfight PBanks: ( "Mekhu HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim") $Default PBanks: ( "Prometheus R" ) $Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Hornet" "Tornado" "Trebuchet" "Piranha" "Stiletto II" "Cyclops" "Cyclops#short" "Helios" "EMP Adv." "Infyrno" ) $Allowed Dogfight SBanks: ( "Rockeye" "Tempest" "Harpoon" "Hornet" "Tornado" "Trebuchet" "Piranha" "Stiletto II" "Cyclops" "Cyclops#short" "Helios" "EMP Adv." "Infyrno" ) $Default SBanks: ( "Hornet" "Piranha" "Cyclops#short" ) $SBank Capacity: ( 80, 80, 80 ) $Shields: 850 $Shield Color: 100 255 100 $Power Output: 3.0 $Max Oclk Speed: 128.0 $Max Weapon Eng: 100.0 $Hitpoints: 500 $Flags: ( "player_ship" "bomber" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 200.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 35 $Scan time: 2000 $EngineSnd: 130 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -33 $Closeup_zoom: 0.5 $Shield_icon: shieldbv-02 $Ship_icon: iconbomber2v-02 $Ship_anim: ssbomber2v-02 $Ship_overhead: loadbomber2v-02 $Score: 10 $Trail: +Offset: 0 6.65 -4.2 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 60 +Bitmap: Contrail01 $Trail: +Offset: 0 -7.8 .45 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 60 +Bitmap: Contrail01 $Trail: +Offset: 6.74 6.4 .73 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 60 +Bitmap: Contrail01 $Trail: +Offset: -6.74 6.4 .73 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 60 +Bitmap: Contrail01 $Trail: +Offset: 6.57 -6.4 -2.92 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 60 +Bitmap: Contrail01 $Trail: +Offset: -6.57 -6.4 -2.92 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 60 +Bitmap: Contrail01 $Subsystem: weapons, 8,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: communications, 5,0.0 $Subsystem: engine, 35,0.0 $Name: GVB Osiris $Short name: VBomb6 $Species: Vasudan +Type: XSTR("Reserve Bomber", 3105) +Maneuverability: XSTR("Very Poor", 3106) +Armor: XSTR("Heavy", 3107) +Manufacturer: XSTR("Akheton Corporation", 3108) +Description: XSTR(" ", 3109) $end_multi_text +Tech Description: XSTR( "The GVB Osiris was the primary bomber of the PVN during the Great War. It is showing its age during the current conflict, as the more advanced Bakha and Sekhmet bombers have replaced it on the front lines in most theatres of conflict. Osiris bombers still in service have been retrofitted to make them compatible with most GTVA missiles and bombs. If well-protected by fighter escorts, a wing of Osiris bombers can still wreak havoc on enemy cruisers and corvettes.", 3110) $end_multi_text +Length: 40 Meters +Gun Mounts: 2 +Missile Banks: 3 $POF file: bomber06.pof $Detail distance: (0, 300, 500, 900) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.55 $Max Velocity: 0.0, 0.0, 100.0 $Rotation time: 5.0, 5.0, 5.0 $Rear Velocity: 0.0 $Forward accel: 4.0 $Forward decel: 2.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 75.0 $Expl outer rad: 125.0 $Expl damage: 20.0 $Expl blast: 1500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Mekhu HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Circe" "Lamprey") $Allowed Dogfight PBanks: ( "Mekhu HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Circe" "Lamprey") $Default PBanks: ( "Mekhu HL-7" ) $Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Trebuchet" "Stiletto II" "Cyclops" "Cyclops#short" "EMP Adv." "Infyrno") $Allowed Dogfight SBanks: ( "Rockeye" "Tempest" "Harpoon" "Trebuchet" "Stiletto II" "Cyclops" "Cyclops#short" "EMP Adv." "Infyrno") $Default SBanks: ( "Piranha" "Stiletto II" "Trebuchet" ) $SBank Capacity: ( 40, 40, 20 ) $Shields: 600 $Shield Color: 100 255 100 $Power Output: 3.0 $Max Oclk Speed: 128.0 $Max Weapon Eng: 100.0 $Hitpoints: 600 $Flags: ( "player_ship" "bomber" "in tech database") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 200.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 35 $Scan time: 2000 $EngineSnd: 130 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -64 $Closeup_zoom: 0.5 $Shield_icon: shield-b06 $Ship_icon: iconBomber06 $Ship_anim: ssbomber06 $Ship_overhead: loadbombV06 $Score: 8 $Trail: +Offset: 12.23 -7.32 -10.66 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -12.23 -7.32 -10.66 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: Turret01,1,1.0 $Default PBanks: ( "Prometheus R" ) $Subsystem: Turret02,1,1.0 $Default PBanks: ( "Prometheus R" ) $Subsystem: weapons, 15,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: communication, 5,0.0 $Subsystem: engine, 35,0.0 $Name: GVB Bakha $Short name: VBomb21 $Species: Vasudan +Type: XSTR("Advanced Bomber", 3111) +Maneuverability: XSTR("Good", 3112) +Armor: XSTR("Heavy", 3113) +Manufacturer: XSTR("Akheton Corporation", 3114) +Description: XSTR(" ", 3115) $end_multi_text +Tech Description: XSTR( "Learning a lesson from the bomber losses of the Great War, Vasudan defense contractor Akheton designed the GVB Bakha, a fast, agile bomber that could still deliver a warship-shattering payload. The Bakha's dual Akh-12 engines are baffled and masked, giving it a small profile for heat-seeking missiles. The bomber's speed and maneuverability make it the craft of choice for taking out destroyers and corvettes with multiple flak, AAA, and anti-ship beam turrets. Over 6,000 Bakhas have been produced in the orbiting shipyards around Vasuda Prime.", 3116) ;; ADD that it holds Terbuchet $end_multi_text +Length: 18 Meters +Gun Mounts: 2 +Missile Banks: 2 $POF file: fighter2v-03.pof $Detail distance: (0, 100, 300, 900) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.55 $Max Velocity: 0.0, 0.0, 130.0 $Rotation time: 4.2, 4.6, 4.0 $Rear Velocity: 0.0 $Forward accel: 5.0 $Forward decel: 2.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 55.0 $Expl outer rad: 105.0 $Expl damage: 20.0 $Expl blast: 1500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Mekhu HL-7" "Akheton SDG" "Prometheus R" "Prometheus S" "Circe" "Lamprey" "Helios") $Allowed Dogfight PBanks: ( "Mekhu HL-7" "Akheton SDG" "Prometheus R" "Prometheus S" "Circe" "Lamprey" "Helios") $Default PBanks: ( "Mekhu HL-7" "Mekhu HL-7" ) $Allowed SBanks: ( "Rockeye" "Harpoon" "Stiletto II" "Cyclops" "Cyclops#short" "EMP Adv." "Infyrno" "Trebuchet" "TAG-B") $Allowed Dogfight SBanks: ( "Rockeye" "Harpoon" "Stiletto II" "Cyclops" "Cyclops#short" "EMP Adv." "Infyrno" "Trebuchet" "TAG-B") $Default SBanks: ( "Piranha" "Stiletto II" ) $SBank Capacity: ( 80, 100 ) $Shields: 620 $Shield Color: 100 255 100 $Power Output: 4.3 $Max Oclk Speed: 130.0 $Max Weapon Eng: 100.0 $Hitpoints: 440 $Flags: ( "player_ship" "bomber" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 210.0 +Aburn For accel: 0.7 +Aburn Fuel: 320.0 +Aburn Burn Rate: 45.0 +Aburn Rec Rate: 23.0 $Countermeasures: 35 $Scan time: 2000 $EngineSnd: 130 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -27 $Closeup_zoom: 0.5 $Shield_icon: shieldbv-01 $Ship_icon: iconfighter2v-03 $Ship_anim: ssbomber2v-03 $Ship_overhead: loadbomber2v-01 $Score: 13 $Trail: +Offset: 3.24 1.6 -8.14 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -3.24 1.6 -8.14 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 0 -7 0 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 0 7 -6 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: weapons01, 8,0.0 $Subsystem: weapons02, 8,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: communications, 5,0.0 $Subsystem: engine, 35,0.0 $Name: GVF Ptah $Short name: Vfight22 $Species: Vasudan +Type: XSTR("Stealth Recon", 3117) +Maneuverability: XSTR("Excellent", 3118) +Armor: XSTR("Light", 3119) +Manufacturer: XSTR("Akheton Corporation", 3120) +Description: XSTR(" ", 3121) $end_multi_text +Tech Description: XSTR("The stealth prototype GVF Ptah was a top-secret development project assigned to Vasudan conglomerate Akheton Corp. Designed to be invisible to standard detection arrays mounted on combat craft, Ptahs have performed admirably during their OpEval period. The masking materials and blending technologies used across their outer surfaces seem to confuse Shivan detection systems as well. The Ptah is currently available only to select fighter units in the Vasudan navy, with no word on when they will be more widely distributed.", 3122) $end_multi_text +Length: 17 m +Gun Mounts: 1 +Missile Banks: 2 $POF file: fighter2v-04.pof $Detail distance: (0, 180, 300, 1100) $ND: 211 206 245 $ND: 245 247 255 $ND: 174 168 209 $ND: 247 244 255 $ND: 149 146 167 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.35 $Max Velocity: 0.0, 0.0, 180.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 2.5, 2.6, 2.0 $Rear Velocity: 0.0 $Forward accel: 2.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 25.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Mekhu HL-7" "Akheton SDG" "Morning Star" "Prometheus R" "Prometheus S" ) $Allowed Dogfight PBanks: ( "Mekhu HL-7" "Akheton SDG" "Morning Star" "Prometheus R" "Prometheus S" ) $Default PBanks: ( "Mekhu HL-7" ) $Allowed SBanks: ( "Rockeye" "Tempest" "TAG-A" "TAG-B" "Harpoon" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." ) $Allowed Dogfight SBanks: ( "Rockeye" "Tempest" "TAG-A" "TAG-B" "Harpoon" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." ) $Default SBanks: ( "Harpoon" "Hornet" ) $SBank Capacity: ( 20, 10 ) $Shields: 330 $Shield Color: 100 255 100 $Power Output: 3.0 $Max Oclk Speed: 220.0 $Max Weapon Eng: 150.0 $Hitpoints: 220 $Flags: ( "player_ship" "default_player_ship" "fighter" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 320.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 60.0 +Aburn Rec Rate: 25.0 $Countermeasures: 40 $Scan time: 2000 $EngineSnd: 126 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -30 $Closeup_zoom: 0.5 $Shield_icon: shieldfv-04 $Ship_icon: iconfighter2v-04 $Ship_anim: ssfighter2v-03 $Ship_overhead: loadfighter2v-04 $Score: 16 $Stealth: $Trail: +Offset: -3.2 2.18 -8.21 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 3.2 2.18 -8.21 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 0 -5.03 2.23 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 0 5 -5.4 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: weapons, 10,0.0 $Subsystem: navigation, 10,0.0 $Subsystem: engine, 35,0.0 $Name: GVS Nephthys $Short name: VSup $Species: Vasudan +Tech Description: XSTR("The GVS Nephtys is the Vasudans' new support ship. It is fast and maneuverable, a necessity when trying to dock with fighters in the heat of battle. Mekhu Enterprises built a cargo bay into the rear of the ship, enabling it to carry extra supplies and munitions during emergencies. Mekhu enterprises licensed the GTS Hygeia's magnetic-stasis delivery system from Triton Dynamics, so both ships are equally adept at re-supplying combat craft with missiles and bombs. The high number of warheads carried by the Nephtys makes it a dangerous ship to be near when it blows up.", 3123) $end_multi_text $POF file: support2v-01.pof $Detail distance: (0, 130, 250, 800) $ND: 74 241 82 $ND: 41 202 46 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.3 $Max Velocity: 0.0, 0.0, 70.0 ;; We agreed on 60, but we also agreed to decrease 40%. I lowered from 120 to 70. $Rotation time: 3.0, 3.0, 3.0 $Rear Velocity: 0.0 $Forward accel: 2.0 $Forward decel: 0.25 ;; lower numbers mean faster acceleration. $Slide accel: 0.0 $Slide decel: 0.0 ;; Lots of weapons onboard means big explosion $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 100.0 $Expl blast: 4000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 500 $Shield Color: 100 255 100 $Power Output: 1.0 $Max Oclk Speed: 100.0 $Max Weapon Eng: 0.0 $Hitpoints: 500 $Flags: ( "repair_rearm" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 137 ;; Engine sound of ship $Closeup_pos: 0.0, 1.0, -37 $Closeup_zoom: 0.5 $Score: 10 $Subsystem: communications, 10, 0.0 $Subsystem: navigation, 10, 0.0 $Subsystem: engine, 30, 0.0 $Subsystem: sensors, 10, 0.0 $Name: GVT Isis $Short name: VTran $Species: Vasudan +Tech Description: XSTR("The GVT Isis is most often used as a military personnel transport but also occasionally serves as a repair ship or even a tugboat, helping to maneuver large vessels into docking bays. Two cannon turrets and thick molybdenum plating serve to protect its cargo. Magnetic cargo locks located on the Isis's undercarriage enable it to transport small cargo containers of supplies and munitions in emergencies.", 3124) $end_multi_text $POF file: transport02.pof $Detail distance: (0, 100, 250, 800) $Show damage: YES $Density: 2 $Damp: 0.2 $Rotdamp: 0.6 $Max Velocity: 0.0, 0.0, 35.0 $Rotation time: 4.0, 7.0, 10.0 $Rear Velocity: 0.0 $Forward accel: 6.0 $Forward decel: 1.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 50.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 2.0 $Max Oclk Speed: 42.0 $Max Weapon Eng: 0.0 $Hitpoints: 5000 $Flags: ( "transport" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 131 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -30 $Closeup_zoom: 0.5 $Score: 15 $Subsystem: turret01,1,1.0 $Default PBanks: ( "Mekhu HL-7" ) $Subsystem: turret02,1,1.0 $Default PBanks: ( "Mekhu HL-7" ) $Subsystem: communication, 5,0.0 $Subsystem: engine, 25,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: weapons, 15,0.0 $Name: @PVFR Ma'at $Short name: VFreight5 $Species: Vasudan +Tech Description: XSTR("The Ma'at freighter class has served the Vasudan navy for over 50 years. More than 200 of these vessels still serve the GTVA, carrying desperately needed supplies, foodstuffs, and munitions to every theatre of the war. With only three weapon turrets, a lone Ma'at is easy prey for a wing of enemy bombers. Thus Ma'ats usually travel in mixed convoys with other freighters, guarded by cruisers and fighter wings.", 3125) $end_multi_text $POF file: freighter05.pof $Detail distance: (0, 300, 550, 1000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.7 $Max Velocity: 0.0, 0.0, 50.0 $Rotation time: 25.0, 25.0, 25.0 $Rear Velocity: 0.0 $Forward accel: 7.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 200.0 $Expl blast: 1800.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () ;$Shields: 0 $Shields: 0 $Power Output: 1.0 $Max Oclk Speed: 60.0 $Max Weapon Eng: 0.0 $Hitpoints: 4500 $Flags: ( "freighter" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 130 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -71 $Closeup_zoom: 0.5 $Score: 14 $Subsystem: turret01, 3,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret02, 3,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: communication, 5,0.0 $Subsystem: engine, 25,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: turret03, 3,1.0 $Default PBanks: ( "Mekhu HL-7" ) $Name: GVFr Bes $Short name: VFreight5 $Species: Vasudan +Tech Description: XSTR("For the past 20 years, the GVFr Bes has been the mainstay of Vasudan shipping fleets. While some Terran systems languished in the post-war era, the Vasudans experienced an economic recovery that was miraculous, given the annihilation of their home planet. Experts credit the policies of the restored Imperial government that emerged following Khonsu II's dissolution of the Vasudan parliament. As commerce among the Vasudan systems resumed and expanded into Terran worlds, a new generation of space-faring cargo vessels was required to meet the needs of this burgeoning economy.", 3126) $end_multi_text $POF file: freighter2v-01.pof $Detail distance: (0, 200, 400, 1000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.7 $Max Velocity: 0.0, 0.0, 50.0 $Rotation time: 25.0, 25.0, 25.0 $Rear Velocity: 0.0 $Forward accel: 7.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 200.0 $Expl blast: 1800.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () ;$Shields: 0 $Shields: 0 $Power Output: 1.0 $Max Oclk Speed: 60.0 $Max Weapon Eng: 0.0 $Hitpoints: 4500 $Flags: ( "freighter" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 130 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -317 $Closeup_zoom: 0.1 $Score: 13 $Subsystem: turret01, 3,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret02, 3,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: communications, 5,0.0 $Subsystem: engine lt, 25,0.0 $Subsystem: engine rt, 25,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: weapons, 15,0.0 $Name: VAC 5 $Short name: VCar5 $Species: Vasudan +Tech Description: XSTR("The Vasudan VAC 5 is an armored cargo container that is used to transport fragile or valuable equipment to front-line bases. These containers are better protected than most combat spacecraft, giving their cargoes an excellent chance to survive collisions and stray energy blasts.", 3127) $end_multi_text $POF file: cargo2v-01.pof $Detail distance: (0, 400, 600, 800) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 50.0 $Expl blast: 100.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 1200 $Flags: ( "cargo" "in tech database") $AI Class: none $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -317 $Closeup_zoom: 0.1 $Score: 3 $Name: @VAC 4 $Short name: VCar5 $Species: Vasudan +Tech Description: XSTR("The Vasudan VAC 4 is an armored cargo container that is used to transport fragile or valuable equipment to front-line bases. These containers are better protected than most combat spacecraft, giving their cargoes an excellent chance to survive collisions and stray energy blasts.", 3128) $end_multi_text $POF file: cargo04.pof $Detail distance: (0, 200, 550, 800) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 50.0 $Expl blast: 100.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 1200 $Flags: ( "cargo" "in tech database") $AI Class: none $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -41 $Closeup_zoom: 0.6 $Score: 3 $Name: GVFr Satis $Short name: VFreight4 $Species: Vasudan +Tech Description: XSTR( "When the first Satis-class freighter was encountered by Terran forces during the Terran-Vasudan War, its firepower led Terran Command to classify it as a light cruiser. Only after a disabled Satis was captured did its true nature become known. Now designated the GVFr Satis class, these freighters still serve as an iron fist within the velvet glove of a freighter convoy. Few enemy fighters who mistake a Satis for a Ma'at or Bes live to regret their error.", 3129) $end_multi_text $POF file: freighter04.pof $Detail distance: (0, 300, 900, 1800) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.7 $Max Velocity: 0.0, 0.0, 50.0 $Rotation time: 25.0, 25.0, 25.0 $Rear Velocity: 0.0 $Forward accel: 7.0 $Forward decel: 4.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 300.0 $Expl damage: 100.0 $Expl blast: 2000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 ;$Shields: 250 $Power Output: 1.0 $Max Oclk Speed: 60.0 $Max Weapon Eng: 0.0 $Hitpoints: 5000 $Flags: ( "freighter" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 130 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -175 $Closeup_zoom: 0.4 $Score: 16 $Subsystem: Turret01-main,3,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret02,3,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret03,3,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret04,3,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret05,3,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: communication, 5,0.0 $Subsystem: engine, 25,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: weapons, 15,0.0 $Name: GVG Anuket $Short name: VGas1 $Species: Vasudan +Tech Description: XSTR("The GVG Anuket was originally designed for resource extraction in the volatile environment of gas giants. More recently, the Anuket has been modified for nebular operations. The Anuket has the most sophisticated sensor array available, enabling it to navigate the intense EM maelstroms of supernova remnants. In the nebula, the Anuket plays two important roles. First, the miner collects samples for scientific analysis and serves as a laboratory for field experiments. Second, the Anuket gathers deuterium-rich gas for use in the fusion drives that power the allied fleet.", 3130) $end_multi_text $POF file: miner2v-01.pof $Detail distance: (0, 750, 1600, 3500) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 30.0 $Rotation time: 100.0, 100.0, 80.0 $Rear Velocity: 0.0 $Forward accel: 8.0 $Forward decel: 4.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 200.0 $Expl outer rad: 500.0 $Expl damage: 150.0 $Expl blast: 2000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 500.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 30.0 $Max Oclk Speed: 35.0 $Max Weapon Eng: 100.0 $Hitpoints: 4000 $Flags: ( "gas miner" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 104 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -500 $Closeup_zoom: .3 $Score: 50 $Subsystem: turret01, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" "Terran Turret Weak" ) $Subsystem: turret02, 2, 1.0 $Default PBanks: ( "Standard Flak" "Standard Flak" ) $Subsystem: turret03, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" "Akheton SDG" ) $Subsystem: turret04, 2, 1.0 $Default PBanks: ( "Subach HL-7" "Terran Turret Weak") $Subsystem: turret05, 2, 1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: navigation, 8, 0.0 $Subsystem: communications, 8, 0.0 $Subsystem: weapons, 8, 0.0 $Subsystem: engine, 18, 0.0 $Engine Wash: Default200 $Subsystem: sensors, 8, 0.0 $Subsystem: miner02va-claw1, 25, 0.0 $Name: GVC Aten $Short name: VCruise2 $Species: Vasudan +Tech Description: XSTR( "The GVC Aten is among the smallest of the GTVA's cruiser classes, with thin armor and only a few, relatively weak turrets. Terran fighters and bombers exploited these weaknesses during the early years of the Great War, when the Terrans and Vasudans were still enemies. The Aten is most often seen in the current conflict as a rear-guard defense for convoys or installations, backing up wings of fighters and bombers.", 3131) $end_multi_text $POF file: cruiser02.pof $Detail distance: (0, 800, 1600, 6000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 25.0 $Rotation time: 110.0, 110.0, 75.0 $Rear Velocity: 0.0 $Forward accel: 10.0 $Forward decel: 5.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 150.0 $Expl outer rad: 650.0 $Expl damage: 200.0 $Expl blast: 10000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 500.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 90.0 $Max Oclk Speed: 55.0 $Max Weapon Eng: 100.0 $Hitpoints: 18000 $Flags: ( "cruiser" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 137 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -317 $Closeup_zoom: 0.5 $Score: 90 $Subsystem: turret01a,0.833,1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: turret02a,0.833,1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: turret03,0.833,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret04,0.833,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret05,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret06,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: engine, 15,0.0 $Engine Wash: Default100 $Subsystem: communications, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: weapons, 5,0.0 $Name: GVC Mentu $Short name: VCruise21 $Species: Vasudan +Tech Description: XSTR( "The GVC Mentu cruiser is the lightest of the new Vasudan warships. Following the Great War, allied scientists developed the beam cannons that now serve as the primary armaments of today's GTVA warships. Rather than modify existing ships, the Vasudans developed new designs to mount these weapons. The Mentu's 16 turrets include heavy beam cannons for duking it out with other warships, as well as AAA and flak turrets to fend off smaller craft. The GVC Somtus and the GVC Mycerinus recently demonstrated the strength of the Mentu against NTF forces in Epsilon Pegasi.", 3132) $end_multi_text $POF file: cruiser2V-01.pof $Detail distance: (0, 1000, 1600, 11000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 35.0 $Rotation time: 100.0, 100.0, 65.0 $Rear Velocity: 0.0 $Forward accel: 8.0 $Forward decel: 4.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 150.0 $Expl outer rad: 650.0 $Expl damage: 200.0 $Expl blast: 10000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 500.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 60.0 $Max Weapon Eng: 100.0 $Hitpoints: 60000 $Flags: ( "cruiser" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 137 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -317 $Closeup_zoom: 0.75 $Score: 100 $Subsystem: turret01,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret02,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret03,0.833,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret04,0.833,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret05,0.833,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret06,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret07,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret08,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret09,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret10,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret11,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret12,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret13,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret14,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret15,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret16,0.833,1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: engine, 15, 0.0 $Engine Wash: Default150 $Subsystem: communications, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: weapons, 5,0.0 $Name: GVCv Sobek $Short name: VCorvette $Species: Vasudan +Tech Description: XSTR("Design of the corvette class GVCv Sobek began in the dark days after the destruction of Vasuda Prime by the Shivans in the Great War. The Vasudan navy wanted a vessel that could single-handedly counter powerful Shivan cruisers and provide critical support to Vasudan destroyers in battles against Shivan capital ships. The Sobek class fills those requirements admirably. Bristling with almost two dozen turrets, these corvettes are a terror to all vessels of cruiser size and below, while presenting a dire threat even to ships far larger than themselves.", 3133) $end_multi_text $POF file: corvette2v-01.pof $Detail distance: (0, 1200, 2400, 5500) $ND: 244 243 243 $ND: 212 212 212 $ND: 229 229 226 $ND: 207 206 204 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 30.0 $Rotation time: 100.0, 100.0, 70.0 $Rear Velocity: 0.0 $Forward accel: 8.0 $Forward decel: 4.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 150.0 $Expl outer rad: 750.0 $Expl damage: 200.0 $Expl blast: 11000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 450.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 3 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 60.0 $Max Weapon Eng: 100.0 $Hitpoints: 80000 $Flags: ( "big damage" "corvette" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 131 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -725 $Closeup_zoom: 0.5 $Score: 400 $Subsystem: turret01,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret02,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret03,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret04,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret05,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret06,0.833,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret07,0.833,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret08,0.833,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret09,0.833,1.0 $Default PBanks: ( "VSlash" ) $Subsystem: turret10,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret11,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret12,0.833,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret13,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret14,0.833,1.0 $Default PBanks: ( "VSlash" ) $Subsystem: turret15,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret16,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret17,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret18,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret19,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret20,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret21,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret22,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: engine, 15,0.0 $Engine Wash: Default300 $Subsystem: communications, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: weapons, 5,0.0 $Name: GVD Typhon $Short name: VDestroy $Species: Vasudan +Tech Description: XSTR( "The GVD Typhon was the height of Vasudan military technology when it appeared to face Terran forces during the early days of the Terran-Vasudan War. The first Typhon was sighted at the Vega Engagement and quickly destroyed the GTD Eisenhower and much of the 4th fleet. The more recent Hatshepsut class of destroyers is larger and wields a deadlier array of armaments, but the Typhon is still a match for almost any foe. Up to 30 wings of fighters or bombers can be housed within its docking bays, ready to engage at a moment's notice.", 3134) $end_multi_text $POF file: capital03.pof $Detail distance: (0, 4500, 9000, 25000 ) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 1.5 $Max Velocity: 0.0, 0.0, 15.0 $Rotation time: 150.0, 150.0, 150.0 $Rear Velocity: 0.0 $Forward accel: 20.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 150.0 $Expl outer rad: 2400.0 $Expl damage: 400.0 $Expl blast: 3000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 4 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 45.0 $Max Weapon Eng: 100.0 $Hitpoints: 120000 $Flags: ( "capital" "in tech database" "big damage") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 137 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -1860 $Closeup_zoom: 0.5 $Score: 1000 $Subsystem: turret01,0.125,0.5 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret02,0.125,0.5 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret03,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret04,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret05,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret06,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret07,0.125,0.5 $Default SBanks: ( "FighterKiller" ) ;should be VasudanFlux $Subsystem: turret08,0.125,0.5 $Default SBanks: ( "FighterKiller" ) ;should be VasudanFlux $Subsystem: turret09,0.125,0.5 $Default SBanks: ( "FighterKiller" ) $Subsystem: turret10,0.375,0.5 $Default PBanks: ( "AAAf" ) $Subsystem: turret11,0.375,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret12,0.375,0.5 $Default PBanks: ( "BVas" ) $Subsystem: turret13,0.375,0.5 $Default SBanks: ( "FighterKiller" ) $Subsystem: turret14,0.375,0.5 $Default PBanks: ( "AAAf" ) $Subsystem: turret15,0.375,0.5 $Default PBanks: ( "BVas" ) $Subsystem: navigation, 5,0.0 $Subsystem: weapons, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: engine, 15,0.0 $Engine Wash: Default800 $Subsystem: communication, 5,0.0 $Subsystem: fighterbay 1, 0,0.0 $Subsystem: fighterbay 2, 0,0.0 ;; Like most turrets, the Ankh guards things. $Name: GVSG Ankh $Short name: VSGun $Species: Vasudan +Tech Description: XSTR("The GVSG Ankh sentry gun platform is the Vasudan equivalent of the GTSG Watchdog. Both are Great War relics that perform poorly by modern standards. The Ankh serves to guard back-line storage depots and installations. With no armor or shielding, the Ankh is easily destroyed. Its two small turrets can deter unarmed raiders or badly damaged fighters, but it poses little threat to most combat craft.", 3135) $end_multi_text $POF file: GunPlatform02.pof $Detail distance: (0, 100, 500) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 0.0 $Expl outer rad: 0.0 $Expl damage: 0.0 $Expl blast: 0.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 20 $Flags: ("sentrygun" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, -1.5, -20 $Closeup_zoom: 0.5 $Score: 5 $Subsystem: turret01a, 20, 1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret02a, 20, 1.0 $Default PBanks: ( "Terran Turret" ) ;; Like most turrets, the Ankh guards things. $Name: GVSG Edjo $Short name: VSGun2 $Species: Vasudan +Tech Description: XSTR("When the GTVA asked the Vasudan navy to upgrade the Great War-era Ankh sentry gun platform, the GVSG Edjo was the Vasudans' answer. The Edjo has significantly more armor plating than the Ankh, improving its survivability, but the Vasudans placed only one small cannon turret on the new platform, giving it half the punch of the Ankh. After seeing the Edjo, the Terrans quietly began developing their own advanced sentry gun platforms. The Vasudan navy seems content to leave this aspect of military technology to the Terrans.", 3136) $end_multi_text $POF file: Platform2V-01.pof $Detail distance: (0, 100, 500) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 0.0 $Expl outer rad: 0.0 $Expl damage: 0.0 $Expl blast: 0.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 35 $Flags: ("sentrygun" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, -1.5, -20 $Closeup_zoom: 0.5 $Score: 6 $Subsystem: turret01a, 20, 1.0 $Default PBanks: ( "Terran Turret" ) ;; Vasudan escape pod $Name: GVEP Ra $Short name: VPod $Species: Vasudan +Tech Description: XSTR("The GVEP Ra escape pod has been the standard emergency vehicle on Vasudan capital ships since the Terran-Vasudan War. In keeping with Vasudan philosophies, the Ra is almost never used to evacuate personnel, but instead is employed to preserve records and other data that could be of use to the allies. Thus Ra-class craft have minimal life support systems and a small fusion engine. The energy supplied by the escape pod's powerplant goes almost entirely to powering the pod's homing beacon.", 3137) $end_multi_text $POF file: escapepod02.pof $Detail distance: (0, 120, 450, 750) $Show damage: YES $Density: 1 $Damp: 0.1 $Rotdamp: 0.35 $Max Velocity: 0.0, 0.0, 40.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 4.0, 4.0, 4.0 $Rear Velocity: 0.0 $Forward accel: 2.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 50.0 $Expl blast: 500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( ) $Default PBanks: ( ) $Allowed SBanks: ( ) $Default SBanks: ( ) $SBank Capacity: ( ) $Shields: 100 $Shield Color: 100 255 100 $Power Output: 2.0 $Max Oclk Speed: 55.0 $Max Weapon Eng: 50.0 $Hitpoints: 200 $Flags: ( "escapepod" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 119 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -22 $Closeup_zoom: 0.75 $Score: 5 $Subsystem: engine, 50, 0 $Name: GVA Setekh $Short name: VAWAC $Species: Vasudan +Tech Description: XSTR("The GVA Setekh is the Vasudan class of AWACS vessels, comparable to the Terran GTA Charybdis class. Setekhs are smaller, less heavily armored, and have half the turrets of Charybdis ships. Despite these shortcomings, the Vasudan navy insists upon deploying Setekhs in Vasudan battle groups, claiming the Vasudan versions are more appropriate for their fleets. Setekhs' crystalline detection arrays provide their fleets with doubled radar range within the nebular region. Every Vasudan battle group operating in this theatre has a wing of Setekhs attached to it.", 3138) $end_multi_text $POF file: AWACS2V-01.pof $Detail distance: (0, 600, 2200, 5000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 20.0 $Rotation time: 100.0, 100.0, 80.0 $Rear Velocity: 0.0 $Forward accel: 8.0 $Forward decel: 4.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 400.0 $Expl outer rad: 900.0 $Expl damage: 150.0 $Expl blast: 3000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 500.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 20.0 $Max Oclk Speed: 35.0 $Max Weapon Eng: 100.0 $Hitpoints: 8000 $Flags: ( "big damage" "awacs" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 104 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -245 $Closeup_zoom: 0.5 $Score: 150 $Subsystem: turret01, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" "Terran Turret Weak" ) $Subsystem: turret02, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" "Terran Turret Weak" ) $Subsystem: turret03, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" "Akheton SDG" ) $Subsystem: navigation, 5, 0.0 $Subsystem: communications, 5, 0.0 $Subsystem: weapons, 5, 0.0 $Subsystem: engine01, 8, 0.0 $Engine Wash: Default100 $Subsystem: engine02, 8, 0.0 $Engine Wash: Default100 $Subsystem: sensors01, 10, 0.0 $Subsystem: radara, 10, 0.0 $AWACS: 1.0 1700.0 ;; intensity, radius - intensity is currently ignored $Name: GVD Hatshepsut $Short name: VDestroy $Species: Vasudan +Tech Description: XSTR( "In 2360, Allied Command commissioned the first of the GVD Hatshepsut-class destroyers. The Vasudan contractor Akheton designed the Hatshepsut to efficiently integrate the new beam cannon. The process of retrofitting the older Typhon-class warships yielded vessels prone to system failures and reactor overloads. Though a handful of modified Typhons remain in service, the Hatshepsut has taken over as the primary Vasudan destroyer. With 24 turrets, 5 beam cannons, and 2 fighterbays, destroyers such as GVD Psamtik of Deneb's 13th Battle Group serve at the vanguard of the modern Vasudan fleet.", 3139) $end_multi_text $POF file: capital2V-01.pof $Detail distance: (0, 5000, 9500, 30000 ) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 1.5 $Max Velocity: 0.0, 0.0, 15.0 $Rotation time: 150.0, 150.0, 150.0 $Rear Velocity: 0.0 $Forward accel: 20.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 150.0 $Expl outer rad: 2400.0 $Expl damage: 400.0 $Expl blast: 3000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 4 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 45.0 $Max Weapon Eng: 100.0 $Hitpoints: 135000 $Flags: ( "capital" "in tech database" "big damage") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 137 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -2560 $Closeup_zoom: 0.5 $Score: 1400 $Subsystem: turret01,0.125,0.5 $Default PBanks: ( "SVas" ) $Subsystem: turret02,0.125,0.5 $Default PBanks: ( "BVas" ) $Subsystem: turret03,0.125,0.5 $Default PBanks: ( "BVas" ) $Subsystem: turret04,0.125,0.5 $Default PBanks: ( "BVas" ) $Subsystem: turret05,0.125,0.5 $Default SBanks: ( "Fusion Mortar" ) $Subsystem: turret06,0.125,0.5 $Default SBanks: ( "Fusion Mortar" ) $Subsystem: turret07,0.125,0.5 $Default SBanks: ( "Fusion Mortar" ) $Subsystem: turret08,0.125,0.5 $Default SBanks: ( "Fusion Mortar" ) $Subsystem: turret09,0.125,0.5 $Default SBanks: ( "Fusion Mortar" ) $Subsystem: turret10,0.125,0.5 $Default SBanks: ( "Standard Flak" ) $Subsystem: turret11,0.125,0.5 $Default PBanks: ( "AAAf" ) $Subsystem: turret12,0.125,0.5 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret13,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret14,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret15,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret16,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret17,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret18,0.125,0.5 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret19,0.125,0.5 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret20,0.125,0.5 $Default PBanks: ( "AAAf" ) $Subsystem: turret21,0.125,0.5 $Default PBanks: ( "AAAf" ) $Subsystem: turret22,0.125,0.5 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret23,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret24,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret25,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret26,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret27,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret28,0.125,0.5 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret29,0.125,0.5 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret30,0.125,0.5 $Default PBanks: ( "AAAf" ) $Subsystem: bridge, 5,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: weapons, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: communication, 5,0.0 $Subsystem: fighterbay01, 5,0.0 $Subsystem: fighterbay02, 5,0.0 $Subsystem: reactor, 5,0.0 $Subsystem: engine01, 7,0.0 $Engine Wash: Default1000 $Subsystem: engine02, 7,0.0 $Engine Wash: Default1000 ;;>>>>>>>>>>>>>>SHIVAN<<<<<<<<<<<<<<<< $Name: SF Dragon $Short name: SFight $Species: Shivan +Tech Description: XSTR( "The Shivan fighter class SF Dragon is a fast, extremely agile craft. Its twin lasers pack a deadly punch. The Dragon's weakness seems to be a thin hull. The trouble is that their speed and maneuverability make them extremely difficult to hit.", 3140) $end_multi_text $POF file: fighter03.pof $Detail distance: (0, 80, 160, 500) $Show damage: YES $Density: 1 $Damp: 0.1 $Rotdamp: 0.4 $Max Velocity: 20.0, 20.0, 120.0 $Rotation time: 2.5, 2.0, 2.0 $Rear Velocity: 30.0 $Forward accel: 2.0 $Forward decel: 0.75 $Slide accel: 2.0 $Slide decel: 2.0 $Expl inner rad: 25.0 $Expl outer rad: 55.0 $Expl damage: 15.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: ( "Shivan Heavy Laser" "Shivan Heavy Laser" ) $Default SBanks: ( "Harpoon" ) $SBank Capacity: ( 20 ) $Shields: 700 $Shield Color: 255 92 92 $Power Output: 2.0 $Max Oclk Speed: 180.0 $Max Weapon Eng: 100.0 $Hitpoints: 100 $Flags: ( "fighter" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 200.0 +Aburn For accel: 0.7 +Aburn Fuel: 200.0 +Aburn Burn Rate: 60.0 +Aburn Rec Rate: 25.0 $Countermeasures: 20 $Scan time: 2000 $EngineSnd: 132 ;; Engine sound of ship $Closeup_pos: 0.0, 0.5, -16 $Closeup_zoom: 0.5 $Shield_icon: shield-f03 $Score: 16 $Trail: +Offset: 5.03 -1.56 -1.46 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 0.4 2.45 -3.719 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communication, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: SF Basilisk $Short name: SFight10 $Species: Shivan +Tech Description: XSTR( "The SF Basilisk is a Shivan heavy attack fighter. Slow but heavily armed and well-protected, the Basilisk targets slower-moving vessels, such as bombers, freighters, and gas miners. Their powerful lasers make them a danger to all such craft, so they must be engaged and destroyed as quickly as possible.", 3141) $end_multi_text $POF file: fighter10.pof $Detail distance: (0, 80, 600, 900) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.4 $Max Velocity: 15.0, 15.0, 130.0 $Rotation time: 3.5, 3.5, 4.0 $Rear Velocity: 20.0 $Forward accel: 3.0 $Forward decel: 1.5 $Slide accel: 2.0 $Slide decel: 2.0 $Expl inner rad: 33.0 $Expl outer rad: 66.0 $Expl damage: 20.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: ( "Shivan Mega Laser" "Shivan Heavy Laser" ) $Default SBanks: ( "Trebuchet" "Hornet" ) $SBank Capacity: ( 80, 80 ) $Shields: 950 $Shield Color: 255 92 92 $Power Output: 2.25 $Max Oclk Speed: 136.0 $Max Weapon Eng: 150.0 $Hitpoints: 100 $Flags: ( "fighter" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 220.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 20 $Scan time: 2000 $EngineSnd: 132 ;; Engine sound of ship $Closeup_pos: 0.0, -2.0, -35 $Closeup_zoom: 0.5 $Shield_icon: shield-f10 $Score: 12 $Trail: +Offset: 11 -11.6 -4.5 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -11 -11.6 -4.5 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: SF Manticore $Short name: SFight11 $Species: Shivan +Tech Description: XSTR( "The Manticore fighter is the fastest known craft in the Shivan armada. With a single, powerful laser and two missile banks, it is a dangerous offensive weapon. Its Achilles' heel lies in its thin hull and weak shields. Manticores do not last long in dogfights against other fighters. They prefer to target bombers, which are nearly helpless against the Manticore's speed and weaponry.", 3142) $end_multi_text $POF file: fighter11.pof $Detail distance: (0, 200, 600, 700) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.3 $Max Velocity: 25.0, 25.0, 174.0 $Rotation time: 3.2, 3.2, 3.2 $Rear Velocity: 25.0 $Forward accel: 3.0 $Forward decel: 1.5 $Slide accel: 2.0 $Slide decel: 2.0 $Expl inner rad: 15.0 $Expl outer rad: 55.0 $Expl damage: 15.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: ( "Shivan Mega Laser" ) $Default SBanks: ( "Harpoon" "Rockeye" ) $SBank Capacity: ( 40, 40 ) $Shields: 500 $Shield Color: 255 92 92 $Power Output: 1.5 $Max Oclk Speed: 240.0 $Max Weapon Eng: 100.0 $Hitpoints: 100 $Flags: ( "fighter" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 310.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 70.0 +Aburn Rec Rate: 25.0 $Countermeasures: 20 $Scan time: 2000 $EngineSnd: 132 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -28 $Closeup_zoom: 0.5 $Shield_icon: shield-f11 $Score: 12 $Trail: +Offset: 5.1 -4.53 -4.96 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -5.1 -4.53 -4.96 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: SF Aeshma $Short name: SFight21 $Species: Shivan +Tech Description: XSTR( "The SF Aeshma is a relatively rare, and only recently encountered, class of Shivan fighter. It appears to be a heavy attack fighter, like the Basilisk. With a low known top speed, Aeshmas seem to target slower-moving vessels, such as bombers, freighters, and gas miners. Their powerful lasers make them a danger to all such craft, so they must be engaged and destroyed as quickly as possible.", 3143) $end_multi_text $POF file: fighter2s-01.pof $Detail distance: (0, 80, 220, 900) $ND: 247 2 2 $ND: 159 7 7 $ND: 204 5 5 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.4 $Max Velocity: 17.0, 17.0, 136.0 $Rotation time: 3.3, 3.3, 3.7 $Rear Velocity: 20.0 $Forward accel: 3.0 $Forward decel: 1.5 $Slide accel: 2.0 $Slide decel: 2.0 $Expl inner rad: 33.0 $Expl outer rad: 66.0 $Expl damage: 20.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: ( "Shivan Mega Laser" "Shivan Heavy Laser" ) $Default SBanks: ( "Trebuchet" ) $SBank Capacity: ( 80 ) $Shields: 850 $Shield Color: 255 92 92 $Power Output: 2.25 $Max Oclk Speed: 136.0 $Max Weapon Eng: 150.0 $Hitpoints: 125 $Flags: ( "fighter" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 220.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 20 $Scan time: 2000 $EngineSnd: 132 ;; Engine sound of ship $Closeup_pos: 0.0, -2.0, -35 $Closeup_zoom: 0.5 $Shield_icon: shieldfs-01 $Score: 12 $Trail: +Offset: 4.7 6.5 -5.9 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -4.7 6.5 -5.9 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 2.8 -6.3 -1.9 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -2.8 -6.3 -1.9 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: SF Mara $Short name: SFight22 $Species: Shivan +Tech Description: XSTR( "The SF Mara class of Shivan fighters was first encountered by the GTC Vigilant while patrolling the Gamma Draconis jump node in the Capella system. All other information concerning the Mara is classified level Psi.", 3144) $end_multi_text $POF file: fighter2s-02.pof $Detail distance: (0, 80, 220, 900) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.4 $Max Velocity: 15.0, 15.0, 140.0 $Rotation time: 3.0, 3.0, 3.5 $Rear Velocity: 20.0 $Forward accel: 2.5 $Forward decel: 1.0 $Slide accel: 2.0 $Slide decel: 2.0 $Expl inner rad: 33.0 $Expl outer rad: 66.0 $Expl damage: 20.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: ( "Shivan Mega Laser" "Shivan Heavy Laser" ) $Default SBanks: ( "Trebuchet" "Hornet" ) $SBank Capacity: ( 80, 80 ) $Shields: 620 $Shield Color: 255 92 92 $Power Output: 2.50 $Max Oclk Speed: 156.0 $Max Weapon Eng: 150.0 $Hitpoints: 200 $Flags: ( "fighter" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 240.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 20 $Scan time: 2000 $EngineSnd: 132 ;; Engine sound of ship $Closeup_pos: 0.0, -2.0, -23 $Closeup_zoom: 0.5 $Shield_icon: shieldfs-02 $Score: 12 $Trail: +Offset: 9 -2.5 1.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -9 -2.5 1.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 5.8 -5.6 6.5 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -5.8 -5.6 6.5 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: SF Astaroth $Short name: SFight23 $Species: Shivan +Tech Description: XSTR( "First encountered in Gamma Draconis, the SF Astaroth is a fast, agile fighter that appears to have achieved its maneuverability at the expense of its armor and weaponry. Once the shields of an Astaroth are down, the fighter can be dispatched quickly.", 3145) $end_multi_text $POF file: fighter2s-03.pof $Detail distance: (0, 120, 400, 700) $ND: 231 4 4 $ND: 156 5 5 $ND: 115 1 1 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.3 $Max Velocity: 25.0, 25.0, 160.0 $Rotation time: 3.4, 3.2, 3.2 $Rear Velocity: 25.0 $Forward accel: 3.0 $Forward decel: 1.5 $Slide accel: 2.0 $Slide decel: 2.0 $Expl inner rad: 15.0 $Expl outer rad: 55.0 $Expl damage: 15.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: ( "Shivan Mega Laser" ) $Default SBanks: ( "Harpoon" "Rockeye" ) $SBank Capacity: ( 40, 40 ) $Shields: 450 $Shield Color: 255 92 92 $Power Output: 1.5 $Max Oclk Speed: 220.0 $Max Weapon Eng: 100.0 $Hitpoints: 100 $Flags: ("fighter" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 310.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 70.0 +Aburn Rec Rate: 25.0 $Countermeasures: 20 $Scan time: 2000 $EngineSnd: 132 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -28 $Closeup_zoom: 0.5 $Shield_icon: shieldfs-03 $Score: 13 $Trail: +Offset: -3.9 3.40 -8.7 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 3.9 3.40 -8.7 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -6.5 -0.77 -7.0 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 6.5 -0.77 -7.0 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: SB Nephilim $Short name: SBomb8 $Species: Shivan +Tech Description: XSTR( "The SB Nephilim is the slowest of the Shivan bomber classes. These craft were first encountered during the Great War and are still found in many Shivan attack formations. Nephilims are heavily armored and shielded, enabling them to deliver their devastating payloads despite their lack of speed.", 3146) $end_multi_text $POF file: bomber08.pof $Detail distance: (0, 30, 500, 1200) $Show damage: YES $Density: 2 $Damp: 0.2 $Rotdamp: 0.5 $Max Velocity: 12.0, 12.0, 120.0 $Rotation time: 6.0, 6.0, 6.0 $Rear Velocity: 12.0 $Forward accel: 4.0 $Forward decel: 2.0 $Slide accel: 2.0 $Slide decel: 2.0 $Expl inner rad: 75.0 $Expl outer rad: 150.0 $Expl damage: 25.0 $Expl blast: 1500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: ( "Shivan Light Laser" ) $Default SBanks: ( "Rockeye" "Piranha" "Trebuchet" "Rockeye" ) $SBank Capacity: ( 40, 40, 40, 40 ) $Shields: 1600 $Shield Color: 255 92 92 $Power Output: 4.0 $Max Oclk Speed: 144.0 $Max Weapon Eng: 100.0 $Hitpoints: 500 $Flags: ( "bomber" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 133 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -75 $Closeup_zoom: 0.5 $Shield_icon: shield-b08 $Score: 11 $Trail: +Offset: -22.035 -7.77 -4.32 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -22.035 -7.77 -8.08 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 22.03 -9.9 -10.88 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: turret01,5,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: turret02,5,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: sensors, 10,0.0 $Subsystem: communication, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: SB Taurvi $Short name: SBomb8 $Species: Shivan +Tech Description: XSTR( "The SB Taurvi is a Shivan vessel that has only recently been encountered. The Taurvi is one of the weaker Shivan bomber classes, but still the equal of every bomber in the GTVA arsenal. Not as maneuverable as a Nahema, nor as tough as a Seraphim or Nephilim, the Taurvi appears to be a Shivan compromise between speed and power.", 3147) $end_multi_text $POF file: bomber2s-01.pof $Detail distance: (0, 90, 250, 1000) $Show damage: YES $Density: 2 $Damp: 0.2 $Rotdamp: 0.5 $Max Velocity: 12.0, 12.0, 130.0 $Rotation time: 6.0, 6.0, 6.0 $Rear Velocity: 12.0 $Forward accel: 4.5 $Forward decel: 2.0 $Slide accel: 2.0 $Slide decel: 2.0 $Expl inner rad: 75.0 $Expl outer rad: 150.0 $Expl damage: 25.0 $Expl blast: 1500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: ( "Shivan Light Laser" "Shivan Heavy Laser" ) $Default SBanks: ( "Piranha" "Trebuchet" ) $SBank Capacity: ( 40, 40 ) $Shields: 1000 $Shield Color: 255 92 92 $Power Output: 4.0 $Max Oclk Speed: 144.0 $Max Weapon Eng: 100.0 $Hitpoints: 600 $Flags: ( "bomber" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 133 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -40 $Closeup_zoom: 0.5 $Shield_icon: shieldbs-01 $Score: 10 $Trail: +Offset: 3.5 -1 -12.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 0.9 1 -12.4 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -0.9 1 -12.4 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -3.5 -1 -12.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: SB Nahema $Short name: SBomb8 $Species: Shivan +Tech Description: XSTR( "Either the SB Nahema class is a new Shivan bomber design, or the Shivans are finally taking the GTVA seriously and bringing in their best ships. The Nahema is considered to be the Shivan's most dangerous bomber. It has demonstrated the ability to outrun virtually every fighter in the GTVA fleet. Its powerful laser banks and high-capacity missile bays make it a threat to combat craft of all types, as well as to capital ships.", 3148) $end_multi_text $POF file: bomber2s-02.pof $Detail distance: (0, 250, 400, 1200) $ND: 225 2 2 $ND: 183 2 2 $ND: 146 1 2 $Show damage: YES $Density: 2 $Damp: 0.2 $Rotdamp: 0.5 $Max Velocity: 19.0, 19.0, 150.0 $Rotation time: 6.0, 6.0, 6.0 $Rear Velocity: 12.0 $Forward accel: 2.5 $Forward decel: 2.0 $Slide accel: 2.0 $Slide decel: 2.0 $Expl inner rad: 75.0 $Expl outer rad: 150.0 $Expl damage: 25.0 $Expl blast: 1500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: ( "Shivan Light Laser" "Shivan Heavy Laser" ) $Default SBanks: ( "Piranha" "Trebuchet" "Piranha" ) $SBank Capacity: ( 40, 40, 20 ) $Shields: 900 $Shield Color: 255 92 92 $Power Output: 4.0 $Max Oclk Speed: 150.0 $Max Weapon Eng: 100.0 $Hitpoints: 300 $Flags: ( "bomber" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 600.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 133 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -45 $Closeup_zoom: 0.55 $Shield_icon: shieldbs-02 $Score: 14 $Trail: +Offset: -10.9 -0.34 -10 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 10.9 -0.34 -10 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 0 8.1 -10.08 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 0 -5.3 -4.68 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: SB Seraphim $Short name: SBomb10 $Species: Shivan +Tech Description: XSTR("The SB Seraphim is a familiar foe to GTVA forces. They appear to be similar to Nephilims in speed, armor, and shield strength, but have demonstrated a larger bomb capacity.", 3149) $end_multi_text $POF file: bomber10.pof $Detail distance: (0, 300, 500, 1000) $Show damage: YES $Density: 2 $Damp: 0.2 $Rotdamp: 0.5 $Max Velocity: 12.0, 12.0, 120.0 $Rotation time: 6.0, 6.0, 6.0 $Rear Velocity: 12.0 $Forward accel: 4.0 $Forward decel: 2.0 $Slide accel: 2.0 $Slide decel: 2.0 $Expl inner rad: 75.0 $Expl outer rad: 150.0 $Expl damage: 25.0 $Expl blast: 1500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: ( "Shivan Light Laser" "Shivan Light Laser" "Shivan Light Laser" ) $Default SBanks: ( "Rockeye" "Piranha" "Trebuchet" "Rockeye" ) $SBank Capacity: ( 40, 40, 80, 80 ) $Shields: 1600 $Shield Color: 255 92 92 $Power Output: 4.0 $Max Oclk Speed: 180.0 $Max Weapon Eng: 100.0 $Hitpoints: 500 $Flags: ( "bomber" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 133 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -75 $Closeup_zoom: 0.7 $Shield_icon: shield-b10 $Score: 16 $Trail: +Offset: 0.0 -8.43 -4.03 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -9.98 1.32 -5.39 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 9.98 1.32 -5.39 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -16.15 -18.25 -9.2 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 16.15 -18.25 -9.2 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: turret01,5,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: turret02,5,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: sensors, 10,0.0 $Subsystem: communication, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: ST Azrael $Short name: STran3 $Species: Shivan +Tech Description: XSTR("Encountered on rare occasions since the Shivans first entered the Great War, the ST Azrael is the only known class of Shivan transport. Little is known about it even now, but it is believed to house many Shivans within its thin hulls. Since Azraels might be carrying Shivan pilots or other skilled crew members, it is always worthwhile to eliminate these lightly defended ships.", 3150) $end_multi_text $POF file: transport03.pof $Detail distance: (0, 165, 360, 900) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.6 $Max Velocity: 0.0, 0.0, 55.0 $Rotation time: 4.0, 7.0, 10.0 $Rear Velocity: 0.0 $Forward accel: 6.0 $Forward decel: 1.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 50.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 8.0 $Max Oclk Speed: 42.0 $Max Weapon Eng: 0.0 $Hitpoints: 2000 $Flags: ( "transport" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 5000 $EngineSnd: 133 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -55 $Closeup_zoom: 0.5 $Score: 15 $Subsystem: turret01a,5,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: turret02a,5,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: turret03a,5,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: SFr Dis $Short name: SFreight6 $Species: Shivan +Tech Description: XSTR("The SFr Dis class of freighters is smaller than the Asmodeus class and not as well armed. It is still much more dangerous to attack than the GTVA's Triton or Poseidon freighters, however.", 3151) $end_multi_text $POF file: freighter2s-01.pof $Detail distance: (0, 600, 2000, 7000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.7 $Max Velocity: 0.0, 0.0, 50.0 $Rotation time: 25.0, 25.0, 25.0 $Rear Velocity: 0.0 $Forward accel: 7.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 150.0 $Expl damage: 75.0 $Expl blast: 1500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 ;$Shields: 250 $Power Output: 1.0 $Max Oclk Speed: 60.0 $Max Weapon Eng: 0.0 $Hitpoints: 5000 $Flags: ( "freighter" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 8000 $EngineSnd: 133 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -317 $Closeup_zoom: 0.7 $Score: 20 $Subsystem: turret01,2,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: turret02,2,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: turret03,2,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: turret04,2,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: engine, 35,0.0 $Engine Wash: Default150 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: SAC 3 $Short name: SCar6 $Species: Shivan +Tech Description: XSTR("The SAC 3 is the most common Shivan cargo container found thus far. Its thin plating is barely enough to maintain the interior atmospheric integrity against the vacuum of space. As no additional effort was made to armor these containers against attack, it is assumed that only items of low value or importance are carried within. Nevertheless, standing orders are to capture these containers at every opportunity, unless mission orders specifically dictate otherwise.", 3152) $end_multi_text $POF file: cargo2s-01.pof $Detail distance: (0, 800, 2000, 7000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 50.0 $Expl blast: 100.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 300 $Flags: ( "cargo" ) $AI Class: none $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -317 $Closeup_zoom: 0.8 $Score: 0 $Name: SFr Mephisto $Short name: SFreight6 $Species: Shivan +Tech Description: XSTR("The SFr Mephisto class is equivalent to the Dis class in size and combat capabilities. Given their wildly different configurations, they must serve different purposes for the Shivans, but Allied Intelligence currently offers no further information on this matter.", 3153) $end_multi_text $POF file: freighter06.pof $Detail distance: (0, 350, 900, 2200) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.7 $Max Velocity: 0.0, 0.0, 50.0 $Rotation time: 25.0, 25.0, 25.0 $Rear Velocity: 0.0 $Forward accel: 7.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 150.0 $Expl damage: 75.0 $Expl blast: 1500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 ;$Shields: 250 $Power Output: 1.0 $Max Oclk Speed: 60.0 $Max Weapon Eng: 0.0 $Hitpoints: 5000 $Flags: ( "freighter" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 8000 $EngineSnd: 133 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -66 $Closeup_zoom: 0.5 $Score: 30 $Subsystem: turret01,2,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: turret02,2,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: turret03,2,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: turret04,2,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: sensors, 10,0.0 $Subsystem: communication, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: SC 5 $Short name: SCar6 $Species: Shivan +Tech Description: XSTR("The SC 5 class of Shivan cargo container is functionally identical to the SAC 3 class, as far as GTVA engineers have been able to determine. As with all Shivan cargo containers, standing orders are to capture at every opportunity, unless mission orders specifically dictate otherwise.", 3154) $end_multi_text $POF file: cargo05.pof $Detail distance: (0, 200, 500, 800) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 50.0 $Expl blast: 100.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 300 $Flags: ( "cargo" ) $AI Class: none $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -35 $Closeup_zoom: 0.5 $Score: 0 $Name: SFr Asmodeus $Short name: SFreight7 $Species: Shivan +Tech Description: XSTR("Little is known about the SFr Asmodeus line of freighters. With a strong hull and four weapon turrets, they are the most dangerous Shivan freighters to attack. Nothing is known of the cargo Asmodeus freighters commonly carry.", 3155) $end_multi_text $POF file: freighter07.pof $Detail distance: (0, 450, 800, 1800) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.7 $Max Velocity: 0.0, 0.0, 50.0 $Rotation time: 25.0, 25.0, 25.0 $Rear Velocity: 0.0 $Forward accel: 7.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 75.0 $Expl outer rad: 150.0 $Expl damage: 50.0 $Expl blast: 1500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 1.0 $Max Oclk Speed: 40.0 $Max Weapon Eng: 0.0 $Hitpoints: 8000 $Flags: ( "freighter" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 10000 $EngineSnd: 133 ;; Engine sound of ship $Closeup_pos: 0.0, -10.0, -168 $Closeup_zoom: 0.5 $Score: 30 $Subsystem: a-turret01,2,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: a-turret02,2,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: a-turret03,2,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: a-turret04,2,1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: SAC 2 $Short name: SCar7 $Species: Shivan +Tech Description: XSTR("The SAC 2 is a heavily armored variant of the standard Shivan cargo container. Equipment found in captured SAC 2s appears to be more fragile than that found in the more common SAC 3s. SAC 2 cargo containers are to be captured rather than destroyed at every opportunity. If the choice is between destruction and allowing the container to be recovered by Shivan forces, pilots are authorized to destroy the container.", 3156) $end_multi_text $POF file: cargo06.pof $Detail distance: (0, 300, 700, 1100) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 50.0 $Expl blast: 100.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 1200 $Flags: ( "cargo" ) $AI Class: none $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 4.0, -63 $Closeup_zoom: 0.5 $Score: 0 $Name: SC Lilith $Short name: TCruise3 $Species: Shivan +Tech Description: XSTR( "The SC Lilith class of Shivan cruisers is a far-deadlier foe than the Cain class. Nearly impenetrable armor plating enables it to withstand tremendous punishment, enabling its nine turrets to lash out at warships and combat spacecraft with impunity.", 3157) $end_multi_text $POF file: cruiser03.pof $Detail distance: (0, 900, 2000, 7000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 20.0 $Rotation time: 110.0, 110.0, 75.0 $Rear Velocity: 0.0 $Forward accel: 10.0 $Forward decel: 5.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 600.0 $Expl damage: 200.0 $Expl blast: 2000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 90.0 $Max Oclk Speed: 12.0 $Max Weapon Eng: 100.0 $Hitpoints: 75000 $Flags: ( "cruiser" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 15000 $EngineSnd: 134 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -279 $Closeup_zoom: 0.5 $Score: 210 $Subsystem: turret01,1,1.0 $Default PBanks: ( "SAAA" ) $Subsystem: turret02,1,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret03,1,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret04,1,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret05,1,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret06,1,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret07,3,1.0 $Default PBanks: ( "LRed" ) $Subsystem: turret08,4,1.0 $Default SBanks: ( "Shivan Cluster" ) $Subsystem: turret09,4,1.0 $Default SBanks: ( "Shivan Cluster" ) $Subsystem: sensors, 5,0.0 $Subsystem: communication, 3,0.0 $Subsystem: engine, 15,0.0 $Subsystem: weapons, 10,0.0 $Subsystem: navigation, 2.5,0.0 ;; I added in this Strike Cruiser because I needed a ship besides the Cruiser, one that had docking ;; bays. This is a strike cruiser, it's faster and can hold ships, but at the expense of hull. ;; - SS $Name: SC Rakshasa $Short name: SCruise4 $Species: Shivan +Tech Description: XSTR( "Though not as thickly armored as the Lilith class, the SC Rakshasa class of Shivan cruisers is far deadlier. With over a dozen turrets, the Rakshasa is the most heavily armed Shivan cruiser class. It was a Rakshasa cruiser that destroyed the GTC Vigilant at the Gamma Draconis node in the Capella system.", 3158) $end_multi_text $POF file: cruiser2s-01.pof $Detail distance: (0, 800, 1200, 7000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 20.0 $Rotation time: 110.0, 110.0, 75.0 $Rear Velocity: 0.0 $Forward accel: 10.0 $Forward decel: 5.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 600.0 $Expl damage: 200.0 $Expl blast: 2000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 90.0 $Max Oclk Speed: 12.0 $Max Weapon Eng: 100.0 $Hitpoints: 40000 $Flags: ( "cruiser" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 15000 $EngineSnd: 134 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -279 $Closeup_zoom: 0.83 $Score: 300 $Subsystem: turret01,2,1.0 $Default PBanks: ( "SRed" ) $Subsystem: turret02,2,1.0 $Default PBanks: ( "SRed" ) $Subsystem: turret03,2,1.0 $Default PBanks: ( "SRed" ) $Subsystem: turret04,1,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret05,1,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret06,1,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret07,3,1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Subsystem: turret08,2,1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Subsystem: turret09,2,1.0 $Default PBanks: ( "SAAA" ) $Subsystem: turret10,1,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret11,1,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret12,1,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret13,1,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret14,1,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: sensors, 5,0.0 $Subsystem: communication, 3,0.0 $Subsystem: engine, 5,0.0 $Engine Wash: Default150 $Subsystem: weapons, 3,0.0 $Subsystem: navigation, 2.5,0.0 $Subsystem: reactor, 2.5,0.0 $Name: SC Cain $Short name: TStrCruise $Species: Shivan +Tech Description: XSTR( "The weakest of the Shivan cruiser classes is designated SC Cain. These vessels were commonly encountered during Great War battles. Cains are considered to be slightly stronger than the GTC Fenris cruiser class.", 3159) $end_multi_text $POF file: cruiser03.pof $Detail distance: (0, 900, 2000, 7000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 30.0 $Rotation time: 70.0, 70.0, 50.0 $Rear Velocity: 0.0 $Forward accel: 10.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 600.0 $Expl damage: 200.0 $Expl blast: 2000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 90.0 $Max Oclk Speed: 12.0 $Max Weapon Eng: 100.0 $Hitpoints: 20000 $Flags: ( "cruiser" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 15000 $EngineSnd: 134 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -279 $Closeup_zoom: 0.5 $Score: 150 $Subsystem: turret01,1,1.0 $Default PBanks: ( "SAAA" ) $Subsystem: turret02,1,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: turret03,1,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: turret04,1,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: turret05,1,1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Subsystem: turret06,1,1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Subsystem: turret07,2.0,1.0 $Default PBanks: ( "SRed" ) $Subsystem: turret08,2.5,1.0 $Default SBanks: ( "FighterKiller" ) $Subsystem: turret09,2.5,1.0 $Default SBanks: ( "FighterKiller" ) $Subsystem: sensors, 5,0.0 $Subsystem: communication, 5,0.0 $Subsystem: engine, 10,0.0 $Subsystem: weapons, 7,0.0 $Subsystem: navigation, 5,0.0 $Name: SD Demon $Short name: SDestroyer $Species: Shivan +Tech Description: XSTR( "The SD Demon class of Shivan destroyers is much smaller than the Lucifer class but very heavily armed and extremely dangerous. Demons are known to carry numerous wings of fighters and bombers.", 3160) $end_multi_text $POF file: capital04.pof $Detail distance: (0, 2000, 10000, 22000) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 1.5 $Max Velocity: 0.0, 0.0, 20.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 20.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 2400.0 $Expl damage: 400.0 $Expl blast: 6500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 4 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 24.0 $Max Weapon Eng: 100.0 $Hitpoints: 160000 $Flags: ( "capital" "big damage") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 10000 $EngineSnd: 176 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -3440 $Closeup_zoom: 0.37 $Score: 840 $Subsystem: turret01-base,3,0.5 $Default PBanks: ( "LRED" ) $Subsystem: turret02-base,3,0.5 $Default PBanks: ( "LRED" ) $Subsystem: turret03a-base,3,0.5 $Default PBanks: ( "SRED" ) $Subsystem: turret04-base,1.2,0.5 $Default PBanks: ( "SAAA" ) $Subsystem: turret05-base,1.2,0.5 $Default PBanks: ( "SAAA" ) $Subsystem: turret06a-base,0.6,0.5 $Default PBanks: ( "Shivan Megafunk Turret" ) $Subsystem: turret07a-base,0.6,0.5 $Default PBanks: ( "Shivan Megafunk Turret" ) $Subsystem: turret08-base,0.4,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret09-base,0.4,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret10-base,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret11-base,0.4,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret12-base,0.4,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret13-base,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret14-base,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret15-base,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret16-base,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret17-base,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret18-base,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret19-base,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret20-base,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret21-base,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret22,0.5,0.5 $Default SBanks: ( "FighterKiller" ) $Subsystem: turret23,0.5,0.5 $Default SBanks: ( "FighterKiller" ) $Subsystem: turret24,0.5,0.5 $Default SBanks: ( "FighterKiller" ) $Subsystem: turret25,0.5,0.5 $Default SBanks: ( "FighterKiller" ) $Subsystem: turret26,0.5,0.5 $Default SBanks: ( "FighterKiller" ) $Subsystem: navigation, 4,0.0 $Subsystem: weapons, 10,0.0 $Subsystem: sensors, 10,0.0 $Subsystem: engine, 5,0.0 $Engine Wash: Default1000 $Subsystem: communication, 2,0.0 $Subsystem: fighterbay 1, 0,0.0 $Subsystem: fighterbay 2, 0,0.0 $Name: SD Ravana $Short name: SDestroyer $Species: Shivan +Tech Description: XSTR( "The SD Ravana is a destroyer class GTVA forces have only recently encountered. It appears to be tasked with clearing out smaller foes, a mission for which it is well suited. It eagerly wipes out wings of fighters and bombers and also overwhelms cruisers and corvettes.", 3161) $end_multi_text $POF file: capital2s-01.pof $Detail distance: (0, 1200, 12000, 22000) $ND: 0 99 96 $ND: 245 1 1 $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 1.5 $Max Velocity: 0.0, 0.0, 20.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 20.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 2400.0 $Expl damage: 400.0 $Expl blast: 6500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 4 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 24.0 $Max Weapon Eng: 100.0 $Hitpoints: 100000 $Flags: ( "capital" "big damage") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 10000 $EngineSnd: 176 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -3440 $Closeup_zoom: 0.37 $Score: 670 $Subsystem: turret01,0.4,0.5 $Default PBanks: ( "LRed" ) $Subsystem: turret02,0.4,0.5 $Default PBanks: ( "LRed" ) $Subsystem: turret03,0.6,0.5 $Default PBanks: ( "SRed" ) $Subsystem: turret04,0.4,0.5 $Default PBanks: ( "SRed" ) $Subsystem: turret05,0.4,0.5 $Default PBanks: ( "SAAA" ) $Subsystem: turret06,0.6,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret07,0.6,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret08,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret09,0.4,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret10,0.4,0.5 $Default PBanks: ( "SAAA" ) $Subsystem: turret11,0.4,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret12,0.4,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret13,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret14,0.4,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret15,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret16,0.4,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret17,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret18,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret19,0.4,0.5 $Default SBanks: ( "Shivan Cluster" ) $Subsystem: turret20,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret21,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret22,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret23,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret24,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret25,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret26,0.5,0.5 $Default SBanks: ( "FighterKiller" ) $Subsystem: turret27,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret28,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret29,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret30,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: navigation, 4,0.0 $Subsystem: weapons, 10,0.0 $Subsystem: sensors, 10,0.0 $Subsystem: engine01, 5,0.0 $Engine Wash: Default700 $Subsystem: engine02, 5,0.0 $Engine Wash: Default700 $Subsystem: communications, 2,0.0 $Subsystem: fighterbay01, 0,0.0 $Subsystem: fighterbay02, 0,0.0 $Name: SD Lucifer $Short name: SSuperD $Species: Shivan +Tech Description: XSTR( "The SD Lucifer was a massive superdestroyer that led the Shivan armada in the Great War. No weapon in the allied arsenal could penetrate the Lucifer's shields. In the Altair system, Vasudan scientists uncovered ancient artifacts that explained how to track ships into subspace, where the Lucifer's shields would not function. A desperate mission to attack the Lucifer in subspace succeeded. But the explosion of the Lucifer collapsed the Sol jump node, severing all contact with Earth. The victory over the Lucifer effectively ended the Shivan invasion.", 3162) $end_multi_text $POF file: capital02.pof $Detail distance: (0, 5000, 13000, 30000) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 1.5 $Max Velocity: 0.0, 0.0, 15.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 20.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 4000.0 $Expl damage: 1000.0 $Expl blast: 4000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 4 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 24.0 $Max Weapon Eng: 100.0 $Hitpoints: 800000 $Flags: ( "capital" "big damage") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 20000 $EngineSnd: 176 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -3440 $Closeup_zoom: 0.5 $Score: 1000 $Subsystem: turret01,1.0,6.5 $Default PBanks: ( "Sred" ) $Subsystem: turret02,1.0,6.5 $Default PBanks: ( "Sred" ) $Subsystem: turret03,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret04,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret05,0.5,0.5 $Default SBanks: ( "FighterKiller" ) $Subsystem: turret06,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret07,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret08,0.25,0.5 $Default SBanks: ( "FighterKiller" ) $Subsystem: turret09,1.0,6.5 $Default SBanks: ( "Shivan Cluster" ) $Subsystem: turret10,0.25,0.5 $Default SBanks: ( "Shivan Cluster" ) $Subsystem: turret11,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret12,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret13,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret14,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret15,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret16,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret17,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: navigation, 4,0.0 $Subsystem: weapons, 1,0.0 $Subsystem: sensors, 10,0.0 $Subsystem: engine 1, 5,0.0 $Engine Wash: Default1100 $Subsystem: engine 2, 5,0.0 $Engine Wash: Default1100 $Subsystem: communication, 2,0.0 $Subsystem: fighterbay 1, 0,0.0 $Subsystem: fighterbay 2, 0,0.0 $Subsystem: reactor 1, 1.085,0.0 $Subsystem: reactor 2, 1.085,0.0 $Subsystem: reactor 3, 1.085,0.0 $Subsystem: reactor 4, 1.085,0.0 $Subsystem: reactor 5, 1.085,0.0 $Name: SSG Trident $Short name: SSGun $Species: Shivan +Tech Description: XSTR("The SSG Trident line of sentry gun platforms is well known from numerous encounters during the Great War. These are still used to guard Shivan installations, but many of the stronger Belial platforms have been deployed to the most critical defensive positions.", 3163) $end_multi_text $POF file: GunPlatform03.pof $Detail distance: (0, 100, 500) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 0.0 $Expl outer rad: 0.0 $Expl damage: 0.0 $Expl blast: 0.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 100 $Flags: ("sentrygun" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -14 $Closeup_zoom: 1.18 $Score: 5 $Subsystem: turret01a, 20, 1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Subsystem: turret02a, 20, 1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Name: SSG Belial $Short name: SSGun2 $Species: Shivan +Tech Description: XSTR("The SSG Belial sentry gun platform appears to be a radical redesign of the Trident platform that was first encountered during the Great War. Pilots who have encountered both report that the Belial is harder to kill. It is reliably known that the Belial has twice as many laser turrets as the Trident sentry gun. Both types are used to guard storage depots, gas miners, and other Shivan installations.", 3164) $end_multi_text $POF file: Platform2S-01.pof $Detail distance: (0, 100, 800, 1500) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 0.0 $Expl outer rad: 0.0 $Expl damage: 0.0 $Expl blast: 0.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 160 $Flags: ("sentrygun" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -14 $Closeup_zoom: 1.20 $Score: 5 $Subsystem: turret01a, 20, 1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Subsystem: turret02a, 20, 1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Subsystem: turret03a, 20, 1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Subsystem: turret04a, 20, 1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Name: SSG Rahu $Short name: SGas1 $Species: Shivan +Tech Description: XSTR("Almost nothing is known of the Rahu line of gas miners. It is assumed that they function in much the same way as our Zephyrus miners, funneling nebular gas into internal machinery that fractionates it into its molecular components for further processing. Rahu miners are armed with heavy laser turrets, so care must be taken when attacking them.", 3165) $end_multi_text $POF file: miner2s-01.pof $Detail distance: (0, 600, 1200, 6000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 25.0 $Rotation time: 100.0, 100.0, 80.0 $Rear Velocity: 0.0 $Forward accel: 8.0 $Forward decel: 4.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 200.0 $Expl outer rad: 500.0 $Expl damage: 200.0 $Expl blast: 2500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 20.0 $Max Oclk Speed: 35.0 $Max Weapon Eng: 100.0 $Hitpoints: 15000 $Flags: ( "gas miner" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 175 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -245 $Closeup_zoom: 0.5 $Score: 50 $Subsystem: backa, 55, 0.0 $Subsystem: turret01, 5, 1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Subsystem: turret02, 5, 1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Subsystem: turret03, 5, 1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Subsystem: navigation, 5, 0.0 $Subsystem: communications, 2, 0.0 $Subsystem: weapons, 5, 0.0 $Subsystem: engine, 5, 0.0 $Engine Wash: Default100 $Subsystem: sensors, 2, 0.0 $Name: SCv Moloch $Short name: SCorvette $Species: Shivan +Tech Description: XSTR("Only one class of Shivan ship is classified as a corvette - the SCv Moloch class. Though they're physically as large as the GTCv Deimos class, Molochs do not seem to pack the same punch. They are far more deadly than any Shivan cruisers, however.", 3166) $end_multi_text $POF file: corvette2s-01.pof $Detail distance: (0, 1600, 3200, 7000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 2.0 $Max Velocity: 0.0, 0.0, 30.0 $Rotation time: 100.0, 100.0, 80.0 $Rear Velocity: 0.0 $Forward accel: 8.0 $Forward decel: 4.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 150.0 $Expl outer rad: 750.0 $Expl damage: 200.0 $Expl blast: 11000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 400.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 3 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 60.0 $Max Weapon Eng: 100.0 $Hitpoints: 80000 $Flags: ( "big damage" "corvette" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 134 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -700 $Closeup_zoom: 0.6 $Score: 440 $Subsystem: turret01,0.500,1.0 $Default PBanks: ( "SRED" ) $Subsystem: turret02,0.150,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret03,0.150,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret04,0.150,1.0 $Default SBanks: ( "MX-52" ) $Subsystem: turret05,0.150,1.0 $Default PBanks: ( "SRED" ) $Subsystem: turret06,0.150,1.0 $Default PBanks: ( "SRED" ) $Subsystem: turret07,0.150,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret08,0.150,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret09,0.150,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret10,0.150,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret11,0.150,1.0 $Default PBanks: ( "Shivan Cluster" ) $Subsystem: turret12,0.150,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret13,0.150,1.0 $Default SBanks: ( "Piranha" ) $Subsystem: turret14,0.150,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret15,0.150,1.0 $Default PBanks: ( "Heavy Flak" ) $Subsystem: turret16,0.150,1.0 $Default SBanks: ( "MX-52" ) $Subsystem: fighterbay, 5,0.0 $Subsystem: engine01, 5, 0.0 $Engine Wash: Default300 $Subsystem: engine02, 5, 0.0 $Engine Wash: Default300 $Subsystem: communications, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: weapons, 5,0.0 $Subsystem: reactor, 5,0.0 $Name: SJ Sathanas $Short name: SDev $Species: Shivan +Tech Description: XSTR("Very little is known about the SJ Sathanas class. This juggernaut seems comparable in strength to the GTVA Colossus. All intelligence concerning the Sathanas has been classified level Upsilon.", 3167) $end_multi_text $POF file: SuperCap2S-01.pof $Detail distance: (0, 7500, 18000, 30000) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 1.5 $Max Velocity: 0.0, 0.0, 25.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 20.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 500.0 $Expl outer rad: 7400.0 $Expl damage: 800.0 $Expl blast: 8500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 5 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 8.0 $Max Weapon Eng: 100.0 $Hitpoints: 1000000 $Flags: ( "supercap" "big damage" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 6000 $EngineSnd: 105 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -6820 $Closeup_zoom: 0.5 $Score: 10000 $Subsystem: turret01, 2.0, 1.0 $Default PBanks: ( "BFred" ) $Subsystem: Turret02, 2.0, 1.0 $Default PBanks: ( "BFred" ) $Subsystem: Turret03, 2.0, 1.0 $Default PBanks: ( "BFred" ) $Subsystem: Turret04, 2.0, 1.0 $Default PBanks: ( "BFred" ) $Subsystem: Turret05, 1.0, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret06, 1.0, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret07, 1.0, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret08, 1.0, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret09, 1.0, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret10, 1.0, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret11, 1.0, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret12, 0.3, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret13, 0.3, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret14, 0.3, 1.0 $Default PBanks: ( "SAAA" ) $Subsystem: Turret15, 0.3, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret16, 0.3, 1.4 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret17, 0.3, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret18, 0.3, 1.4 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret19, 0.3, 1.0 $Default PBanks: ( "SAAA" ) $Subsystem: Turret20, 0.3, 1.0 $Default PBanks: ( "SAAA" ) $Subsystem: Turret21, 0.3, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret22, 0.3, 0.4 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret23, 0.3, 1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret24, 0.3, 1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret25, 0.3, 1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret26, 0.3, 1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret27, 0.3, 1.0 $Default PBanks: ( "SAAA" ) $Subsystem: Turret28, 0.3, 1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret29, 0.3, 1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret30, 0.3, 1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret31, 0.3, 1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret32, 0.3, 1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret33, 0.3, 1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret34, 0.3, 1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret35, 0.3, 1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret36, 0.3, 1.0 $Default PBanks: ( "SAAA" ) $Subsystem: Turret37, 0.3, 1.0 $Default PBanks: ( "SAAA" ) $Subsystem: Turret38, 0.3, 1.0 $Default PBanks: ( "Piranha" ) $Subsystem: Turret39, 0.3, 1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret40, 0.3, 1.0 $Default PBanks: ( "Piranha" ) $Subsystem: Turret41, 0.3, 1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret42, 0.3, 1.4 $Default PBanks: ( "Piranha" ) $Subsystem: Turret43, 0.3, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret44, 0.3, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret45, 0.3, 0.4 $Default PBanks: ( "Piranha" ) $Subsystem: Turret46, 0.3, 1.0 $Default PBanks: ( "Piranha" ) $Subsystem: Turret47, 0.3, 1.0 $Default PBanks: ( "SAAA" ) $Subsystem: Turret48, 0.3, 1.0 $Default PBanks: ( "SAAA" ) $Subsystem: Turret49, 0.4, 3.0 $Default PBanks: ( "Long Range Flak" ) $Subsystem: Turret50, 0.4, 3.0 $Default PBanks: ( "Long Range Flak" ) $Subsystem: Turret51, 0.3, 2.0 $Default PBanks: ( "Lred" ) $Subsystem: Turret52, 0.9, 1.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret53, 0.3, 0.4 $Default PBanks: ( "Standard Flak" ) $Subsystem: navigation, 3, 0.0 $Subsystem: communication, 3, 0.0 $AWACS: 1.0 2500.0 ;; intensity, radius - intensity is currently ignored $Subsystem: weapons, 5, 0.0 $Subsystem: sensors, 5, 0.0 $Subsystem: enginesctr, 7, 0.0 $Engine Wash: Default1100 $Subsystem: engineslwleft, 7, 0.0 $Engine Wash: Default1100 $Subsystem: engineslwright, 7, 0.0 $Engine Wash: Default1100 $Subsystem: enginesmain, 7, 0.0 $Engine Wash: Default1100 $Subsystem: enginesupleft, 7, 0.0 $Engine Wash: Default1100 $Subsystem: enginesupright, 7, 0.0 $Engine Wash: Default1100 $Subsystem: fighterbay, 6, 0.0 $Name: SJD Sathanas $Short name: SDev $Species: Shivan +Tech Description: XSTR("A Sathanas, off in the distance.", 3168) $end_multi_text $POF file: Blip.pof $POF target file: SuperCap2S-01.pof $Detail distance: (0, 2500, 5000, 14000) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 1.5 $Max Velocity: 0.0, 0.0, 25.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 20.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 500.0 $Expl outer rad: 7400.0 $Expl damage: 800.0 $Expl blast: 8500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 4 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 8.0 $Max Weapon Eng: 100.0 $Hitpoints: 1000000 $Flags: ( "supercap" "big damage" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 6000 $EngineSnd: 136 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -6820 $Closeup_zoom: 0.5 $Score: 1 $Name: SpaceHunk $Short name: SDev $Species: Shivan +Tech Description: XSTR("It's a piece.", 3169) $end_multi_text $POF file: spacehunk.pof $Detail distance: (0, 2500, 5000, 14000) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 1.5 $Max Velocity: 0.0, 0.0, 25.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 20.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 500.0 $Expl outer rad: 7400.0 $Expl damage: 800.0 $Expl blast: 8500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 8.0 $Max Weapon Eng: 100.0 $Hitpoints: 2000 $Flags: ( "supercap" "big damage") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 6000 $EngineSnd: 136 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -6820 $Closeup_zoom: 0.5 $Score: 10 $Name: GTSG Mjolnir $Short name: Mjolnir $Species: Terran +Type: XSTR("Fixed gun emplacement", 3170) +Maneuverability: XSTR("Poor", 3171) +Armor: XSTR("Heavy", 3172) +Manufacturer: XSTR("RNI Systems", 3173) +Description: XSTR( "Advanced sentry gun platform.", 3174) $end_multi_text +Tech Description: XSTR("The GTSC Mjolnir is the most advanced sentry gun device known. Vastly tougher and deadlier than the earlier Watchdog, Cerberus, and Alastor models, the Mjolnir is a danger to any hostile fighter or bomber that comes within range. Its two beam weapons and three missile banks enable it to take on multiple bogeys simultaneously. Mjolnirs are also referred to as RBCs (remote beam cannons). They are used to help protect the most vital front-line Alliance installations.", 3175) $end_multi_text +Length: 36 m +Gun Mounts: 2 +Missile Banks: 3 $POF file: beamsaber.pof $Detail distance: (0, 500, 1200, 3000) $Show damage: YES $Density: 1 $Damp: 0.35 $Rotdamp: 0.55 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 100000.0, 100000.0, 100000.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 100.0 $Expl damage: 25.0 $Expl blast: 2000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: ( ) $Default SBanks: ( ) $SBank Capacity: ( ) $Shields: 800 $Shield Color: 100 100 255 $Power Output: 4.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 100.0 $Hitpoints: 2500 $Flags: ( "cruiser") $AI Class: Captain $Afterburner: NO $Countermeasures: 35 $Scan time: 2000 $EngineSnd: 127 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -300 $Closeup_zoom: .3 $Score: 17 $Subsystem: turret01,30,1.0 $Default PBanks: ( "MjolnirBeam" ) $Subsystem: grind01a, 30, 8.0 $Subsystem: grind02a, 30, -8.0 $Name: GTSG Mjolnir#home $Short name: Mjolnir $Species: Terran +Type: XSTR("Fixed gun emplacement", 3176) +Maneuverability: XSTR("Poor", 3177) +Armor: XSTR("Heavy", 3178) +Manufacturer: XSTR("RNI Systems", 3179) +Description: XSTR( "Advanced sentry gun platform.", 3180) $end_multi_text +Tech Description: XSTR("The GTSC Mjolnir is the most advanced sentry gun device known. Vastly tougher and deadlier than the earlier Watchdog, Cerberus, and Alastor models, the Mjolnir is a danger to any hostile fighter or bomber that comes within range. Its two beam weapons and three missile banks enable it to take on multiple bogeys simultaneously. Mjolnirs are also referred to as RBCs (remote beam cannons). They are used to help protect the most vital front-line Alliance installations.", 3181) $end_multi_text +Length: 36 m +Gun Mounts: 2 +Missile Banks: 3 $POF file: beamsaber.pof $Detail distance: (0, 500, 1200, 3000) $Show damage: YES $Density: 1 $Damp: 0.35 $Rotdamp: 0.55 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 100000.0, 100000.0, 100000.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 100.0 $Expl damage: 25.0 $Expl blast: 2000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: ( ) $Default SBanks: ( ) $SBank Capacity: ( ) $Shields: 800 $Shield Color: 100 100 255 $Power Output: 4.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 100.0 $Hitpoints: 4500 $Flags: ( "cruiser") $AI Class: Captain $Afterburner: NO $Countermeasures: 35 $Scan time: 2000 $EngineSnd: 127 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -300 $Closeup_zoom: .3 $Score: 17 $Subsystem: turret01,30,1.0 $Default PBanks: ( "MjolnirBeam#home" ) $Subsystem: grind01a, 30, 8.0 $Subsystem: grind02a, 30, -8.0 $Name: Shivan Comm Node $Short name: CommSat $Species: Shivan +Tech Description: XSTR("All details concerning this object have been classified level Omega, accessible only by those immediately authorized by the GTVA Security Council.", 3182) $end_multi_text $POF file: Comm2S-01.pof $Detail distance: (0, 2000, 6500, 18000) $ND: 226 2 8 $ND: 200 3 7 $ND: 178 3 5 $ND: 71 1 1 $ND: 198 1 1 $ND: 153 1 1 $ND: 87 0 0 $ND: 250 247 248 $ND: 253 191 200 $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 2400.0 $Expl damage: 400.0 $Expl blast: 6500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 1.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 100.0 $Hitpoints: 40000 $Flags: ( "dont collide invisible" "knossos") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 185 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -870 $Closeup_zoom: 0.40 $Score: 300 $Subsystem: piece1A, 30,20 $Subsystem: piece2A, 15,5 $Subsystem: piece3A, 30,20 $Subsystem: piece4A, 2,50 $Subsystem: piece5A, 15,5 $Subsystem: core, 2,0 $Name: @Volition Bravos $Short name: VPirate $Species: Terran +Tech Description: XSTR("Harr! The FS2 Volition Bravos is the scurviest ship in the known universe. Furl yer sails, strike yer colors, and prepare to be boarded by the FreeSpace 2 team!", 3183) $end_multi_text $POF file: pirate2t-01.pof $Detail distance: (0, 600, 1500, 5000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 60.0 $Rotation time: 40.0, 40.0, 40.0 $Rear Velocity: 0.0 $Forward accel: 10.0 $Forward decel: 5.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 125.0 $Expl outer rad: 650.0 $Expl damage: 200.0 $Expl blast: 3500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 500.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 90.0 $Max Oclk Speed: 25.0 $Max Weapon Eng: 100.0 $Hitpoints: 10000000000 $Flags: ( "supercap" "no_fred" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 186 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -900 $Closeup_zoom: 0.5 $Score: 10 $Subsystem: turret01, 2, 5.0 $Default PBanks: ( "Heavy Flak" ) $Subsystem: turret02, 2, 5.0 $Default PBanks: ( "Heavy Flak" ) $Subsystem: turret03, 2, 5.0 $Default PBanks: ( "Heavy Flak" ) $Subsystem: turret04, 2, 5.0 $Default PBanks: ( "Heavy Flak" ) $Subsystem: turret05, 2, 5.0 $Default PBanks: ( "Heavy Flak" ) $Subsystem: turret06, 2, 5.0 $Default PBanks: ( "Heavy Flak" ) $Subsystem: turret07a, 2, 5.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret08, 2, 5.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret09a, 2, 5.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: communications, 10, 0 $Subsystem: navigation, 10, 0 $Subsystem: engine01, 10, 0 $Subsystem: sensors, 10, 0 $Subsystem: weapons, 10, 0 ;=====>> TEST STUFF <<======= #End ; $Player Ship Precedence is used in ship selection when a ship specified by the mission ; designer is not available to the player. The next ship on the list is used in its place ; (assuming that ship is allowed for the player). ; $Player Ship Precedence: ( "GTF Ulysses" "GTF Hercules" "GTB Medusa" "GTB Ursa" ) ; ; sounds.tbl * ; ; file to specify general game sounds ; ; I M P O R T A N T ; ********************************************************** ; * * ; ====> DO NOT MODIFY THE ORDER OF THE LISTED SOUNDS <====* ; * * ; ********************************************************** ; I M P O R T A N T ; ; If a sound entry appears in this file, there is a hook into the game to ; play the sound. This file can only be modified to change *existing* sounds. ; Talk to a programmer if you want to add brand new sounds. Adding a line to ; this file will not make your sound appear in the game, it will more than ; likely break something. ; ; If you don't want the sound to play, put none.wav as the sound to play. ; ; The fields for a sound entry are: ; 1) unqiue sound signature ; 2) filename of the sound ; 3) flag to indicate sound should always be pre-loaded before a mission ; 4) the default volume (from 0.0 -> 1.0) ; 5) 0 - not 3d 1 - stereo 3D 2 - Aureal A3D (if available), otherwise use stereo 3D ; 6) distance at which sound starts to attenuate (for 3d sounds only) ; 7) distance at which sound is inaudible (for 3d sounds only) ; #Game Sounds Start ; Misc sounds section ** = Aureal 3d support | * = FS = 3D support $Name: 0 trk-loop.wav, 0, 0.40, 0 ; Missle tracking to acquire a lock (looped) $Name: 1 lock.wav, 0, 0.40, 0 ; Missle lock (non-looping) $Name: 2 cycle.wav, 0, 0.60, 0 ; cycle primary weapon $Name: 3 cycle.wav, 0, 0.60, 0 ; cycle secondary weapon $Name: 4 ship_p.wav, 0, 0.30, 0 ; engine sound (as heard in cockpit) $Name: 5 reveal.wav, 0, 0.40, 0 ; cargo revealed $Name: 6 breakup.wav, 0, 0.60, 1, 100, 800 ; ship death roll (3d sound) $Name: 7 boom_3.wav, 0, 0.90, 2, 600, 1200 ; * ship explosion 1 (3d sound) $Name: 8 beep_2.wav, 0, 0.40, 0 ; target acquried $Name: 9 switch_1.wav, 0, 0.50, 0 ; energy level change success $Name: 10 beep_5.wav, 0, 0.50, 0 ; energy level change fail $Name: 11 switch_2.wav, 0, 0.50, 0 ; energy transfer success $Name: 12 beep_5.wav, 0, 0.50, 0 ; energy transfer faile $Name: 13 thr_full.wav, 0, 0.40, 0 ; set full throttle $Name: 14 thr_off.wav, 0, 0.40, 0 ; set zero throttle $Name: 15 thr_up.wav, 0, 0.40, 0 ; set 1/3 or 2/3 throttle (up) $Name: 16 thr_dwn.wav, 0, 0.40, 0 ; set 1/3 or 2/3 throttle (down) $Name: 17 approach.wav, 0, 0.60, 1, 10, 800 ; dock approach retros (3d sound) $Name: 18 attach.wav, 0, 0.60, 1, 10, 800 ; dock attach (3d sound) $Name: 19 detach.wav, 0, 0.60, 1, 10, 800 ; dock detach (3d sound) $Name: 20 depart.wav, 0, 0.60, 1, 10, 800 ; dock depart retros (3d sound) $Name: 21 aburn_1.wav, 0, 0.70, 0 ; afterburner engage (3d sound) $Name: 22 aburn_2.wav, 0, 0.90, 0 ; afterburner burn sound (looped) $Name: 23 vaporize2.wav, 0, 0.90, 0 ; Destroyed by a beam (vaporized) $Name: 24 aburn_1f.wav, 0, 0.50, 0 ; afterburner fail (no fuel when aburn pressed) $Name: 25 alert_2.wav, 0, 0.40, 0 ; heat-seeker launch warning $Name: 26 m_fail.wav, 0, 0.60, 0 ; tried to fire a missle when none are left $Name: 27 l_fail.wav, 0, 0.60, 0 ; tried to fire lasers when not enough energy left $Name: 28 fail.wav, 0, 0.50, 0 ; target fail sound (i.e. press targeting key, but nothing happens) $Name: 29 beep_1.wav, 0, 0.50, 0 ; squadmate message menu appears $Name: 30 beep_1.wav, 0, 0.50, 0 ; squadmate message menu disappears $Name: 31 debris.wav, 0, 0.40, 2, 100, 300 ; ** debris sound (persistant, looping) (3d sound) $Name: 32 subhit.wav, 0, 0.60, 0 ; subsystem gets destroyed on player ship $Name: 33 m_load.wav, 0, 0.60, 1, 10, 50 ; missle start load (during rearm/repair) (3d sound) $Name: 34 m_lock.wav, 0, 0.50, 1, 10, 50 ; missle load (during rearm/repair) (3d sound) $Name: 35 repair.wav, 0, 0.50, 0 ; ship is being repaired (during rearm/repair) (looped) $Name: 36 l_hit.wav, 0, 0.90, 0, 30, 100 ; * player ship is hit by laser fire (3d sound) $Name: 37 m_hit.wav, 0, 0.90, 0, 30, 100 ; * player ship is hit by missile (3d sound) $Name: 38 cycle.wav, 0, 0.80, 0 ; countermeasure cycle $Name: 39 s_hit_4.wav, 0, 0.60, 1, 200, 600 ; * shield hit (3d sound) $Name: 40 s_hit_2.wav, 0, 0.80, 1, 10, 100 ; * player shield is hit (3d sound) $Name: 41 select.wav, 0, 0.60, 0 ; mouse click $Name: 42 alert_3.wav, 0, 0.60, 0 ; aspect launch warning $Name: 43 beep_4.wav, 0, 0.60, 0 ; shield quadrant transfer successful $Name: 44 wash.wav, 0, 0.80, 1, 200, 400 ; Engine wash looping sound $Name: 45 warp_1.wav, 0, 0.60, 2, 750, 1500 ; ** warp hole opening up for arriving (3d sound) $Name: 46 warp_1.wav, 0, 0.60, 2, 750, 1500 ; ** warp hole opening up for departing (3d sound) $Name: 47 aburn_1f.wav, 0, 0.50, 0 ; player warp has failed $Name: 48 static.wav, 0, 0.60, 0 ; hud gauge static $Name: 49 boom_1.wav, 0, 0.90, 1, 600, 1200 ; * ship explosion 2 (3d sound) $Name: 50 rev1.wav, 0, 0.70, 0 ; ship is warping out in 3rd person $Name: 51 s_hit_0.wav, 0, 0.70, 1, 100, 200 ; * heavy ship-ship collide sound (3d sound) $Name: 52 collide.wav, 0, 0.70, 1, 100, 200 ; * light ship-ship collide sound (3d sound) $Name: 53 s_hit_1.wav, 0, 0.70, 1, 100, 200 ; * shield ship-ship collide overlay sound (3d sound) $Name: 54 alert_1.wav, 0, 0.50, 0 ; missile threat indicator flashes $Name: 55 proximity1.wav, 0, 0.70, 0 ; proximity warning (heat seeker) $Name: 56 proximity2.wav, 0, 0.70, 0 ; proximity warning (aspect) $Name: 57 directive.wav, 0, 0.70, 0 ; directive complete $Name: 58 subhit2.wav, 0, 0.90, 1, 250, 800 ; * other ship subsystem destroyed (3d sound) $Name: 59 atomic.wav, 0, 0.90, 1, 2000, 4000 ; * captial ship explosion (3d sound) $Name: 60 subhit2.wav, 0, 0.90, 1, 250, 1500 ; * captial ship subsystem destroyed (3d sound) $Name: 61 warp2.wav, 0, 1.00, 1, 1500, 2000 ; [obsolete] large ship warps out (looping 3d sound) $Name: 62 ast_lghit.wav, 0, 0.80, 1, 750, 1500 ; ** large asteroid blows up (3d sound) $Name: 63 ast_smhit.wav, 0, 0.80, 1, 500, 1000 ; ** small asteroid blows up (3d sound) $Name: 64 cue_voice.wav, 0, 0.90, 0 ; sound to indicate voice is about to start $Name: 65 end_voice.wav, 0, 0.90, 0 ; sound to indicate voice has ended $Name: 66 scan.wav, 0, 0.50, 0 ; cargo scanning (looping) $Name: 67 l_flyby.wav, 0, 0.80, 1, 50, 250 ; * weapon flyby sound $Name: 68 asteroid.wav, 0, 0.50, 1, 200, 700 ; [obsolete] asteroid sound (persistant, looping) (3d sound) $Name: 69 warp_open.wav, 0, 1.00, 2, 2000, 4000 ; capital warp hole opening (3d sound) $Name: 70 warp_close.wav, 0, 1.00, 2, 2000, 4000 ; capital warp hole closing (3d sound) $Name: 71 rumble.wav, 0, 0.70, 1, 600, 1000 ; LARGE engine ambient $Name: 72 subspace_left.wav, 0, 0.30, 0 ; subspace ambient sound (left channel) (looping) $Name: 73 subspace_right.wav, 0, 0.30, 0 ; subspace ambient sound (right channel) (looping) $Name: 74 Evaded.wav, 0, 0.70, 0 ; "evaded" HUD popup $Name: 75 rumble.wav, 0, 0.70, 1, 600, 1000 ; HUGE engine ambient ; ; Weapons section ; $Name: 76 L_Sidearm.wav, 0, 0.50, 1, 50, 400 ; SD-4 Sidearm laser fired $Name: 77 L_Scalpel.wav, 0, 0.50, 1, 50, 400 ; DR-2 Scalpel fired $Name: 78 L_Flail2.wav, 0, 0.50, 1, 50, 400 ; Flail II fired $Name: 79 L_Prom_R.wav, 0, 0.50, 1, 50, 400 ; Prometheus R laser fired $Name: 80 L_Prom_S.wav, 0, 0.50, 1, 50, 400 ; Prometheus S laser fired $Name: 81 L_Newton.wav, 0, 0.50, 1, 50, 400 ; GTW-66 Newton Cannon fired $Name: 82 L_Kayser.wav, 0, 0.55, 1, 50, 400 ; UD-8 Kayser Laser fired $Name: 83 L_Circle.wav, 0, 0.50, 1, 50, 400 ; GTW-19 Circe laser fired $Name: 84 L_Lich.wav, 0, 0.50, 1, 50, 400 ; GTW-83 Lich laser fired $Name: 85 hit_1.wav, 0, 0.90, 1, 200, 800 ; Laser impact $Name: 86 L_Vasmid.wav, 0, 0.50, 1, 50, 400 ; Subach-HLV Vasudan laser $Name: 87 m_wasp.wav, 0, 0.80, 1, 50, 400 ; rockeye missile launch $Name: 88 boom_2.wav, 0, 0.80, 1, 500, 1000 ; missile impact 1 $Name: 89 m_mag.wav, 0, 0.80, 1, 50, 400 ; mag pulse missile launch $Name: 90 m_fury.wav, 0, 0.80, 1, 50, 400 ; fury missile launch $Name: 91 m_shrike.wav, 0, 0.80, 1, 50, 400 ; shrike missile launch $Name: 92 m_angel.wav, 0, 0.80, 1, 50, 400 ; angel fire missile launch $Name: 93 m_cluster.wav, 0, 0.80, 1, 50, 400 ; cluster bomb launch $Name: 94 m_clusterb.wav, 0, 0.80, 1, 50, 400 ; cluster baby bomb launch $Name: 95 m_stiletto.wav, 0, 0.80, 1, 50, 400 ; stiletto bomb launch $Name: 96 m_tsunami.wav, 0, 0.80, 1, 50, 400 ; tsunami bomb launch $Name: 97 m_harbinger.wav, 0, 0.80, 1, 50, 400 ; harbinger bomb launch $Name: 98 m_mega.wav, 0, 0.80, 1, 50, 400 ; mega wokka launch $Name: 99 counter_1.wav, 0, 0.70, 1, 50, 200 ; countermeasure 1 launch $Name: 100 l_alien1.wav, 0, 0.60, 1, 50, 400 ; Shivan light laser (3d sound) $Name: 101 clusterboom.wav, 0, 0.80, 1, 750, 2000 ; shockwave ignition (3d sound) $Name: 102 m_swarm.wav, 0, 0.70, 1, 50, 400 ; swarm missile sound (3d sound) $Name: 103 l_alien2.wav, 0, 0.60, 1, 100, 400 ; Shivan heavy laser (3d sound) $Name: 104 capital4.wav, 0, 0.70, 1, 500, 1500 ; Vasudan SuperCap engine (3d sound) $Name: 105 capital5.wav, 0, 0.70, 1, 500, 1500 ; Shivan SuperCap engine (3d sound) $Name: 106 capital6.wav, 0, 0.70, 1, 500, 1500 ; Terran SuperCap engine (3d sound) $Name: 107 l_vaslight.wav, 0, 0.60, 1, 50, 400 ; Vasudan light laser fired (3d sound) $Name: 108 l_alien3.wav, 0, 0.60, 1, 50, 400 ; Shivan heavy laser (3d sound) $Name: 109 shockwave.wav, 0, 1.00, 1, 50, 800 ; ** shockwave impact (3d sound) $Name: 110 Turret_T1.wav, 0, 0.50, 2, 200, 1000 ; TERRAN TURRET 1 $Name: 111 Turret_T2.wav, 0, 0.50, 2, 200, 1000 ; TERRAN TURRET 2 $Name: 112 Turret_V1.wav, 0, 0.50, 2, 200, 1000 ; VASUDAN TURRET 1 $Name: 113 Turret_V2.wav, 0, 0.50, 2, 200, 1000 ; VASUDAN TURRET 2 $Name: 114 Turret_S1.wav, 0, 0.50, 2, 200, 1000 ; SHIVAN TURRET 1 $Name: 115 paintloop.wav, 0, 0.60, 1, 50, 200 ; targeting laser loop sound $Name: 116 FlakLaunch.wav, 0, 0.60, 1, 250, 1000 ; Flak Gun Launch $Name: 117 boom_4.wav, 0, 0.80, 1, 400, 800 ; Flak Gun Impact $Name: 118 m_emp.wav, 0, 0.60, 1, 50, 400 ; EMP Missle $Name: 119 Escape.wav, 0, 0.60, 1, 200, 600 ; Escape Pod Drone $Name: 120 Vaporize1.wav, 0, 0.70, 0 ; Beam Hit 1 $Name: 121 beam_loop.wav, 0, 0.70, 2, 1500, 3000 ; beam loop $Name: 122 beam_up.wav, 0, 0.70, 2, 1500, 3000 ; beam power up $Name: 123 beam_down.wav, 0, 0.70, 2, 1500, 3000 ; beam power down $Name: 124 beam_shot1.wav, 0, 0.70, 2, 1500, 2500 ; Beam shot 1 $Name: 125 beam_shot2.wav, 0, 0.70, 2, 1500, 2500 ; Beam shot 2 ;Ship Engine Sounds section $Name: 126 ship_a1.wav, 0, 0.60, 1, 200, 400 ; Terran fighter engine (3d sound) $Name: 127 ship_a2.wav, 0, 0.70, 1, 300, 600 ; Terran bomber engine (3d sound) $Name: 128 ship_a3.wav, 0, 0.80, 1, 400, 800 ; Terran cruiser engine (3d sound) $Name: 129 ship_b1.wav, 0, 0.70, 1, 200, 400 ; Vasudan fighter engine (3d sound) $Name: 130 ship_b2.wav, 0, 0.80, 1, 300, 600 ; Vasudan bomber engine (3d sound) $Name: 131 ship_b3.wav, 0, 0.80, 1, 400, 800 ; Vasudan cruiser engine (3d sound) $Name: 132 ship_c1.wav, 0, 0.60, 1, 200, 400 ; Shivan fighter engine (3d sound) $Name: 133 ship_c2.wav, 0, 0.70, 1, 300, 600 ; Shivan bomber engine (3d sound) $Name: 134 ship_c3.wav, 0, 0.80, 1, 400, 800 ; Shivan cruiser engine (3d sound) $Name: 135 beacon.wav, 0, 0.60, 1, 300, 600 ; Repair ship beacon/engine sound (3d sound) $Name: 136 capital1.wav, 0, 0.70, 1, 500, 1500 ; Terran capital engine (3d sound) $Name: 137 capital2.wav, 0, 0.70, 1, 500, 1500 ; Vasudan capital engine (3d sound) $Name: 138 capital3.wav, 0, 0.70, 1, 500, 1500 ; Shivan capital engine (3d sound) ; Electrical arc sound fx on the debris pieces $Name: 139 Arc_01.wav, 0, 0.30, 2, 200, 500 ; ** 0.10 second spark sound effect (3d sound) $Name: 140 Arc_02.wav, 0, 0.30, 2, 200, 500 ; ** 0.25 second spark sound effect (3d sound) $Name: 141 Arc_03.wav, 0, 0.30, 2, 200, 500 ; ** 0.50 second spark sound effect (3d sound) $Name: 142 Arc_04.wav, 0, 0.30, 2, 200, 500 ; ** 0.75 second spark sound effect (3d sound) $Name: 143 Arc_05.wav, 0, 0.30, 2, 200, 500 ; ** 1.00 second spark sound effect (3d sound) ; Beam Sounds $Name: 144 BT_LTerSlash.wav, 0, 0.70, 2, 1500, 3000 ; LTerSlash beam loop $Name: 145 BT_TerSlash.wav, 0, 0.70, 2, 1500, 3000 ; TerSlash beam loop $Name: 146 BT_SGreen.wav, 0, 0.70, 2, 1500, 3000 ; SGreen beam loop $Name: 147 BT_BGreen.wav, 0, 0.70, 2, 1500, 3000 ; BGreen beem loop $Name: 148 BT_BFGreen.wav, 0, 0.70, 2, 1500, 3000 ; BFGreen been loop $Name: 149 BT_AntiFtr.wav, 0, 0.70, 2, 1500, 3000 ; Antifighter beam loop $Name: 150 BT_up_1.wav, 0, 0.60, 2, 1500, 3000 ; 1 sec warm up $Name: 151 BT_up_1.5.wav, 0, 0.60, 2, 1500, 3000 ; 1.5 sec warm up $Name: 152 BT_up_2.5.wav, 0, 0.60, 2, 1500, 3000 ; 2.5 sec warm up $Name: 153 BT_up_3.wav, 0, 0.60, 2, 1500, 3000 ; 3 sec warm up $Name: 154 BT_up_3.5.wav, 0, 0.60, 2, 1500, 3000 ; 3.5 sec warm up $Name: 155 BT_up_5.wav, 0, 0.60, 2, 1500, 3000 ; 5 sec warm up $Name: 156 BT_dwn_1.wav, 0, 0.70, 2, 2000, 3000 ; LTerSlash warm down $Name: 157 BT_dwn_2.wav, 0, 0.70, 2, 2000, 3000 ; TerSlash warm down $Name: 158 BT_dwn_3.wav, 0, 0.70, 2, 2000, 3000 ; SGreen warm down $Name: 159 BT_dwn_4.wav, 0, 0.70, 2, 2000, 3000 ; BGreen warm down $Name: 160 BT_dwn_5.wav, 0, 0.70, 2, 2000, 3000 ; BFGreen warm down $Name: 161 BT_dwn_6.wav, 0, 0.70, 2, 2000, 3000 ; T_AntiFtr warm down $Name: 162 Empty, 0, 0.50, 0 $Name: 163 Empty, 0, 0.50, 0 $Name: 164 Empty, 0, 0.50, 0 $Name: 165 Empty, 0, 0.50, 0 $Name: 166 Empty, 0, 0.50, 0 $Name: 167 Empty, 0, 0.50, 0 $Name: 168 Empty, 0, 0.50, 0 $Name: 169 Empty, 0, 0.50, 0 $Name: 170 Empty, 0, 0.50, 0 $Name: 171 Empty, 0, 0.50, 0 $Name: 172 Empty, 0, 0.50, 0 $Name: 173 SupNova1.wav, 0, 1.00, 0 ; SuperNova (distant) $Name: 174 SupNova2.wav, 0, 1.00, 0 ; SuperNova (shockwave) $Name: 175 ship_c4.wav, 0, 0.80, 1, 400, 800 ; Shivan large engine (3d sound) $Name: 176 ship_c5.wav, 0, 0.80, 1, 400, 1000 ; Shivan large engine (3d sound) $Name: 177 BS_SRed.wav, 0, 0.70, 2, 1500, 3000 ; SRed beam loop $Name: 178 BS_LRed.wav, 0, 0.70, 2, 1500, 3000 ; LRed beam loop $Name: 179 BS_AntiFtr.wav, 0, 0.70, 2, 1500, 3000 ; Antifighter beam loop $Name: 180 Thunder_01.wav, 0, 0.70, 0 ; Thunder 1 sound in neblua $Name: 181 Thunder_02.wav, 0, 0.70, 0 ; Thunder 2 sound in neblua $Name: 182 BS_up_1.wav, 0, 0.60, 2, 1500, 3000 ; 1 sec warm up $Name: 183 BS_up_1.5.wav, 0, 0.60, 2, 1500, 3000 ; 1.5 sec warm up $Name: 184 BS_up_3.wav, 0, 0.60, 2, 1500, 3000 ; 3 sec warm up $Name: 185 Commnode.wav, 0, 0.60, 1, 200, 500 ; Shivan Commnode $Name: 186 Pirate.wav, 0, 0.60, 1, 400, 1000 ; Volition PirateShip $Name: 187 BS_dwn_1.wav, 0, 0.70, 2, 2000, 3000 ; SRed warm down $Name: 188 BS_dwn_2.wav, 0, 0.70, 2, 2000, 3000 ; LRed warm down $Name: 189 BS_dwn_3.wav, 0, 0.70, 2, 2000, 3000 ; AntiFtr warm down $Name: 190 Inst1.wav, 0, 0.80, 1, 500, 2000 ; Instellation 1 $Name: 191 Inst2.wav, 0, 0.80, 1, 500, 2000 ; Instellation 2 ; #Game Sounds End ; #Interface Sounds Start $Name: 0 user_c.wav, 0, 0.70, 0 ; mouse click $Name: 1 empty, 0, 0.70, 0 ; pick up a ship icon (not used) $Name: 2 load01.wav, 0, 0.60, 0 ; drop a ship icon on a wing slot $Name: 3 unload01.wav, 0, 0.60, 0 ; drop a ship icon back to the list $Name: 4 beep_4.wav, 0, 0.70, 0 ; press briefing, ship selection or weapons bar (top-left) $Name: 5 user_c.wav, 0, 0.70, 0 ; Switching to a new screen, but not commit $Name: 6 beep_4.wav, 0, 0.70, 0 ; help pressed $Name: 7 commit.wav, 0, 0.60, 0 ; commit pressed $Name: 8 user_c.wav, 0, 0.70, 0 ; prev/next pressed $Name: 9 user_c.wav, 0, 0.70, 0 ; scroll pressed (and scroll) $Name: 10 fail.wav, 0, 0.70, 0 ; general failure sound for any event $Name: 11 shipview.wav, 0, 0.50, 0 ; ship animation starts (ie text and ship first appear) $Name: 12 main_amb.wav, 0, 0.60, 0 ; ambient sound for the Terran main hall (looping) $Name: 13 vas_amb.wav, 0, 0.60, 0 ; ambient sound for the Vasudan main hall (looping) $Name: 14 user_a.wav, 0, 0.70, 0 ; brief stage change $Name: 15 user_i.wav, 0, 0.70, 0 ; brief stage change fail $Name: 16 beep_3.wav, 0, 0.70, 0 ; selet brief icon $Name: 17 user_o.wav, 0, 0.50, 0 ; user_over (mouse over a control) $Name: 18 user_c.wav, 0, 0.70, 0 ; user_click (mouse selects a control) $Name: 19 reset.wav, 0, 0.70, 0 ; reset (or similar button) pressed $Name: 20 textdraw.wav, 0, 0.60, 0 ; briefing text wipe $Name: 21 Lift_Mix.wav, 0, 0.50, 0 ; main hall - elevator $Name: 22 weapview.wav, 0, 0.60, 0 ; weapon animation starts $Name: 23 dooropen.wav, 0, 0.50, 0 ; door in main hall opens $Name: 24 doorclose.wav, 0, 0.50, 0 ; door in main hall closes $Name: 25 itemdraw.wav, 0, 0.50, 0 ; glow in main hall opens $Name: 26 Crane_1.wav, 0, 0.50, 0 ; main hall - crane 1 $Name: 27 sub_amb.wav, 0, 0.60, 0 ; ambient sound for menus off the main hall (looping) $Name: 28 user_c.wav, 0, 0.70, 0 ; popup dialog box appeared $Name: 29 user_c.wav, 0, 0.70, 0 ; popup dialog box goes away $Name: 30 1_yes.wav, 0, 1.00, 0 ; voice clip played when volume slider changes $Name: 31 Crane_2.wav, 0, 0.50, 0 ; main hall - crane 2 $Name: 32 Option1.wav, 0, 0.70, 0 ; main hall options - mouse on $Name: 33 Option2.wav, 0, 0.70, 0 ; main hall options - mouse off $Name: 34 Techroom1.wav, 0, 0.70, 0 ; main hall tech room - mouse on $Name: 35 Techroom2.wav, 0, 0.70, 0 ; main hall tech room - mouse off $Name: 36 Exitopen.wav, 0, 0.60, 0 ; main hall exit open $Name: 37 Exitclose.wav, 0, 0.60, 0 ; main hall exit close $Name: 38 pa_1.wav, 0, 0.50, 0 ; main hall random intercom 1 $Name: 39 pa_2.wav, 0, 0.50, 0 ; main hall random intercom 2 $Name: 40 pa_3.wav, 0, 0.50, 0 ; main hall random intercom 3 $Name: 41 highlight.wav, 0, 0.40, 0 ; spinning highlight in briefing $Name: 42 noiz.wav, 0, 0.40, 0 ; static in a briefing stage cut $Name: 43 Camp_on.wav, 0, 0.70, 0 ; main hall campaign - mouse on $Name: 44 Camp_off.wav, 0, 0.70, 0 ; main hall campaign - mouse off $Name: 45 V_Hatch_Open.wav, 0, 0.70, 0 ; vasudan hall - exit open $Name: 46 V_Hatch_Close.wav, 0, 0.70, 0 ; vasudan hall - exit close $Name: 47 V_Roll_Open.wav, 0, 0.80, 0 ; vasudan hall - hatch open $Name: 48 V_Roll_Close.wav, 0, 0.80, 0 ; vasudan hall - hatch close $Name: 49 V_Lift_Up.wav, 0, 0.70, 0 ; vasudan hall - lift up $Name: 50 V_Lift_Down.wav, 0, 0.70, 0 ; vasudan hall - lift down $Name: 51 V_Lite_On.wav, 0, 0.70, 0 ; vasudan hall - glow on $Name: 52 V_Lite_Off.wav, 0, 0.70, 0 ; vasudan hall - glow off $Name: 53 Skiff.wav, 0, 0.70, 0 ; vasudan hall - skiff loop $Name: 54 V_Map_On.wav, 0, 0.70, 0 ; vasudan hall - screen on $Name: 55 V_Map_Off.wav, 0, 0.70, 0 ; vasudan hall - screen off $Name: 56 V_Head_1.wav, 0, 0.70, 0 ; vasudan hall - vasudan greeting $Name: 57 V_Head_2.wav, 0, 0.70, 0 ; vasudan hall - vasudan bye $Name: 58 V_Pa_01.wav, 0, 0.70, 0 ; vasudan hall - vasudan pa 1 $Name: 59 V_Pa_02.wav, 0, 0.70, 0 ; vasudan hall - vasudan pa 2 $Name: 60 V_Pa_03.wav, 0, 0.70, 0 ; vasudan hall - vasudan pa 3 $Name: 61 bup.wav, 0, 0.90, 0 ; bup bup bup-bup bup bup $Name: 62 thankyou.wav, 0, 0.90, 0 ; thankyou $Name: 63 V_Exit_Open.wav, 0, 0.70, 0 ; vasudan hall - exit open $Name: 64 V_Exit_Close.wav, 0, 0.70, 0 ; vasudan hall - exit close ; #Interface Sounds End ; ; Each species can have up to 4 different flyby sounds ; NOTE : the parse code expects to see exactly 2 sounds for terran, then 2 for vasudan, then 2 for shivan ; the first sound for each species is the fighter/small flyby sound. the second is the bomber/big flyby sound #Flyby Sounds Start $Terran: 0 T_flyby1.wav, 0, 0.75, 1, 200, 400 ; * Terran ship1 flyby player sound (3d sound) $Terran: 1 T_flyby2.wav, 0, 0.75, 1, 200, 400 ; * Terran ship1 flyby player sound (3d sound) $Vasudan: 0 V_flyby1.wav, 0, 0.85, 1, 200, 400 ; * Vasudan ship1 flyby player sound (3d sound) $Vasudan: 1 V_flyby2.wav, 0, 0.85, 1, 200, 400 ; * Vasudan ship1 flyby player sound (3d sound) $Shivan: 0 S_flyby1.wav, 0, 0.75, 1, 200, 400 ; * SHIVAN ship1 flyby player sound (3d sound) $Shivan: 1 S_flyby2.wav, 0, 0.75, 1, 200, 400 ; * SHIVAN ship1 flyby player sound (3d sound) #Flyby Sounds End; new format: ; $Entry: // begins entry ; $Anim: // anim filename, no extension ; $AlwaysInTechRoom: // 1 for yes, 0 for no. if 0, must use a SEXP to make it show up in the TR ; $Description: // obvious ; $end_multi_text // end of description (and entry) $Entry: $Name: XSTR("The Great War",3184) $Anim: Intel_Great_War $AlwaysInTechRoom: 1 $Description: XSTR( "In 2335, the Terran-Vasudan War entered its fourteenth year. The Galactic Terran Alliance (GTA) and the Parliamentary Vasudan Navy (PVN) were both exhausted, demoralized, and on the verge of internal collapse. The invasion of a mysterious species, designated the Shivans, compelled Terran and Vasudan leaders to sign an armistice and form a new alliance. Using advanced weaponry and shields, the Shivans attacked without provocation and without warning. The allies acquired and developed new technologies to confront the menace. At the vanguard of the Shivan armada was the SD Lucifer, a massive superdestroyer. The Lucifer exterminated all life on Vasuda Prime and set course for Earth. No weapon in the allied arsenal could penetrate the Lucifer's shields. In the Altair system, Vasudan scientists uncovered the ruins of an extinct civilization destroyed by the Shivans eight thousand years ago. The artifacts explained how to track the Lucifer into subspace where its shields would not function. In subspace, the Lucifer could be destroyed. From the Delta Serpentis system, a squadron launched from the GTD Bastion pursued the Lucifer into the Sol jump node. These fighters and bombers had to destroy the Lucifer's reactors before the superdestroyer extinguished all life on Earth. According to declassified transmissions, the mission succeeded. However, the explosion of the Lucifer created a subspace cataclysm that collapsed the Sol jump node, severing all contact between Earth and the other systems of Terran-Vasudan space.", 3185) $end_multi_text $Entry: $Name: XSTR("Reconstruction",3186) $Anim: Intel_Reconstruction $AlwaysInTechRoom: 1 $Description: XSTR( "By the end of 2335, the Great War was over. The victory over the Lucifer had dealt the decisive blow. Incapable of coordinated strikes or strategic planning, the Shivans were outmaneuvered, isolated, and gradually destroyed. However, both species faced the challenge of rebuilding their interstellar societies from the ground up. An ill-fated coup d'etat, orchestrated by the rogue intelligence branch of the GTA, marked the beginning of post-war factional politics. With its economy in ruins and political structures in turmoil, the Galactic Terran Alliance disintegrated into semi-autonomous regional blocs, each with its own agenda. The major entities included the Adhara Coalition, the Antares Federation, the Regulus Syndicate, and the Luyten New Alliance. As these groups consolidated and stabilized, the reconstruction gained momentum, and the resumption of open commerce rekindled the notion of a pan-Terran community. Despite the annihilation of all life in their home system, the success of the Vasudan reconstruction surpassed that of their Terran allies. The Vasudans were governed by a Parliament until 2339, when the Vasudan Emperor, Khonsu II, dissolved this body and formed a new government, bringing an end to an institution notorious for its Byzantine treachery, corruption, and arrogance. The heir of a 10,000 year dynasty, Khonsu distinguished himself as a leader of unusual acumen and wisdom. Economists credit the Khonsu regime for the miraculous rehabilitation of Vasudan industry and society.", 3187) $end_multi_text $Entry: $Name: XSTR("GTVA",3188) $Anim: Intel_GTVA $AlwaysInTechRoom: 1 $Description: XSTR( "The Galactic Terran-Vasudan Alliance (GTVA) was formed in 2345, ten years after the Great War. This treaty organization recognized the autonomy of its constituents as it provided a framework for trade and mutual defense. The Great War had transformed the enmity between Terrans and Vasudans into a lasting fellowship. As the industry and economy of the Terran-Vasudan systems recovered, support for a more powerful GTVA gained momentum. In 2358, delegates signed into existence the Beta Aquilae Convention (BETAC), named after the system where the constitution was drafted and ratified. BETAC dismantled the governments of the Terran blocs and recognized the General Assembly, the Security Council, and the Vasudan Imperium as the supreme authorities of Terran-Vasudan space. Under BETAC, the Vasudans and the Terrans maintain separate fleets under a single command structure. A warship is designated GT or GV, indicating whether it is Galactic Terran or Galactic Vasudan. The two species openly exchange information and technology, and the most recent fighters and bombers can be modified to accommodate pilots of either species. Technically, BETAC is but one of a series of conventions and treaties that define how the GTVA functions as a political, military, and economic entity. However, the significance of BETAC as the cornerstone of the Terran-Vasudan alliance has made it the favored target of NTF propagandists.", 3189) $end_multi_text $Entry: $Name: XSTR("Earth",3190) $Anim: Intel_Earth $AlwaysInTechRoom: 1 $Description: XSTR( "In 2335, the destruction of the Lucifer superdestroyer collapsed the Sol jump node in Delta Serpentis, severing all contact with Earth. The fate of the Terran home planet remains open to speculation, though a number of scenarios are possible. As the center of an interstellar community, Earth could not survive in isolation without a radical transformation of its political and economic structures. On this point, there is no disagreement. However, the question remains whether this transition occurred peacefully or whether Terran society collapsed into anarchy. Strong arguments have been advanced for both sides. For generations, Earth had been the political, economic, and cultural center of Terran civilization. Humans still measured time in hours, days, months, and years. They named their ships after the mythological figures of ancient Terran civilizations, and systems were still identified according to the constellations observed from Earth. The planet served as capital of the GTA, and the bulk of the Terran industrial base was located in the Sol system. Offworlders identified their nationality according to the old Earth boundaries, though nation-states dissolved after the discovery of subspace and the emergence of an interstellar Terran society. Though necessity has diminished Earth's practical importance in the post-war era, discovering the means to return home remains a high priority.", 3191) $end_multi_text $Entry: $Name: XSTR("Neo-Terran Front",3192) $Anim: Intel_NTF $AlwaysInTechRoom: 1 $Description: XSTR( "Eighteen months ago, Admiral Aken Bosch, commander of the GTVA 6th Fleet, launched a violent military coup in the Polaris system. Within weeks, a regional domino effect also toppled the governments of Regulus and Sirius, all swearing allegiance to Bosch and his Neo-Terran Front. Bosch's vision of Neo-Terra informs the ideology of his movement. Though Terrans have lived in exile from Earth since the end of the Great War, Bosch imagined a utopia that would restore the grandeur of the lost world. As the people of Earth once relied on Polaris to help them navigate the seas, the North Star would become the spiritual and political compass for Terrans of the new era. Bosch's message had a profound impact on the so-called Lost Generation, born during the post-war Reconstruction. The Neo-Terran Front provided the youth of Polaris, Regulus, and Sirius with a cause to fight and die for. Bosch succeeded because his pro-Terran ideology was explicitly anti-Vasudan. The NTF opposed any Terran-Vasudan alliance and called for the dissolution of the GTVA. The NTF core systems had suffered political and economic chaos throughout the post-war Reconstruction. The Vasudans' miraculous recovery under Khonsu II's leadership embittered those Terrans still struggling to rebuild their own systems. Bosch exploited this anti-Vasudan sentiment to achieve his own political ends.", 3193) $end_multi_text $Entry: $Name: XSTR("Vasudans",3194) $Anim: Intel_Vasudan $AlwaysInTechRoom: 1 $Description: XSTR( "The Vasudans are a civilization of philosophers, artists, and scholars. They immerse themselves in the teachings of those who came before them, perceiving history not as a linear chronology of events but as a space inhabited by both the living and the dead. To the Terran outsider, Vasudan society appears convoluted and ritualistic. The Vasudans themselves may seem arrogant, treacherous, and superstitious. On the other hand, Vasudans tend to view Terrans as aggressive, paranoid, and stupid. Thirty years of peaceful interaction between Terrans and Vasudans has helped to deconstruct these stereotypes. The crowning achievement of the Vasudan civilization is its language. For the average Terran, the formalities governing its usage are beyond comprehension. Syntax and vocabulary are dictated by such factors as the speaker's age, rank, and caste, the time of day and the phase of the Vasudan calendar, and the relative spatial position of the speaker to the Emperor. This is further compounded by the existence of several alphabets, dozens of verb tenses, and thousands of dialects. A translation device is standard on all GTVA communications systems, enabling Terrans and Vasudans to understand each other. Because the Vasudan homeworld was primarily desert, the Terrans used Egyptian names to designate Vasudan warships during the Terran-Vasudan War and the Great War. After the defeat of the Shivans, the Vasudans insisted on maintaining this convention. The Emperor strongly identified with the history of Ancient Egypt, particularly the longevity of its civilization. Following their Emperor's example, Vasudans will take on what they call a Terran name from the myths and history of Ancient Egypt.", 3195) $end_multi_text $Entry: $Name: XSTR("Hammer of Light",3196) $Anim: Intel_HOL $AlwaysInTechRoom: 1 $Description: XSTR( "The dark side of the Vasudan obsession with history was the emergence during the Great War of Hammer of Light (HoL), a cult that gained a strong following among the PVN, resulting in defections to the HoL cause. The HoL believed the Shivans were the cosmic redeemers and destroyers predicted in obscure prophecies written thousands of years ago. Following the destruction of the Lucifer, the ideology and activities of Hammer of Light shifted. While some followers committed ritual suicide, the military branch of the movement continued their armed opposition to the Vasudan government and its alliance with the Terrans. Though they continued to espouse HoL's religious dogma, their activities turned more toward acts of terrorism and guerilla warfare. This branch of the HoL was later crushed in Operation Templar, following the HoL's kidnapping of the Vasudan admiralty. Other HoL leaders vanished into obscurity, returning to the study of arcane texts. A number of these religious leaders were apprehended and imprisoned for their role in the insurgency, though a few are still in hiding.", 3197) $end_multi_text $Entry: $Name: XSTR("Shivans",3198) $Anim: Intel_Shivans $AlwaysInTechRoom: 1 $Description: XSTR( "32 years after the Great War, we still know almost nothing about the Shivans. Physically, the Shivans have multiple, compound eyes and five legs with claw-like manipulators. Their insect-like carapace does not appear original to the creature's physiognomy, suggesting the Shivans are a cybernetic fusion of biology and technology. The integrated plasma weapon also exhibits properties of an organic-artificial fusion. The weapon may be a kind of focusing device powered by the energy of the being itself, though this point is the subject of heated controversy. These details are cited as evidence that the Shivans could not have evolved as the Terran or Vasudan species had, but that they were likely constructed by another entity. Only a handful of Shivans have ever been captured, and all research on live specimens ended with the GTI's Hades rebellion in 2335. The results of these studies remain highly classified. Though the Shivans are obviously xenocidal, their motives and origins have yet to be determined. According to Ancient artifacts, the Shivans seem to possess some kind of sensitivity to subspace disturbances. We do not know if the Shivans returned to this corner of the galaxy by chance, by cycle or pattern, or by their detection of Terran-Vasudan subspace travel. Xenobiologists know very little about Shivan society. A leading hypothesis is the hive mind theory, arguing that Shivan society is broken down in specialized functions driven by a collective intelligence. The most convincing evidence supporting this theory is the behavior of Shivan forces following the destruction of the Lucifer, the turning point of the Great War. Other experts caution against attributing insectoid properties to the Shivans, regardless of their appearance and behavior. Shivan communication seems to occur in the electromagnetic spectrum, though efforts to decode their transmissions have yielded no meaningful results to date.", 3199) $end_multi_text $Entry: $Name: XSTR("The Ancients",3200) $Anim: Intel_ancients $AlwaysInTechRoom: 1 $Description: XSTR( "During the Great War, as the annihilation of Earth seemed imminent, Vasudan scientists discovered the ruins of an extinct civilization we now call the Ancients. Data excavated at the site enabled the allies to track and destroy the SD Lucifer in subspace. After the Great War, scientists uncovered more sites throughout Terran-Vasudan space. Though only fragments remain, this interstellar society thrived thousands of years ago. Their empire was more expansive than the current boundaries of known space, and archeologists believe they might eventually uncover a map of the Ancient nodes, enabling the Alliance to travel to systems previously uncharted. There is virtually no visual record of this civilization, except hieroglyphic forms discovered at the archeological sites and a handful of technological schematics. Major excavations are underway in Altair, Aldebaran, and Deneb, but the data gathered there remains classified at the highest level. Terran archeologists use a Minoan naming convention to identify sites and major artifacts. Current evidence suggests the Shivans exterminated this civilization over eight thousand years ago. The Ancients believed the Shivans were a race of cosmic destroyers, and that the extinction of their species was an act of retribution for striving beyond their ordained place in the cosmic order.", 3201) $end_multi_text $Entry: $Name: XSTR("Subspace",3202) $Anim: Intel_Subspace $AlwaysInTechRoom: 1 $Description: XSTR( "In simple terms, subspace is an n-dimensional tunnel between one point in the universe and another. A vessel can travel through this tunnel in a matter of minutes, making a journey that might otherwise take decades or even centuries at light speed. A jump drive causes a ship to vibrate in multiple dimensions until its modulations are in perfect synchronization with the subspace continuum. A vortex opens, creating an aperture from an infinitesimally small point in the cosmos, enabling the vessel to cross the subspace threshold. Two types of jumps are possible. First, an intrasystem jump can occur between two points in a star system. Most small, space-faring vessels are equipped with motivators capable of these short jumps. The presence of an intense gravitational field is required, prohibiting travel beyond the boundaries of a star system. Second, ships can jump from system to system via nodes. Until the Great War, only larger ships could generate sufficient power to use jump nodes. The development of jump drives for fighters and bombers in 2335 enabled the Alliance to destroy the SD Lucifer in subspace. Producing these small jump drives is prohibitively expensive, so they are restricted to missions that require pilots to travel between systems. The Head-Up Display indicates the location of jump nodes with a green sphere. The vast majority of subspace nodes are extremely unstable, forming and dissipating in nanoseconds. Other nodes have a longer lifespan, existing for centuries or millennia before collapsing. The jump nodes sanctioned by the GTVA for interstellar travel are expected to remain stable for many years.", 3203) $end_multi_text ;; subspace missile strike definition #end; background bitmaps - random stuff ; $Bitmap is for a bitmap which should use the intensity == alpha blending mode ; $BitmapX is for a bitmap which should use 0, 255, 0 == transparent, and no blending otherwise $Bitmap: dneb01 $Bitmap: dneb02 $Bitmap: dneb03 $Bitmap: dneb04 $Bitmap: dneb05 $Bitmap: dneb06 $Bitmap: dneb07 $Bitmap: dneb08 $Bitmap: dneb09 $Bitmap: dneb10 $Bitmap: dneb11 $Bitmap: dneb12 $Bitmap: dneb13 $Bitmap: dneb14 $Bitmap: dneb15 $Bitmap: dneb16 $Bitmap: dneb17 $Bitmap: dneb18 $Bitmap: neb01 $Bitmap: neb02 $Bitmap: neb03 $Bitmap: neb04 $Bitmap: neb05 $Bitmap: neb06 $Bitmap: neb07 $Bitmap: neb08 $Bitmap: neb09 $Bitmap: neb10 $Bitmap: neb11 $Bitmap: neb12 $Bitmap: neb13 $Bitmap: neb14 $Bitmap: neb15 $Bitmap: neb16 $Bitmap: neb17 $Bitmap: neb18 $BitmapX: planeta1 $BitmapX: planetb $BitmapX: planetc $BitmapX: planetd $BitmapX: planete $BitmapX: planetf $BitmapX: planetg $BitmapX: planeth $BitmapX: SunSathanas01 $BitmapX: SunSathanas02 $BitmapX: SunSathanas03 #end ; sun bitmaps and lights - NOTE all $Suns must have a $Sunglow and a $SunRGBI! $Sun: SunWhite $Sunglow: Sunglow01 $SunRGBI: 1.0 1.0 1.0 1.0 $Sun: SunRed $Sunglow: SunglowRed $SunRGBI: 1.0 0.1 0.1 1.0 $Sun: SunGreen $Sunglow: SunglowGreen $SunRGBI: 0.5 1.0 0.5 1.0 $Sun: SunBlue $Sunglow: SunglowBlue $SunRGBI: 0.2 0.2 1.0 1.0 $Sun: SunGold $Sunglow: SunglowGold $SunRGBI: 0.74 0.76 0.44 1.0 $Sun: SunViolet $Sunglow: SunglowViolet $SunRGBI: 0.66 0.44 0.54 1.0 #end ; debris .ani's for NON-nebula mode. NOTE : there must always be 4 of these $Debris: debris01 $Debris: debris02 $Debris: debris03 $Debris: debris04 #end ; debris .ani's for nebula mode. NOTE : there must always be 4 of these $DebrisNeb: gas $DebrisNeb: gas $DebrisNeb: gas $DebrisNeb: gas #end #end#English ;------------------------------------------------- ; File: KeyControl.cpp ;------------------------------------------------- 0, "Player ship changed to %s" 1, "Changed player target to %s" 2, "Soundtrack changed to: %s" 3, "Event music is not playing" 4, "Framerate delay increased to %i milliseconds per frame." 5, "Framerate delay decreased to %i milliseconds per frame." 6, "Countermeasure firing: %s" 7, "ENABLED" 8, "DISABLED" 9, "You whacked yourself down to %7.3f percent hull.\n" 10, "You are %s" 11, "now INVULNERABLE!" 12, "no longer invulnerable..." 13, "Player's target [%s] is %s" 14, "Spewing debug info about object #%d" 15, "Weapon energy and missile count will always be at full ALL SHIPS!" 16, "Weapon energy and missile count will always be at full for player" 17, "Normal weapon energy system / missile count restored" 18, "Secondary Weapon forced to %s" 19, "Primary Weapon forced to %s" 20, "Event music disabled" 21, "Event music enabled" 22, "Detail level set to %+d\n" 23, "Frame Rate test started" 24, "Species of target changed to: %s" 25, "Skill level set to %s." 26, "No target to add/remove from set %d." 27, "%s added to set %d. (F%d)" 28, "&Yes, Quit" 29, "Yes, &Restart" 30, "Do you really want to end the mission?" 31, "Cheats enabled." 32, "All movies available in Tech Room" 33, "This ship has no secondary weapons" 34, "Secondary weapon set to normal fire mode" 35, "Secondary weapon set to dual fire mode" 36, "External camera is locked, controls will move ship" 37, "External camera is free, controls will move the camera, not the ship" 38, "Radar range set to %s" 39, "** WARNING ** Collision danger. Warpout not activated." 40, "Engine failure. Cannot engage warp drive." ;------------------------------------------------- ; File: ManagePilot.cpp ;------------------------------------------------- 41, "&Retry" 42, "&Ignore" 43, "&Quit Game" 44, "Warning\nFailed to save pilot file. You may be out of disk space. If so, you should press Alt-Tab, free up some disk space, then come back and choose retry.\n" 45, "\'" 46, "\'s" 47, "&No" 48, "&Yes" 49, "Warning\nA duplicate pilot exists\nOverwrite?" 50, "*All Time Stats" 51, "Primary weapon shots:" 52, "Primary weapon hits:" 53, "Primary friendly hits:" 54, "Primary hit %:" 55, "%.1f%%" 56, "Primary friendly hit %:" 57, "Secondary weapon shots:" 58, "Secondary weapon hits:" 59, "Secondary friendly hits:" 60, "Secondary hit %:" 61, "Secondary friendly hit %:" 62, "Total kills:" 63, "Assists:" 64, "*Kills by Ship Type" 65, "Warning!\n\nAre you sure you wish to delete this pilot?" 66, "You must create a single player pilot." 67, "You must create a multi player pilot." 68, "multiplayer" 69, "single player" 70, "This will overwrite your %s pilot. Proceed?" 71, "%d of %d" ;------------------------------------------------- ; File: NavMap.cpp ;------------------------------------------------- 72, "mdls" 73, "pause" 74, "wpns" 75, "god view" 76, "plyr view" 77, "prev view" 78, "zoom in" 79, "zoom out" 80, "hit ESC to exit" ;------------------------------------------------- ; File: PlayerControl.cpp ;------------------------------------------------- 81, "Cannot warp out at this time." 82, "Unable to engage warp... ship must be able to reach %.1f km/s" 83, "passengers:\n %s" 84, "cargo: %s" 85, "Scanned" 86, "cargo: " 87, "not scanned" 88, "cargo: inspecting" 89, "scanning" 90, "missile" 91, "laser fire" 92, "%s was killed by a missile shockwave" 93, "%s was killed by a shockwave from %s exploding" 94, "%s was killed by %s" 95, "%s was killed by a blast from %s exploding" 96, "%s was killed by a collision with %s" 97, "%s was killed by a collision with debris" 98, "%s was killed by a collision with an asteroid" 99, "%s was killed by unknown causes" 100, "You have killed yourself" 101, "top view" 102, "rear view" 103, "left view" 104, "right view" ;------------------------------------------------- ; File: PopupDead.cpp ;------------------------------------------------- 105, "Quick Start Mission" 106, "Return To Flight Deck" 107, "Return To Briefing" 108, "Observer Mode" 109, "Respawn" ;------------------------------------------------- ; File: ReadyRoom.cpp ;------------------------------------------------- 110, "Warning\nThis will cause all progress in your\ncurrent campaign to be lost" 111, "Demo Campaign Is Over. Would you like to play the campaign again?" 112, "The campaign is over. To replay the campaign, either create a new pilot or restart the campaign in the campaign room." 113, "Warning\nThis will cause all progress in campaign \" ;------------------------------------------------- ; File: Stats.cpp ;------------------------------------------------- 114, "Mission Stats" 115, "Total kills" 116, "Primary weapon shots" 117, "Primary weapon hits" 118, "Primary friendly hits" 119, "Primary hit %%" 120, "Primary friendly hit %%" 121, "Secondary weapon shots" 122, "Secondary weapon hits" 123, "Secondary friendly hits" 124, "Secondary hit %%" 125, "Secondary friendly hit %%" 126, "Assists" 127, "Player Deaths" 128, "All Time Stats" ;------------------------------------------------- ; File: GameplayHelp.cpp ;------------------------------------------------- 129, ", " 130, "no binding" 131, " - " 132, "Page %d of %d" 133, "Basic Keys" 134, "Function Keys" 135, "F1" 136, "context-sensitive help" 137, "F2" 138, "options screen (available anywhere in game)" 139, "F3" 140, "hotkey assignment" 141, "F4" 142, "HUD message scroll-back" 143, "F5...F12" 144, "hotkeys" 145, "Shift-Esc" 146, "quit FreeSpace 2 immediately" 147, "Movement Keys" 148, "Basic Targeting Keys" 149, "Advanced Targeting Keys" 150, "Select target assigned to that hotkey" 151, "Shift-F5...F12" 152, "Add/remove target from that hotkey" 153, "Alt-Shift-F5...F12" 154, "Clear that hotkey" 155, "Messaging Keys" 156, "send specified order to these target(s)" 157, "Weapon Keys" 158, "Energy Management Keys" 159, "Miscellaneous Keys" 160, "ESC" 161, "invoke abort mission popup" 162, "Pause" 163, "pause game" 164, "Print Scrn" 165, "take screen shot" 166, "View Keys" 167, "Multiplayer Keys" 168, "Ingame messaging keys (tap for text, hold for voice)" ;------------------------------------------------- ; File: FreeSpace.cpp ;------------------------------------------------- 169, "Attempt to load the mission failed" 170, "FreeSpace Demo" 171, "FreeSpace" 172, "This version of Freespace has been compiled for\n\n" 173, "\n\nPress OK to continue.\n" 174, "DO NOT DISTRIBUTE!" 175, "This version of Freespace has been compiled for" 176, "Hit any key to continue." 177, "Your fighter is running out of oil. Please check under the\nhood and add more if necessary" 178, "Freespace is very tired. It is shutting down to get some rest." 179, "Mission time remaining: %d seconds" 180, "Net bytes read: %d" 181, "Net bytes written: %d" 182, "External view of player ship." 183, "View from inside player ship." 184, "jump node" 185, "Viewing %s%s\n" 186, "from " 187, "Viewing from observer\n" 188, "Viewing from self\n" 189, "Quick Start Mission" 190, "Return To Flight Deck" 191, "Return To Briefing" 192, "You have died" 193, "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run. If you think you have more than %dMB of physical memory, ensure that you aren't running SmartDrive (SMARTDRV.EXE). Any memory allocated to SmartDrive is not usable by applications\n\nPress 'OK' to continue running with less than the minimum required memory\n" 194, "Not Enough RAM" 195, "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run. If you think you have more than %dMB of physical memory, ensure that you aren't running SmartDrive (SMARTDRV.EXE). Any memory allocated to SmartDrive is not usable by applications\n" 196, "FreeSpace requires virtual memory to run.\r\n" 197, "No Virtual Memory" 198, "Not enough memory to run Freespace.\r\nTry closing down some other applications.\r\n" 199, "Not Enough Memory" 200, "Sorry, this feature is available only in the retail version" 201, "%d:" 202, "FreeSpace 2 CD not found\n\nInsert a FreeSpace 2 CD to continue" ;------------------------------------------------- ; File: Cutscenes.cpp ;------------------------------------------------- 203, "Movie not found\n\nInsert FreeSpace CD #%d to continue" 204, "Unable to play movie %s." ;------------------------------------------------- ; File: ControlsConfig.cpp ;------------------------------------------------- 205, "Conflict!" 206, "Canceled" 207, "That is a non-bindable key. Please try again." 208, "?" 209, "Control conflicts with:" 210, "More..." 211, "None" 212, ", " ;------------------------------------------------- ; File: EventMusic.cpp ;------------------------------------------------- 213, "Event music is not playing" 214, "soundtrack: %s [%s]" ;------------------------------------------------- ; File: HUD.cpp ;------------------------------------------------- 215, "x%.1f" 216, "x%.0f" 217, "message" 218, "damage" 219, "%d%%" 220, "Hull Integrity" 221, "" 222, "dead" 223, "kills:" 224, "support" 225, "aborted" 226, "complete" 227, "repairing" 228, "rearming" 229, "obstructed" 230, "warping in" 231, "busy" 232, "dock in:" 233, "subspace drive" 234, "engaged" 235, "downloading new" 236, "orders..." 237, "primary objective" 238, "secondary objective" 239, "bonus objective" 240, "failed (%d/%d)" 241, "complete (%d/%d)" 242, "failed" 243, "[voice denied]" 244, "[recording voice]" 245, "[playing voice]" ;------------------------------------------------- ; File: HUDConfig.cpp ;------------------------------------------------- 246, "2000 M" 247, "10,000 M" 248, "infinity" 249, "lead indicator" 250, "target orientation" 251, "closest attacking hostile" 252, "current target direction" 253, "mission time" 254, "reticle" 255, "throttle" 256, "radar" 257, "target monitor" 258, "center of reticle" 259, "extra target info" 260, "target shield" 261, "player shield" 262, "power management" 263, "auto-target icon" 264, "auto-speed-match icon" 265, "weapons display" 266, "monitoring view" 267, "directives view" 268, "threat gauge" 269, "afterburner energy" 270, "weapons energy" 271, "weapon linking" 272, "target hull/shield icon" 273, "offscreen indicator" 274, "comm video" 275, "damage display" 276, "message output" 277, "locked missile direction" 278, "countermeasures" 279, "objective notify" 280, "wingmen status" 281, "offscreen range" 282, "kills gauge" 283, "attacking target count" ;------------------------------------------------- ; File: HUDEscort.cpp ;------------------------------------------------- 284, "D" 285, "monitoring" 286, "Escort view enabled" 287, "Escort view disabled" 288, "Escort list is full with %d ships" ;------------------------------------------------- ; File: HUDMessage.cpp ;------------------------------------------------- 289, "Current time" ;------------------------------------------------- ; File: HUDReticle.cpp ;------------------------------------------------- 292, "0" ;------------------------------------------------- ; File: HUDSquadMsg.cpp ;------------------------------------------------- 293, "Ships" 294, "Wings" 295, "All Fighters" 296, "Reinforcements" 297, "Rearm/Repair Subsys" 298, "Abort Rearm" 299, "Destroy my target" 300, "Disable my target" 301, "Disarm my target" 302, "Destroy subsystem" 303, "Protect my target" 304, "Ignore my target" 305, "Form on my wing" 306, "Cover me" 307, "Engage enemy" 308, "Capture my target" 309, "Rearm me" 310, "Abort rearm" 311, "Depart" 312, "[pgup]" 313, "[pgdn]" 314, "No valid items" 315, "Not allowed to message" 316, "Message What" 317, "Select Ship" 318, "Select Wing" 319, "Select Ship/Wing" 320, "(*)" 321, "What Command" ;------------------------------------------------- ; File: HUDTarget.cpp ;------------------------------------------------- 322, "No target selected." 323, "Targeting subsystem %s." 324, "Deactivating sub-system targeting" 325, "Deactivating targeting system" 326, "%d%%" 327, "cm." 328, "weapons" 329, "" 330, "Targeting is disabled due to sensors damage" 331, "Messaging is restricted due to communications damage" 332, "No support ships in area. Use messaging to call one in." ;------------------------------------------------- ; File: HUDTargetBox.cpp ;------------------------------------------------- 333, "communication" 334, "comm" 335, "navigation" 336, "nav" 337, "no orders" 338, "time to: " 339, "Docked: %s" 340, "d: %.0f" 341, "%d%%" 342, "DISABLED" 343, "DISRUPTED" 344, "dis" 345, "ok" 346, "dmg" 347, "crt" 348, "debris" 349, "unknown" 350, "d: %.0f%s" 351, "s: %.0f%s" ;------------------------------------------------- ; File: HUDWingmanStatus.cpp ;------------------------------------------------- 352, "wingmen" ;------------------------------------------------- ; File: MainHallMenu.cpp ;------------------------------------------------- 353, "Exit FreeSpace 2" 354, "Barracks - Manage your FreeSpace 2 pilots" 355, "Ready room - Start or continue a campaign" 356, "Tech room - View specifications of FreeSpace 2 ships and weaponry" 357, "Options - Change your FreeSpace 2 options" 358, "Campaign Room - View all available campaigns" 359, "Multiplayer - Start or join a multiplayer game" 360, "You have not defined your type of Internet connection. Please run the Launcher, hit the setup button, and go to the Network tab and choose your connection type." 361, "Winsock is not installed. You must have TCP/IP and Winsock installed to play multiplayer FreeSpace." 362, "You have selected TCP/IP for multiplayer Freespace, but the TCP/IP protocol was not detected on your machine." 363, "You have selected Dial Up Networking as your type of connection to the Internet. You are not currently connected. You must connect to your ISP before continuing on past this point." 364, "You have indicated that you use a LAN for networking. You also appear to be dialed into your ISP. Please disconnect from your service provider, or choose " 365, "Exit Game?" 366, "Campaign Room not valid for multiplayer pilots" 367, "Not a valid multiplayer pilot!!" 368, "Load Mission not valid for multiplayer pilots" 369, "Quick Start not valid for multiplayer pilots" 370, "Skill level set to %s." 371, "Press F1 for help" ;------------------------------------------------- ; File: OptionsMenu.cpp ;------------------------------------------------- 372, "You can't change your skill level while in the middle of a mission." 373, "You can't change your skill level here for multiplayer games. Sklll level is set by the host of the game in the host options screen." 374, "Exit Game?" 375, "Cannot use HUD config when an observer!" ;------------------------------------------------- ; File: PlayerMenu.cpp ;------------------------------------------------- 376, "Single-Player Mode" 377, "Multiplayer Mode" 378, "You must select a valid pilot first" 379, "You already have the maximum # of pilots!" 380, "Error creating new pilot file!" 381, "Type Callsign and Press Enter" 382, "Warning!\n\nAre you sure you wish to delete this pilot?" 383, "Are you sure you want to delete this pilot?" 384, "Descent: FreeSpace - The Great War, Copyright %c 1998, Volition, Inc." 385, "Copyright %c 1999, Volition, Inc. All rights reserved." ;------------------------------------------------- ; File: OptionsMenuMulti.cpp ;------------------------------------------------- 386, "Ip string is invalid!" 387, "Cancel" 388, "Verifying ip address" 389, "Max # of IP addresses reached!" 390, "Error trying to playback recorded voice! Check your hardware" 391, "Cannot test mic while in a multiplayer game!" 392, "DirectSoundCapture could not be initialized. To initialize DirectSoundCapture your sound card must be full duplex and your sound card drivers must support DirectSoundCapture" 393, "Packet Overflow" ;------------------------------------------------- ; File: MissionBriefCommon.cpp ;------------------------------------------------- 394, "Stage %d of %d" 395, "Please review your objectives for this mission." ;------------------------------------------------- ; File: MissionGoals.cpp ;------------------------------------------------- 396, "Primary" 397, "Secondary" 398, "Bonus" 399, "*Primary Objectives" 400, "*Secondary Objectives" 401, "*Bonus Objectives" ;------------------------------------------------- ; File: MissionHotKey.cpp ;------------------------------------------------- 402, "Friendly ships" 403, "Enemy ships" ;------------------------------------------------- ; File: MissionLog.cpp ;------------------------------------------------- 404, "Destroyed" 405, " Kill: " 406, "Arrived" 407, "Arrived (wave %d)" 408, "Departed" 409, "docked with " 410, "Subsystem " 411, " destroyed" 412, "Undocked with " 413, "Disabled" 414, "Disarmed" 415, " called for rearm" 416, " aborted rearm" 417, "Called in as reinforcement" 418, "Cargo revealed: " 419, "%s objective " 420, "satisfied." 421, "failed." ;------------------------------------------------- ; File: MissionTraining.cpp ;------------------------------------------------- 422, "directives" 423, "Training failed" 424, "&Bind Control" 425, "&Abort mission" 426, "Warning\nYou have no control bound to the action '%s'. You must do so before you can continue with your training." ;------------------------------------------------- ; File: Chatbox.cpp ;------------------------------------------------- 427, "<%s was kicked>" ;------------------------------------------------- ; File: MissionBrief.cpp ;------------------------------------------------- 428, "Close" 429, "Skip Training\n\n\n\nAre you sure you want to skip this training mission?" 430, "No Briefing exists for mission: %s" 431, "asteroid" 432, "jump node" 433, "unknown" 434, " class" ;------------------------------------------------- ; File: MissionDebrief.cpp ;------------------------------------------------- 435, "Medal" 436, "Rank" 437, "Badge" 438, "(O)" 439, "Your career is over, Traitor! You can't accept new missions!" 440, "You are a cheater. You cannot accept this mission!" 441, "You have failed this mission and cannot accept. What do you you wish to do instead?" 442, "Return to &Debriefing" 443, "Go to &Flight Deck" 444, "&Replay Mission" 445, "%d of %d" 446, "Mission Time" 447, "Mission Kills by Ship Type" 448, "All-time Kills by Ship Type" 449, "(No ship kills this mission)" 450, "(No ship kills)" 451, "&Replay" 452, "If you choose to replay this mission, you will be required to complete it again before proceeding to future missions.\n\nIn addition, any statistics gathered during this mission will be discarded if you choose to replay." 453, "Your performance was excellent. We have no recommendations for you." 454, "&Yes" 455, "&No, retry later" 456, "Accept this mission outcome?" 457, "Because this mission was a failure, you must replay this mission when you continue your campaign.\n\nReturn to the Flight Deck?" 458, "No Debriefing for mission: %s" 459, "More" ;------------------------------------------------- ; File: MissionScreenCommon.cpp ;------------------------------------------------- 460, "At least one ship must be selected before proceeding to weapons loadout" ;------------------------------------------------- ; File: MissionShipChoice.cpp ;------------------------------------------------- 461, "Player ship has no weapons" 462, "Player %s must select a place in player wing" ;------------------------------------------------- ; File: MissionCmdBrief.cpp ;------------------------------------------------- 464, "Stage %d of %d" ;------------------------------------------------- ; File: CollideShipShip.cpp ;------------------------------------------------- 465, "Too close to planet. Taking damage!" 466, "Warpout sequence aborted." ;------------------------------------------------- ; File: Radar.cpp ;------------------------------------------------- 467, "2k" 468, "10k" ;------------------------------------------------- ; skill levels ;------------------------------------------------- 469, "Very Easy" 470, "Easy" 471, "Medium" 472, "Hard" 473, "Insane" ;------------------------------------------------- ; File: AiGoals.cpp ;------------------------------------------------- 474, "attack " 475, "dock " 476, "waypoints" 477, "destroy " 478, "form on " 479, "undock " 480, "guard " 481, "disable " 482, "disarm " 483, "evade " 484, "rearm " ;------------------------------------------------- ; File: Ship.cpp ;------------------------------------------------- 485, "No more countermeasure charges." 486, "Detonated %s!" 487, "Too far from target to acquire lock" 488, "Cannot fire %s without a lock" 489, "Cannot fire %s due to weapons system damage" 490, "This ship has no primary weapons" 491, "This ship has only one primary weapon: %s" 492, "This ship has no secondary weapons" 493, "This ship has only one secondary weapon: %s" 494, " Wing" 495, "no orders" 496, "atk %s %s" 497, "Unknown" ;------------------------------------------------- ; File: ShipFX.cpp ;------------------------------------------------- 498, "Subspace node activated" ;------------------------------------------------- ; File: ShipHit.cpp ;------------------------------------------------- 499, "Your %s subsystem has been destroyed" ;------------------------------------------------- ; File: PlayerMenu.cpp ;------------------------------------------------- 500, "Conflict: FreeSpace - Darkness Rising, Copyright %c 1998, Volition, Inc." 501, "Descent: FreeSpace - Darkness Rising, Copyright %c 1998, Volition, Inc." 502, "Conflict: FreeSpace - The Great War, Copyright %c 1998, Volition, Inc." ; ; The control config action text goes between 507 and 619. ; 507, "Target Next Ship" 508, "Target Previous Ship" 509, "Target Next Closest Hostile Ship" 510, "Target Previous Closest Hostile Ship" 511, "Toggle Auto Targeting" 512, "Target Next Closest Friendly Ship" 513, "Target Previous Closest Friendly Ship" 514, "Target Ship in Reticle" 515, "Target Target's Nearest Attacker" 516, "Target Last Ship to Send Transmission" 517, "Turn Off Auto-Targeting" 518, "Target Subsystem in Reticle" 519, "Target Next Subsystem" 520, "Target Previous Subsystem" 521, "Turn Off Auto-Targeting of Subsystems" 522, "Match Target Speed" 523, "Toggle Auto Speed Matching" 524, "Fire Primary Weapon" 525, "Fire Secondary Weapon" 526, "Cycle Forward Primary Weapon" 527, "Cycle Backward Primary Weapon" 528, "Cycle Secondary Weapon Bank" 529, "Cycle Secondary Weapon Firing Rate" 530, "Launch Countermeasure" 531, "Forward Thrust" 532, "Reverse Thrust" 533, "Bank Left" 534, "Bank Right" 535, "Pitch Forward" 536, "Pitch Backward" 537, "Turn Left" 538, "Turn Right" 539, "Set Throttle to Zero" 540, "Set Throttle to Max" 541, "Set Throttle to One-Third" 542, "Set Throttle to Two-Thirds" 543, "Increase Throttle 5 Percent" 544, "Decrease Throttle 5 Percent" 545, "Attack My Target" 546, "Disarm My Target" 547, "Disable My Target" 548, "Attack my Subsystem" 549, "Capture My Target" 550, "Engage Enemy" 551, "Form on my Wing" 552, "Ignore my Target" 553, "Protect my Target" 554, "Cover me" 555, "Return to base" 556, "Rearm me" 557, "Target Closest Attacking Ship" 558, "Chase View" 559, "External View" 560, "Toggle External Camera Lock" 561, "Free Look View" 562, "Current Target View" 563, "Increase View Distance" 564, "Decrease View Distance" 565, "Center View" 566, "View Up" 567, "View Rear" 568, "View Left" 569, "View Right" 570, "Cycle Radar Range" 571, "Communications Menu" 572, "Show Objectives" 573, "Enter Subspace (End Mission)" 574, "Target Target's Target" 575, "Afterburner" 576, "Increase Weapon Energy" 577, "Decrease Weapon Energy" 578, "Increase Shield Energy" 579, "Decrease Shield Energy" 580, "Increase Engine Energy" 581, "Decrease Engine Energy" 582, "Equalize Energy Settings" 583, "Equalize Shield" 584, "Augment Forward Shield" 585, "Augment Rear Shield" 586, "Augment Left Shield" 587, "Augment Right Shield" 588, "Transfer Energy Laser->Shield" 589, "Transfer Energy Shield->Laser" 590, "Show Damage Popup Window" 591, "Bank When Pressed" 592, "Show NavMap" 593, "Add or Remove Escort" 594, "Clear Escort List" 595, "Target Next Escort Ship" 596, "Target Closest Repair Ship" 597, "Target Next Uninspected Cargo" 598, "Target Previous Uninspected Cargo" 599, "Target Newest Ship In Area" 600, "Target Next Live Turret" 601, "Target Previous Live Turret" 602, "Target Next Hostile Bomb or Bomber" 603, "Target Previous Hostile Bomb or Bomber" 604, "(Multiplayer) Message All" 605, "(Multiplayer) Message Friendly" 606, "(Multiplayer) Message Hostile" 607, "(Multiplayer) Message Target" 608, "(Multiplayer) Observer zoom to target" 609, "Increase time compression" 610, "Decrease time compression" 611, "Toggle high HUD contrast" 612, "(Multiplayer) Toggle network info" 613, "(Multiplayer) Self destruct"; ;------------------------------------------------- ; File: GrD3D.cpp ;------------------------------------------------- 620, "Alpha channel textures" 621, "Missing Features" 622, "16-bpp RGB textures" 623, "Your video card is missing the following features required by FreeSpace:\r\n\r\n" 624, "Texture blending mode = Modulate\r\n" 625, "Source blending mode = SRCALPHA or BOTHSRCALPHA\r\n" 626, "Destination blending mode = INVSRCALPHA or BOTHINVSRCALPHA\r\n" 627, "At least 1 MB of available video memory required." ;------------------------------------------------- ; File: HUD.cpp ;------------------------------------------------- 628, "> 1 sec" 629, "%d ms" ;------------------------------------------------- ; File: HUDObserver.cpp ;------------------------------------------------- 630, "K: " ; Kills 631, "A: " ; Assists ;------------------------------------------------- ; File: JumpNode.cpp ;------------------------------------------------- 632, "Jump Node %d" ;------------------------------------------------- ; File: MissionWeaponChoice.cpp ;------------------------------------------------- 633, "A %s is unable to carry %s weaponry" ;------------------------------------------------- ; File: chat_api.cpp ;------------------------------------------------- 634, "Unrecognized command" 635, "** CTCP Message from %s (%s)" 636, "** %s has joined %s" 637, "*** %s has kicked %s from channel %s (%s)" 638, "*** %s is now known as %s" 639, "**Error: %s is not online!" 640, "Your nickname contains invalid characters" ;------------------------------------------------- ; File: Multi.cpp ;------------------------------------------------- 641, "Cancel" 642, "Contact lost with server. Stopping simulation until contact reestablished. Press Cancel to exit game." ;------------------------------------------------- ; File: multi_campaign.cpp ;------------------------------------------------- 643, "The Campaign Is Complete. Thank You For Playing" 644, "Campaign ship/weapon pool\n" ;------------------------------------------------- ; File: multi_endgame.cpp ;------------------------------------------------- 645, "&Cancel" 646, "Waiting for clients to disconnect" 647, "Warning - quitting will end the game for all players!" 648, "Are you sure you want to quit?" 649, "" 650, "" 651, "You have been kicked" 652, "The server has left the game" 653, "Your mission file has been rejected by the server" 654, "The game has ended while you were ingame joining" 655, "You have waited too long to select a ship" 656, "Contact with server has been lost" 657, "Failed to connect to server on reliable socket" 658, "Failed to load mission file properly" 659, "Unable to create ingame join player ship" 660, "Recevied bogus packet data while ingame joining" 661, "Server transfer failed (obsolete)" 662, "Server encountered errors trying to assign players to ships" 663, "Host has left the game, aborting..." 664, "Team captain(s) have left the game, aborting..." 665, "There was an error receiving the mission file!" ;------------------------------------------------- ; File: multi_fstracker.cpp ;------------------------------------------------- 666, "Warning, Parallax Online startup failed. Will not be able to play tracker games!" 667, "&Cancel" 668, "Attempting to validate pilot ..." 669, "&Ok" 670, "Pilot rejected by Parallax Online!" 671, "Successfully created and validated new pilot!" 672, "Parallax Online pilot validation succeeded!" 673, "&Abort" 674, "&Retry" 675, "Validation timed out" 676, "Sending player stats requests ..." 677, "Parallax Online stats store succeeded!" 678, "Parallax Online stats store failed!" 679, "Attempting to get pilot stats ..." 680, "Getting player stats for %s...\n" 681, "Updating player stats for %s...\n" ;------------------------------------------------- ; File: multi_ingame.cpp ;------------------------------------------------- 682, "Time remaining : %d s\n" 683, "Ships packet ack (ingame)\n" 684, "Wings packet (ingame)\n" 685, "Respawn points packet (ingame)\n" 686, "You have been denied the requested ship" ;------------------------------------------------- ; File: multi_kick.cpp ;------------------------------------------------- 687, "<%s was kicked>" ;------------------------------------------------- ; File: multi_observer.cpp ;------------------------------------------------- 688, "Observer Ship" ;------------------------------------------------- ; File: multi_pinfo.cpp ;------------------------------------------------- 689, "Invalid Image" 690, "Waiting" 691, "Image Transferring" 692, "No Image" 693, "No missions flown" ;------------------------------------------------- ; File: multi_pmsg.cpp ;------------------------------------------------- 694, "ALL : " 695, "FRIENDLY : " 696, "HOSTILE : " 697, "TARGET : " 698, "" 699, "ORDER FROM <%s> : " 700, "Attack %s" 701, "Disable %s" 702, "Protect %s" 703, "Ignore %s" 704, "Disarm %s" 705, "Disable subsystem %s on %s" 706, "Form on my wing" 707, "Cover me" 708, "Engage enemy!" ;------------------------------------------------- ; File: multi_strans.cpp ;------------------------------------------------- 709, "Server transfer" 710, "\'s game" 711, "Server Transfer Complete!" ;------------------------------------------------- ; File: multi_voice.cpp ;------------------------------------------------- 712, "<%s is speaking>" ;------------------------------------------------- ; File: multi_xfer.cpp ;------------------------------------------------- 713, "&Ok" 714, "An outdated copy of this file exists, but it cannot be overwritten by the server because it is set to be read-only. Change the permissions on this file next time." ;------------------------------------------------- ; File: MultiMsgs.cpp ;------------------------------------------------- 715, "Player %s has tried to join, accept y/n ?" 716, "%s has entered the game\n" 717, "<%s has joined>" 718, "<%s was kicked>" 719, "%s has left the game" 720, "Received mission start\n" 721, "Received player settings packet\n" 722, "You have been rejected because the game is not in an appropriate state to accept" 723, "You have been rejected because this is a Parallax Online game and you are not a registered Parallax Online pilot" 724, "You have been rejected because this is a password protected game" 725, "You have been rejected because this is a closed game and the mission is in progress" 726, "You have been rejected because the netgame is forming and the host has temporarily closed it" 727, "You have been rejected because this is a rank limited game and your rank is too high" 728, "You have been rejected because this is a rank limited game and your rank is too low" 729, "You have been rejected because there is an identical player already in the game" 730, "You have been rejected because the game is full" 731, "You have been rejected because you are banned from this server" 732, "You have been rejected because this game does not allow observers" 733, "You cannot join at this time since someone else is currently joining. Try again shortly." 734, "You cannot join this game because you are running an older version of FreeSpace than the server. Exit FreeSpace, and choose the 'Update FreeSpace' button in the FreeSpace launcher to download the latest version of FreeSpace." 735, "Weapon slots packet\n" 736, "Player %s has tried to join - allow (y/n) ?" ;------------------------------------------------- ; File: MultiTeamSelect.cpp ;------------------------------------------------- 737, "C" ; Team captain 738, "AI" ; Artificial Intellegence 739, "Class" 740, "Type" 741, "Length" 742, "Max Velocity" 743, "%d m/s" 744, "Maneuverability" 745, "Armor" 746, "Gun Mounts" 747, "Missile Banks" 748, "Manufacturer" 749, "Ships/Weapons Locked" 750, "Ships/Weapons Are Now Free" 751, "Players have not yet been assigned to their ships" 752, "You have not yet assigned all necessary ships" 753, "There are ships without primary weapons!" 754, "There are ships without secondary weapons!" ;------------------------------------------------- ; File: MultiUI.cpp ;------------------------------------------------- 755, "more" 756, "Network Error. Try exiting and restarting FreeSpace to clear the error. Otherwise, please reboot your machine." 757, "No games found!" 758, "No game selected!" 759, "Still waiting on previous join request!" 760, "Not implemented yet!" 761, "> 1 sec" 762, " ms" ; Milliseconds 763, "" 764, "Forming" 765, "Briefing" ; multiplayer 766, "Debrief" 767, "Paused" 768, "Playing" 769, "Unknown" 770, "Accepted. Waiting for player data." 771, "Join request timed out!" 772, "Joining ingame is currently not allowed for team vs. team games" 773, "Sending join request..." 774, "Servers on Channel: %s" 775, "Warning - You have low object updates selected. A server with low object updates will not be able to handle more than 1 client without performance problems" 776, "Low update level caps all bandwidth at ~2000 bytes/second. It is appropriate for clients with 28.8 modems, but is not reccomended for servers. In addition, any clients connecting to this server should use low object updates as well. To change your settings go to the options menu (f2), and select the Multi button" 777, "Warning - You have medium object updates selected. A server with medium object updates will not be able to handle more than 1 or 2 clients without performance problems" 778, "Medium update level caps all bandwidth at ~4000 bytes/second. It is appropriate for clients with 56.6 modems, but is not reccomended for servers. In addition, any clients connecting to this server should use low object updates as well. To change your settings go to the options menu (f2), and select the Multi button" 779, "&Cancel" 780, "&Continue" 781, "&More info" 782, "%s game" ; %s will be a pilot's name 783, "Temporary name" 784, "Illegal value for a host of your rank (%s)\n" 785, "lieutenant" 786, "Lt. " ; lieutenant 787, "(O)" ; Observer 788, "Please wait until all clients have finished joining" 789, "No mission selected!" 790, "No campaign selected!" 791, "There are too many observers in the game\n\nMax : %d\nCurrently %d\n\nPlease dump a few" 792, "There are too many players in the game\n\nMax : %d\nCurrently %d\n\nPlease dump a few" 793, "Teams and/or team captains are not assigned properly" 794, "You need 1 CD for every 4 players!" 795, "NA" ; Not applicable 796, "Warning\nRespawn count in greater than mission specified max (%d)" 797, "Warning\nMission time limit is greater than max allowed (%d)" 798, "Warning\nObserver count is greater than max allowed (%d)" 799, "Warning\nMission kill limit is greater than max allowed (%d)" 800, "Warning\nvoice wait time is greater than max allowed (%d)" 801, "Launch" 802, "Mission Loading" 803, "Ingame Ship Select" 804, "Debriefing" 805, "Mission Sync" 806, "Joining" 807, "Joined" 808, "Slot Ack" 809, "Ship Select" 810, "Weapon Select" 811, "Waiting" 812, "In Mission" 813, "Mission Loaded" 814, "Data loading" 815, "Ready To Enter Mission" 816, "Ingame Ships Packet Ack" 817, "Ingame Wings Packet Ack" 818, "Ingame Respawn Points Ack" 819, "Ingame Weapon Slots Ack" 820, "Post Briefing Data Block Ack" 821, "Flags Ack" 822, "Parallax Online Stats Updating" 823, "Weapon Slots Ack" 824, "Host setup" 825, "Debrief accept" 826, "Debrief replay" 827, "Campaign ship/weapon ack" 828, "Mission file xfer %d%%" 829, "Mission file xfer" 830, "Server performing sync\n" 831, "Send update packet\n" 832, "Got file signatures\n" 833, "Sending update state packet\n" 834, "Sent filesig request\n" 835, "Sent load packet\n" 836, "Loaded mission locally\n" 837, "Moving to team select\n" 838, "Client performing sync\n" 839, "Sending post briefing block information\n" 840, "Sending weapon slots information\n" 841, "Sending player settings packets\n" 842, "Moving into game\n" 843, "Sending mission start packet\n" 844, "&Accept" 845, "&Toss" 846, "(Continue Netgame)\nDo you wish to accept these stats?" 847, "(Exit Netgame)\nDo you wish to accept these stats?" 848, "&Leave" 849, "Are you sure you want to leave the netgame before stats are stored?" 850, "" 851, "" ;------------------------------------------------- ; File: MultiUtil.cpp ;------------------------------------------------- 852, "no other network players are present" 853, "zapped" 854, "caulked" 855, "killed" 856, "waxed" 857, "popped" 858, "murdered" 859, "bludgeoned" 860, "destroyed" 861, "iced" 862, "obliterated" 863, "toasted" 864, "roasted" 865, "turned into anti-matter" 866, "killed like a pig" 867, "taught a lesson" 868, "slaughtered with impunity" 869, "spanked like a naughty boy" 870, "skunked" 871, "beat senseless" 872, "shot up" 873, "spaced" 874, "hosed" 875, "capped" 876, "beat down" 877, "hit wit da shizzo" 878, "sk00led" 879, "whooped up" 880, "brought to the all-you-can-take whoop ass buffet" 881, "served up a whoop ass sandwich...hold the mercy" 882, "gibbed by Kayser Sozay's rocket" 883, "shot down" 884, "given early retirement" 885, "instructed" 886, "eviscerated" 887, "pummelled" 888, "eradicated" 889, "cleansed" 890, "perforated" 891, "canned" 892, "decompressed" 893, "says" 894, "bleats" 895, "opines" 896, "postulates" 897, "declares" 898, "vomits out" 899, "whines" 900, "barks" 901, "<%s has left>" 902, "Dumping %s after prolonged inactivity" 903, "[ipx address here]" 904, "Standalone Ship" 905, "Stats collected for %7.3f seconds\n" 906, "Callsign\tBytes read/s\tBytes written/s\n" 907, "Couldn't find network stats for %s ... skipping\n" 908, "-------------------------\nTotal:\t%d\t%d\n" 909, "\n\nPer Packet Statistics\n---------------\nPacket #\tNum Packets Sent\tTotal Bytes\t%% of total\n" ;------------------------------------------------- ; File: PsNet.cpp ;------------------------------------------------- 910, "[no networking]" ;------------------------------------------------- ; File: stand_gui.cpp ;------------------------------------------------- 911, "# Connections : " 912, "Host connected ? Yes" 913, "Host connected ? No" 914, "> 1 sec" 915, " ms" 916, "Standalone Server" 917, "Primary Objectives" 918, "Secondary Objectives" 919, "Bonus Objectives" 920, "none" 921, "Tree View" 922, "The standalone server has failed to log in to Parallax Online!" 923, "VMT Warning!" 924, " %s" 925, "ok" 926, "cancel" 927, "&apply" 928, "Help" 929, "Shutdown" 930, "Connections" 931, "Multi-Player" 932, "Player info" 933, "God Stuff" 934, "Debug" 935, "Freespace Standalone" ;------------------------------------------------- ; File: multi_pxo.cpp ;------------------------------------------------- 936, "&Create Acct" 937, "&Verify Acct" 938, "PXO Login not accepted. You may visit the Parallax Online website to create or verify your login. Or you may click Cancel to play without using the Parallax Online service. (You may switch back to Parallax Online from the Options Menu under the Multi tab.)" 939, "Retrieving Public Channels" 940, "Failed to connect to Parallax Online" 941, "You have been kicked" 942, "You have been disconnected from the server" 943, "Warning\nCould not locate/launch default Internet Browser" 944, "No channels!" 945, "Already trying to join a channel!" 946, "Could not get stats for %s\n(May not be a registered pilot)" 947, "Failed to connect to Parallax Online!" 948, "Cancel" 949, "Logging into Parallax Online" 950, "*** %s has left" 951, "Connected to Parallax Online" 952, "Refreshing Public Channel List" 953, "Switching channels" 954, "No channel (error while switching)" 955, "%s on %s" ; on 956, "Parallax Online - No Channel" 957, "private message from " 958, "private_message_from " 959, "private message to " 960, "private_message_to " 961, "Type the name of the channel to join/create" 962, "Enter user to be found" 963, "Searching for %s" 964, "User not found" 965, "Player is logged in but is not on a channel" 966, "Found %s on :" 967, "Found %s on a private channel" 968, "Getting player stats" 969, "Retrieving player tracker id" 970, "No missions flown" ;------------------------------------------------- ; File: Sound.cpp ;------------------------------------------------- 971, "DirectSound could not be initialized. If you are running any applications playing sound in the background, you should stop them before continuing." 972, "Could not properly initialize the Microsoft ADPCM codec.\n\nPlease see the readme.txt file for detailed instructions on installing the Microsoft ADPCM codec." ;------------------------------------------------- ; File: multi_update.cpp ;------------------------------------------------- 973, "Could not connect to website" 974, "Could not find website" 975, "Could not send data to website" 976, "Could not create version file" 977, "Could not get data from website" 978, "There was an error verifying your version of Freespace, if you continue, you will not necessarily be up to date" 979, "Error opening version info file" 980, "A new version of Freespace is available. You must update to the new version to play on PXO\n\nAuto update now?" 981, "Verifying Freespace Version" ;------------------------------------------------- ; File: multi_pxo.cpp ;------------------------------------------------- 982, "Joining last channel (" 983, "Unable to join last channel" 984, "Autojoining public channel" 985, "Unable to autojoin public channel" ;------------------------------------------------- ; File: main_ ;------------------------------------------------- 986, "You must define your connection speed. Please run the Launcher, hit the setup button, and go to the Network tab and choose your connection speed." ;------------------------------------------------- ; File: multi_endgame.cpp ;------------------------------------------------- 987, "There was an error parsing the mission file. This file contains illegal data" ; ------------------------------------------------ ; NEW MISSION DISK TEXT ; ------------------------------------------------ ; freespace.cpp 988, "Unable to copy freespace.exe from update directory to installed directory. You should copy freespace.exe from the update directory (located in your FreeSpace install directory) to your install directory" ; readyroom.cpp 989, "Single Mission\n\n%s" 990, "Campaign Mission\n\n%s" 991, "Loading missions" 992, "Loading campaign missions" ; multimsgs.cpp 993, "You cannot join this game because you are not running the Freespace Mission Disk" ; multiui.cpp 994, "You have selected a mission or campaign with Mission Disk content, but there are non-Mission Disk players present" 995, "&Back" 996, "You have selected a mission which is either invalid or unknown to PXO. Your stats will not be saved if you continue" 997, "Warning\n\nIf you start a PXO mission by yourself, your stats will not be updated" ; multi_endgame.cpp 998, "You were kicked because mission file xfer failed" 999, "You were kicked because you do not have the builtin mission" 1000, "You were kicked because you were ingame joining a game that has ended" ; multi_fstracker.cpp 1001, "" 1002, "" ; multi_kick.cpp 1003, "<%s was kicked because of mission file xfer failure>" 1004, "<%s was kicked for not having builtin mission %s>" 1005, "<%s was kicked for ingame joining an ended game>" ; multiui.cpp 1006, "Warning\n\nThis pilot has played PXO games. If you continue and play a non-PXO game, your stats will not be updated" ; multi_pinfo.cpp 1007, "Rank" 1008, "Missions Flown" 1009, "Flight Time" 1010, "Last Flown" 1011, "Fighter Kills" 1012, "Primary Shots Fired" 1013, "Primary Hit %" 1014, "Secondary Shots Fired" 1015, "Secondary Hit %" ; control_config.cpp 1016, "Turn (Yaw) Axis" 1017, "Pitch Axis" 1018, "Bank Axis" 1019, "Absolute Throttle Axis" 1020, "Relative Throttle Axis" 1021, "Joystick/Mouse X Axis" 1022, "Joystick/Mouse Y Axis" 1023, "Joystick Z Axis" 1024, "Joystick rX Axis" 1025, "Joystick rY Axis" 1026, "Joystick rZ Axis" 1027, "Left Button" 1028, "Right Button" 1029, "Mid Button" 1030, "L/R" 1031, "U/B" 1032, "N" 1033, "Y" ; new stuff 12/2/98 - barracks screen 1034, "Create" 1035, "Accept" 1036, "Options" 1037, "Medals" 1038, "Remove" 1039, "Select" 1040, "Clone" 1041, "Single" 1042, "Multi" 1043, "Convert" ; new stuff 12/3/98 - multi_fstracker.cpp and multiui.cpp 1044, "" 1045, "You are playing with a hacked ships.tbl, your stats will not be saved" 1046, "" 1047, "You are playing with a hacked weapons.tbl, your stats will not be saved" 1048, "" 1049, "" 1050, "This is not a PXO validated mission, your stats will not be saved" 1051, "You or the server you are playing on has a hacked ships.tbl. Your stats will not be updated on PXO" 1052, "You or the server you are playing on has a hacked weapons.tbl. Your stats will not be updated on PXO" ; new stuff 12/14/98 1053, "No/Invalid Image" 1054, "We have no recommendations for you." ; new stuff 1/28/99 1055, "Technical Database" 1056, "Mission Simulator" 1057, "Cutscenes" 1058, "Credits" 1059, "Exit" 1060, "Single Missions" 1061, "Campaign Missions" 1062, "Commit" 1063, "Mission" 1064, "Filename" 1065, "Weapons" 1066, "Intelligence" 1067, "Ship Selection" 1068, "Weapon Loadout" ;------------------------------------------------- ; New stuff for MissionLog interface screen 1/29/99 File: HUDConfig.cpp ;------------------------------------------------- 1069, "Continue" 1070, "Events" 1071, "Objectives" 1072, "Messages" ;------------------------------------------------- ; New stuff for Squad War ;------------------------------------------------- 1073, "You need to have at least %d players per squad for Squad War" ; new stuff 2/15/99 1074, "Validating mission %s" 1075, "Validating squad war" 1076, "Please enter the match code" 1077, "SquadWar match does not check out. Please make sure the code you entered was correct and all players are valid members of their respective squads" 1078, "Storing SquadWar results" 1079, "" 1080, "" ; new stuff 2/21/99 for beam weapons 1081, "%s was killed by a beam from an unknown source" 1082, "%s was destroyed by a beam from %s" ; ---------------------------------------------------------- ; File: 3d_detect.cpp ; ---------------------------------------------------------- 1083, "No 3D acceleration" ; ---------------------------------------------------------- ; File: Video_tab.cpp ; ---------------------------------------------------------- 1084, "Video" 1085, "Currently Selected Video Mode:" 1086, "A 3D accelerated video card must be selected in order to run Freespace 2. Select your desired renderer from the above drop-down list." 1087, "Detect Available Cards" 1088, "Options:" 1089, "Interlaced cutscenes" 1090, "Fast clear for cutscenes" 1091, "Fast Direct3D textures (lower visual quality)" 1092, "Freespace 2 requires Glide or Direct3D hardware accleration. You will not be able to run Freespace 2 without it" 1093, "Warning" ; ---------------------------------------------------------- ; File: DirectXTab.cpp ; ---------------------------------------------------------- 1094, "Up to Date" 1095, "Update Required" 1096, "Need to Install" 1097, "Windows NT has DirectX built in. If you are running NT 4.0 you should have Service Pack 3 (SP3) or later installed. For detailed information on NT Service Packs (including download links), go to:\n%s.\n\nDo you want to go to this link?" 1098, "Your version of DirectX is less than 5.0. It is recommended that you install DirectX 5.0 on your system.\n\nDo you want to install DirectX 5.0?\n\n" 1099, "Your version of DirectX is up to date.\nFor detailed information on the latest version of DirectX (including download links), go to:\n%s.\n\nDo you want to go to this link?" 1100, "DirectX Version Info" 1101, "Your DirectX Version" 1102, "Your Version Status" 1103, "Freespace 2 requires DirectX 3.0 (or greater). DirectX 6.0 is required for Direct3D, Force Feedback, and Direct Sound 3D." 1104, "Install/Update DirectX" ; ---------------------------------------------------------- ; File: FSLaunch.cpp ; ---------------------------------------------------------- 1105, "FreeSpace 2 Launcher" 1106, "FreeSpace 2 Demo Launcher" 1107, "The operating system is out of memory or resources." 1108, "The .EXE file is invalid (non-Win32 .EXE or error in .EXE image)." 1109, "The operating system denied access to the specified file." 1110, "The filename association is incomplete or invalid.\r\n(You need to have a default Internet browser installed)" 1111, "The DDE transaction could not be completed because other DDE transactions were being processed." 1112, "The DDE transaction failed." 1113, "The DDE transaction could not be completed because the request timed out." 1114, "The specified dynamic-link library was not found." 1115, "There was not enough memory to complete the operation." 1116, "A sharing violation occurred." 1117, "\r\nNo web browser found. There isn't one installed or if \r\none is installed, it isn't set to be the default browser.\r\n\r\n" 1118, "Unknown error occurred." ; ---------------------------------------------------------- ; File: FSLaunchDlg.cpp ; ---------------------------------------------------------- 1119, "Warning!" 1120, "You must allow Setup to configure your default settings before playing Freespace 2 for the first time.\n\nTo do this, press the 'Setup' button from the main menu and examine each tab. Then, press the 'OK' button at the bottom." 1121, "No Rendering Device Selected!" 1122, "You must allow Setup to configure your Video Card setting before playing Freespace 2.\n\nTo do this, press the 'Setup' button from the main menu and click on the Video Tab. Then, press the 'Detect Available Cards' button and choose your video mode. Finally, press the 'OK' button at the bottom." 1123, "DirectX 3.0 or higher Required!" 1124, "You must install DirectX 3.0 or higher to run Freespace 2.\n\nTo do this, press the 'Setup' button from the main menu and click on the 'DirectX' tab and follow the direction on it." 1125, "Error Launching FreeSpace" 1126, "Setup" 1127, "Error Loading README.TXT" 1128, "No uninstall information found." 1129, "Are you sure you want to delete '%s' and all of its components?" 1130, "Confirm File Deletion" 1131, "Error Launching Uninstaller" 1132, "Welcome to FreeSpace 2!" 1133, "Since this is your first time running FreeSpace 2, you will now be automatically taken to the Setup window. \n\nNOTE TO USER:\nIt is important that you view each section of the Setup window and configure it to your liking. Press the Help button if you have questions about a particular section. Once you are satisfied with your settings, select the OK button at the bottom of the Setup window to save them." ; ---------------------------------------------------------- ; File: JoystickTab.cpp ; ---------------------------------------------------------- 1134, "Joystick" 1135, "" 1136, "Current Joystick" 1137, "Enable Force Feedback" 1138, "Enable Directional Hit (Force Feedback)" 1139, "Calibrate" 1140, "Detect Available Joysticks" ; ---------------------------------------------------------- ; File: Launch_utils.cpp ; ---------------------------------------------------------- 1141, "FreeSpace CD not located. Please insert FreeSpace CD #1 and select OK to continue." ; ---------------------------------------------------------- ; File: MiscTab.cpp ; ---------------------------------------------------------- 1142, "Misc" 1143, "Select Language" 1144, "Optional Command Line" 1145, "Couldn't Uninstall" ; ---------------------------------------------------------- ; File: NetWorkTab.cpp ; ---------------------------------------------------------- 1146, "Network" 1147, "Internet Connection" 1148, "Connection Speed" 1149, "None" 1150, "Dialup Networking" 1151, "LAN/Direct Connection (and AOL)" 1152, "None Specified" 1153, "Slower than 56K Modem" 1154, "56K Modem" 1155, "Single Channel ISDN" 1156, "Dual Channel ISDN, Cable Modems" 1157, "T1, ADSL, T3, etc." 1158, "Error reading CD." ; ---------------------------------------------------------- ; File: SpeedTab.cpp ; ---------------------------------------------------------- 1159, "Speed" 1160, "Low" 1161, "Medium" 1162, "High" 1163, "Very High" 1164, "Default Detail Level:" 1165, "Properties" 1166, "CPU Type:" 1167, "CPU Speed:" 1168, "Total RAM:" 1169, "RAM Transfer Rate:" 1170, "VRAM Transfer Rate:" 1171, "3D Graphics Accelerator*:" 1172, "*Configured in the 'Video' tab." 1173, "Detect" ; ---------------------------------------------------------- ; File: AudioTab.cpp ; ---------------------------------------------------------- 1174, "Audio" 1175, "Aureal sound card detected, but you need updated drivers. Download them from www.a3d.com" 1176, "This is non-Aureal-certified A3D!\nPlease upgrade your drivers at www.a3d.com" 1177, "No Sound" 1178, "Currently Selected Sound Card" 1179, "Detect Available Sound Cards" 1180, "Enable Launcher Sounds" ; ---------------------------------------------------------- ; File: UpdateDlg.cpp ; ---------------------------------------------------------- 1181, "The Freespace 2 Launcher needs to be updated to a newer version.\nHowever, the replacement executable or patch file could not be accessed.\n\nTherefore, the Launcher cannot be updated at this time." 1182, "The Freespace 2 Launcher needs to be updated to a newer version.\nHowever, the Update Launcher executable could not be found (or could not be accessed).\n\nTherefore, the Launcher cannot be updated at this time." 1183, "The Freespace 2 Launcher needs to be updated to a newer version.\nIt will now be shutdown, modified, and then restarted.\n\nThis may take several seconds..." 1184, "Launcher Update" 1185, "Error!" 1186, "Up to date" 1187, "Waiting for User" 1188, "Select Patch Download Site" 1189, "Patching Failed!!" 1190, "Connecting" 1191, "Downloading File" 1192, "URL redirected" 1193, "Download Cancelled" 1194, "Sorry, there is no message of the day." 1195, "Unable to continue!! Press Cancel." 1196, "Unable to continue" 1197, "File not Found Error" 1198, "File Download HTTP error. Status code: %d" 1199, "Downloading MOTD File" 1200, "Downloading Version Info File" 1201, "Downloading Sites File" 1202, "Unable to read sites from version.nfo" 1203, "Downloading Patch File" 1204, "Download %d bytes of %d (%d%%)" 1205, "Couldn't parse Version file!" 1206, "The Freespace 2 Auto-Update program could not find your current game Version in the system registry.\n\nThis should be corrected by starting up the game, exiting the game, and then running the Auto-Update program." 1207, "Unable to Determine User's Version" 1208, "Press OK to download the new version of Freespace 2!!" 1209, "A new version of Freespace 2 is available!!! Press the OK button to download it." 1210, "Determination: No Update Necessary" 1211, "Your Freespace 2 version %d.%02d is currently up to date." 1212, "Patching Error" 1213, "Processing %s" 1214, "File Complete!" 1215, "Searching for systems to update..." 1216, "Patching Failed!" 1217, "Patch Library not found." 1218, "Patch Library not found. Cannot Patch Freespace 2." 1219, "Beginning Patching..." 1220, "Patching Complete!" ; ---------------------------------------------------------- ; File: DownloadThread.cpp ; ---------------------------------------------------------- 1221, "Error: URL could not be parsed" 1222, "Error: Site redirects with no new location" 1223, "Insufficient disk space to download file: " 1224, "Error trying to download file" 1225, "Error trying to write file" ; ---------------------------------------------------------- ; File: SiteSelectionDlg.cpp ; ---------------------------------------------------------- 1226, "You must select a download site." 1227, "Site Selection" 1228, "You must select a download site." 1229, "Site Name" 1230, "URL" 1231, "Location" 1232, "The site info file could not be opened and parsed." ; ---------------------------------------------------------- ; Localize launcher dialog box text ; ---------------------------------------------------------- 1233, "Freespace 2 Auto-Update" 1234, "Message of the Day:" 1235, "Your Version:" 1236, "Latest Version:" 1237, "Progress:" 1238, "Status:" 1239, "Patch Download Site Selection" 1240, "Select the site you wish to download from:" ; ---------------------------------------------------------- ; Localize Launcher Updater ; ---------------------------------------------------------- 1241, "Updating the Freespace 2 Launcher..." 1242, "Please Wait" 1243, "ERROR: This program was executed outside of the Freespace 2 Launcher!" 1244, "ERROR: Could not find file: %s" 1245, "ERROR: Could not access file: %s" 1246, "ERROR: Could not delete file: %s" 1247, "ERROR: Could not rename file: %s" 1248, "ERROR: The patch application function could not be obtained from the DLL." 1249, "ERROR: The patch could not be completed successfully." 1250, "Starting up the old Freespace 2 Launcher..." 1251, "Starting up the new Freespace 2 Launcher..." 1252, "ERROR: The Launcher could not be restarted." 1253, "Freespace 2 Launcher Update Error" 1254, "The launcher has not been updated." ; ---------------------------------------------------------- ; New pilot, unassigned squadron ; 1255, "Unassigned" ; ---------------------------------------------------------- ; Multi create interface ; 1256, "All" 1257, "Coop" 1258, "Team" 1259, "Dogfight" 1260, "Refresh Missions" 1261, "Pilot Info" 1262, "Missions" 1263, "Campaigns" 1264, "1" 1265, "2" 1266, "Kick" 1267, "Host Options" 1268, "Create Game" 1269, "Players" ; ---------------------------------------------------------- ; Multi player screens ; 1270, "Lock" ; ---------------------------------------------------------- ; multiplayer hacked data warnings ; 1271, "has hacked tables/data" 1272, "One or more players has hacked data files. You cannot play a SquadWar match unless all clients have legal data" 1273, "One or more players has hacked data files. If you continue, stats will not be stored at the end of the mission" 1274, "One or more players has hacked data files" ; ---------------------------------------------------------- ; TvT reporting ; 1275, "" 1276, "" 1277, "" 1278, "" 1279, "" ; ---------------------------------------------------------- ; Host options screen ; 1280, "Highest rank" 1281, "Team / wing-leader" 1282, "Any" 1283, "Host" 1284, "Skill level" 1285, "On" 1286, "Off" 1287, "Host modifies ships" 1288, "Respawn Limit" 1289, "AI Orders" 1290, "End Mission" 1291, "Time Limit" 1292, "Min" 1293, "Kill Limit" 1294, "Observers" 1295, "Voice Transmission" 1296, "Voice Quality" 1297, "Message Duration" 1298, "Voice Wait" ; ---------------------------------------------------------- ; Multi join screen ; 1299, "Refresh" 1300, "Join as" 1301, "Observer" 1302, "Game" 1303, "Join" 1304, "Status" 1305, "Server" 1306, "Players" 1307, "Ping" ; ---------------------------------------------------------- ; Multi join-wait screen ; 1308, "Team 1" 1309, "Team 2" 1310, "Pilot" 1311, "Info" 1312, "Choose Team" ; ---------------------------------------------------------- ; PXO screen ; 1313, "Web" 1314, "Ranking" 1315, "Find" 1316, "Motd" 1317, "Channel" 1318, "Private" 1319, "Games" 1320, "Squad" 1321, "Channels" ; ---------------------------------------------------------- ; Multi start game screen ; 1322, "Open" 1323, "Closed" 1324, "Restricted" 1325, "Password Protected" 1326, "Allow Rank" 1327, "Above" 1328, "Below" 1329, "Start Game" 1330, "Title" 1331, "Game Type" ; ---------------------------------------------------------- ; Multi password popup ; 1332, "Enter Password" ; ---------------------------------------------------------- ; Debrief screen ; 1333, "Statistics" 1334, "Recommendations" ; ---------------------------------------------------------- ; View Footage screen ; 1335, "Play" ; ---------------------------------------------------------- ; Loading bar ; 1336, "Loading" ; ---------------------------------------------------------- ; Ship select screen ; 1337, "Reset" ; ---------------------------------------------------------- ; New death messages ; 1338, "%s was killed by friendly fire from %s" 1339, "%s was destroyed by friendly beam fire from %s" ; ---------------------------------------------------------- ; Control config screen ; 1340, "Targeting" 1341, "Ship" 1342, "Invert" 1343, "Undo" 1344, "Defaults" 1345, "Search" 1346, "Bind" 1347, "Clear" 1348, "Conflict" 1349, "All" 1350, "Selected" ; ---------------------------------------------------------- ; Options screen ; 1351, "Detail" 1352, "Control" 1353, "Config" 1354, "HUD" 1355, "Preset Detail Levels" 1356, "Custom" 1357, "Planets/backgrounds" 1358, "Target View Rendering" 1359, "Weapon Extras" 1360, "Model Detail" 1361, "Nebula Detail" 1362, "3D Hardware Textures" 1363, "Particles" 1364, "Impact Effects" 1365, "Shield Hit Effects" 1366, "Stars" 1367, "Lighting" 1368, "Briefing Voice" 1369, "Volume" 1370, "Effects" 1371, "Music" 1372, "Voice" 1373, "Mouse" 1374, "Sensitivity" 1375, "Brightness" 1376, "Joystick" 1377, "Deadzone" ; ------------------------------------------------ ; Multi options screen ; 1378, "TCP" 1379, "IPX" 1380, "IP Address" 1381, "add" 1382, "rem." 1383, "PXO" 1384, "Login" 1385, "Password" 1386, "Squadron" 1387, "Broadcast Locally" 1388, "General" 1389, "Mic test" 1390, "Mute" 1391, "Object Update" 1392, "Lan" 1393, "Pilot / Squad Images" 1394, "Yes" 1395, "No" 1396, "Transfer Missions" 1397, "/multidata" 1398, "/missions" 1399, "Flush Cache" 1400, "Never" 1401, "Before Game" ; ------------------------------------------------ ; New multiplayer warnings ; 1402, "You have selected IPX for multiplayer Freespace, but the IPX protocol was not detected on your machine." ; ------------------------------------------------ ; campaign screen ; 1403, "Restart" 1404, "Campaign" ; ------------------------------------------------ ; red alert screen ; 1405, "Replay" 1406, "Incoming Transmission" ; ------------------------------------------------ ; new stuff 7/18/99 ; 1407, "complete" ; support ship complete 1408, "Create" ; multiplayer server list 1409, "Select" ; campaign room 1410, "Mission" ; incoming transmission / red-alert 1411, "Misc" ; control config 1412, "Game" ; options screen 1413, "Clear" ; control config - delete/clear all 1414, "Clear" ; control config - delete/clear selected 1415, "Config" ; options - HUD config 1416, "Exit" ; PXO 1417, "Exit" ; multiplayer host options 1418, "Exit" ; tech database 1419, "Exit" ; tech cutscenes 1420, "Exit" ; tech credits ; ------------------------------------------------ ; new death messages ; 1421, "You have killed yourself with a shockwave from your own weapon" 1422, "You have killed yourself with your own missiles" ; ------------------------------------------------ ; new stuff for multi ingame join ; 1423, "name" 1424, "class" 1425, "status" 1426, "primary" 1427, "secondary" ; ------------------------------------------------ ; new hud text (replaces old hardcoded gauges) ; 1428, "Blast" 1429, "Engine Wash" 1430, "Evaded" 1431, "Collision" ; ------------------------------------------------ ; new dead popup text (when dead during a red-alert mission) ; 1432, "Replay previous mission" ; ------------------------------------------------ ; ingame join deny text ; 1433, "You cannot join a game in progress unless it is a dogfight mission." ; ------------------------------------------------ ; some recently discovered interface text ; 1434, "Barracks" ; title for barracks screen 1435, "Pilot Stats" ; area heading in barracks screen 1436, "Choose Pilot" ; heading for initial player choice screen ; ------------------------------------------------ ; in-game objectives screen text ; 1437, "Complete" ; title for barracks screen 1438, "Incomplete" ; area heading in barracks screen 1439, "Failed" ; heading for initial player choice screen ; ------------------------------------------------ ; multiplayer paused chatbox ; 1440, "Mission Paused" ; ------------------------------------------------ ; F1 help screen text ; 1441, "Press ESC to return to the game" ; ------------------------------------------------ ; Skip Training button on mission briefing ; 1442, "Skip Training" ; ------------------------------------------------ ; Demo tips popup dialog ; 1443, "Don't show me this again" 1444, "&Next" ; ------------------------------------------------ ; Squadron change popup dialog (in Barracks during single player) ; 1445, "You cannot change your squadron in Single Player mode." ; ------------------------------------------------ ; Some miscellaneous error text from Freespace.cpp ; 1446, "Please configure your system in the Launcher before running FS2.\n\n The Launcher will now be started!" 1447, "Attention!" 1448, "Warning, Freespace 2 requires Glide or Direct3D hardware accleration. You will not be able to run Freespace 2 without it." 1449, "Warning" 1450, "The Launcher could not be restarted." 1451, "Error" ; ------------------------------------------------ ; Red Alert Briefing ; 1452, "Previous Mission" ; ------------------------------------------------ ; HUD config screen ; 1453, "Popup" 1454, "Save" 1455, "Amber" 1456, "Blue" 1457, "Green" 1458, "Brightness" 1459, "warning flash" 1460, "comm menu" 1461, "support gauge" 1462, "lag gauge" ; ------------------------------------------------ ; HUD auto-target & auto-speed indicators ; 1463, "auto" 1464, "speed" 1465, "target" ; ------------------------------------------------ ; HUD auto-target & auto-speed indicators ; 1466, "Exit" ; ------------------------------------------------ ; Loop brief screen ; 1467, "Decline" ; ------------------------------------------------ ; CD prompt ; 1468, "Please insert CD %d" ; ------------------------------------------------ ; Briefing / Tech room "more" indicator ; 1469, "more" ; ------------------------------------------------ ; Mission skip stuff ; 1470, "You have failed this mission five times." 1471, "If you like, you may advance to the next mission." 1472, "You have failed this mission five times. If you like, you may advance to the next mission." 1473, "Do Not Skip This Mission" 1474, "Advance To The Next Mission" 1475, "Don't Show Me This Again" ; ------------------------------------------------ ; self destruct log ; 1476, "Self destructed" ; ------------------------------------------------ ; loop exit button ; 1477, "Exit Loop" ; ------------------------------------------------ ; squad war ; 1478, "SquadWar results invalidated" ; ------------------------------------------------ ; Miscellaneous ; 1479, "\r\nUnable to locate Fred Help file: \\data\\freddocs\\index.html\r\n" ; FRED error 1480, "DirectDraw could not be initialized on your system. DirectDraw v6.0 or higher\nis required in order to play FreeSpace 2." ; error msg 1481, "Attention!" ; window title on error message 1482, "Need to run FreeSpace 2 first to set version info." ; update dialog stuff (launcher) 1483, "Original '%s' contents do not match, update aborted. Re-installing may be necessary. \n\n" 1484, "If problem persists, please contact Volition Support, support@pxo.net." 1485, "Detect Direct3D" ; launcher stuff 1486, "Detect Glide" 1487, "Turret" ; mission log 1488, " subsystem cargo revealed: " ; mission log 1489, "Exit Loop\n\n\n\nAre you sure you want to leave the mission loop?" ; mission brief 1490, "" ; mission debrief 1491, "\n\n\nDo you want to play the optional mission?" 1492, "OK" ; multi_pxo 1493, "Nothing" ; playercontrol -- cargo contents 1494, "%s was killed by engine wash from %s" ; playercontrol 1495, "There is a limit of %d ships in the mission at once. Please be sure that you do not have more than %d ships present in the mission at the same time." ; ships 1496, "An error occured while patching the Launcher, 'FreeSpace2.exe'.\nThe remaining files were updated successfully, but your Launcher is still out-of-date.\nWe recommend that you manually download the latest Launcher from our website:\n\n" ; updatelauncher 1497, "\n\nDo you want to want to visit the site now?" 1498, "Error Patching the Launcher" 1499, "Vertex fog or Table fog\r\n" ; grd3d 1500, "Joining netgame" ; multiui 1501, "" ; multi_kick 1502, "Force WFOG (not recommended)" ; launcher 1503, "Disable Direct3D Zbuffer bias" 1504, "Briefing" ; briefing screens 1505, "Join" ; pxo screen - before channel 1506, "Join" ; pxo screen - before private 1507, "Launch" ; flashing missile launch icon on HUD 1508, "Close" ; on Multi Create screen 1509, "Skill Level" ; on Options screen ; more misc, added 10/14 1510, "Alt" ; control config 1511, "Shift" ; control config 1512, "R" ; hud config, short for "red" (from RGB) 1513, "G" ; hud config, short for "green" (from RGB) 1514, "B" ; hud config, short for "blue" (from RGB) 1515, "I" ; hud config, short for "intensity" 1516, "Cancel" ; mission hotkey screen 1517, "Clear" ; mission hotkey screen 1518, "Reset" ; mission hotkey screen 1519, "Help" ; mission hotkey screen 1520, "Options" ; mission hotkey screen 1521, "Accept" ; mission hotkey screen 1522, "sec" ; multi host options 1523, "sec" ; multi host options 1524 "&Go back" ; error verifying version of fs popup buttons 1525 "&Continue" 1526, "Mission score" ; multi debrief stats (mission) 1527, "Score" ; multi debrief stats (alltime) ; yet more misc, added 10/19 1528, "Voice" ; OptionsMenuMulti 1529, "Sensitivity" ; Mouse sensitivity slider, in options 1530, "Voice Transmission" ; OptionsMenuMulti 1531, "Voice Quality" ; OptionsMenuMulti 1532, "Name" ; PXO player info labels 1533, "Rank" 1534, "Kills" 1535, "Assists" 1536, "Friendly kills" 1537, "Missions flown" 1538, "Flight time" 1539, "Last flown" 1540, "Primary shots fired" 1541, "Primary shots hit" 1542, "Primary hit %" 1543, "Secondary shots fired" 1544, "Secondary shots hit" 1545, "Secondary hit %" 1546, "Primary friendly hits" 1547, "Primary friendly hit %" 1548, "Secondary friendly hits" 1549, "Secondary friendly hit %" ; even more misc, added 10/21 1550, "Select" ; used in Hud config 1551, "All" ; used in Hud config 1552, "Select" ; used in Barracks (used to be 1039, which is also in player select at startup) 1553, "Weapons" ; Tech room ; perhaps the final misc? added 10/25 1554, "Detect 32 bit" ; launcher stuff 1555, "Detect hi-res" 1556, "PXO Account" 1557, "Login" 1558, "Password" 1559, "Skip version check in PXO" 1560, "PXO Banners" 1561, "Misc" 1562, "Force local port" 1563, "German" ; language choices in Misc tab 1564, "English" ; nope, there is more. added 10/26 1565, "NEW USER TIP\n\n%s" ; heading on tip popup 1566, "Flak turret" 1567, "Beam turret" 1568, "Laser turret" 1569, "Missile lnchr" #end #German ;------------------------------------------------- ; File: KeyControl.cpp ;------------------------------------------------- 0, "Cheat: Spielerschiff = %s" 1, "Cheat: Zielobjekt = %s" 2, "Cheat: Soundtrack = %s" 3, "FEHLER: Fehler beim Spielen der Musik." 4, "Bildverzgerung erhht auf %i Millisekunden / Frame." 5, "Bildverzgerung gesenkt auf %i Millisekunden / Frame." 6, "Cheat: Tuschkrper-Abschussrate = %s" 7, "AKTIVIERT" 8, "DEAKTIVIERT" 9, "Cheat: Rumpfzustand = %7.3f%\n" ;### 10, "Cheat: Sie sind %s" 11, "nun UNBESIEGBAR!" 12, "wieder besiegbar..." 13, "Cheat: Das Zielobjekt des Spielers [%s] ist %s." 14, "Debuginformationen ber Objekt #%d ausdrucken..." 15, "Cheat: Unendliche Waffen/Energie fr ALLE SCHIFFE!" 16, "Cheat: Unendliche Waffen/Energie!" 17, "Cheat: Waffen/Energie-Cheat deaktiviert!" 18, "Cheat: Sekundrwaffe festgelegt auf %s" 19, "Cheat: Primrwaffe festgelegt auf %s" 20, "Cheat: Ereignis-Musik ausgeschaltet" 21, "Cheat: Ereignis-Musik ausgeschaltet" 22, "Cheat: Detailstufe festgelegt auf %+d\n" 23, "Cheat: Framerate-Test gestartet" 24, "Cheat: Zielspezies gendert auf %s" 25, "Cheat: Fhigkeitsstufe gendert auf %s." 26, "Kein Zielobjekt hinzuzufgen/zu entfernen von Set %d." ;### 27, "Zielobjekt %s wurde zum Set %d (F%d) hinzugefgt." 28, "&Ja, Beenden" 29, "Ja, &Neustart" 30, "Wollen Sie den Einsatz wirklich beenden?" 31, "Cheat: Cheatmodus aktiviert." 32, "Cheat: Alle Filme sind nun im Technikraum verfgbar." 33, "Dieses Schiff hat keine Sekundrwaffen." 34, "Sekundrwaffensystem im Einzelfeuermodus" 35, "Sekundrwaffensystem im Doppelfeuermodus " 36, "Steuerung bewegt das Schiff" 37, "Steuerung bewegt Aussenkamera" 38, "Radarreichweite = %s" 39, "*** Kollisionsgefahr - Sprungantrieb nicht aktiviert ***" 40, "*** Triebwerksdefekt - Sprungantrieb kann nicht aktiviert werden ***" ;------------------------------------------------- ; File: ManagePilot.cpp ;------------------------------------------------- 41, "&Wiederholen" 42, "&Ignorieren" 43, "&Spiel beenden" 44, "Achtung!\nKonnte Piloten nicht speichern. Mglicherweise ist Ihre Festplatte voll. In diesem Fall drcken Sie bitte ALT-TAB, um Platz freizumachen.\n" 45, "\'" 46, "\s" 47, "&Nein" 48, "&Ja" 49, "Achtung!\nEin Pilot mit diesem Namen existiert bereits.\nSoll er berschrieben werden?" ;### ? 50, "*Abschuss-Statistik" 51, "Schsse mit Primrwaffen:" 52, "davon Treffer: " 53, "Treffer auf Verbndete: " 54, "Trefferquote: " 55, "%.1f%%" 56, "Trefferquote auf Verbndete: " 57, "Schsse mit Sekundrwaffen:" 58, "davon Treffer: " 59, "Treffer auf Verbndete: " 60, "Trefferquote: " 61, "Trefferquote auf Verbndete: " 62, "Abschsse insgesamt:" 63, "Untersttzung bei:" 64, "*Abschsse nach Schiffsklassen" 65, "Achtung!\n\nWollen Sie diesen Piloten wirklich lschen?" 66, "Sie mssen zunchst einen Piloten fr den Solospieler-Modus erstellen." 67, "Sie mssen zunchst einen Piloten fr den Mehrspieler-Modus erstellen." 68, "Mehrspieler" 69, "Solospieler" 70, "Dadurch wird der Pilot '%s' berschrieben. Wollen Sie das wirklich?" 71, "%d/%d" ;------------------------------------------------- ; File: NavMap.cpp ;------------------------------------------------- ;HeikoH: Not used in FS2! 72, "mdls" 73, "pause" 74, "wpns" 75, "god view" 76, "plyr view" 77, "prev view" 78, "zoom in" 79, "zoom out" 80, "ESC zum beenden" ;------------------------------------------------- ; File: PlayerControl.cpp ;------------------------------------------------- 81, "*** Sprungantrieb defekt ***" 82, "*** Das Schiff muss zumindest %.1f km/s erreichen knnen, um den Sprungantrieb zu aktivieren ***" 83, "Passagiere:\n %s" 84, "Fracht: %s" 85, "Gescannt" ;### 86, "Fracht: " 87, "Nicht gescannt" 88, "Fracht wird gescannt..." 89, "Wird gescannt..." 90, "Rakete" 91, "Laserschuss" 92, "%s stirbt durch die Schockwelle einer Bombe" 93, "%s stirbtin der Schockwelle der Explosion von %s" 94, "%s wurde von %s abgeschossen und ist tot" 95, "%s stirbt bei der Explosion von %s" 96, "%s stirbt bei der Kollision mit %s" 97, "%s stirbt bei der Kollision mit Trmmern" 98, "%s stirbt bei der Kollision mit Asteroiden" 99, "%s stirbt aus ungeklrter Ursache" 100, "Oops! Selbstmord!" 101, "Blick nach oben" 102, "Blick nach hinten" 103, "Blick nach links" 104, "Blick nach rechts" ;------------------------------------------------- ; File: PopupDead.cpp ;------------------------------------------------- 105, "Einsatz neu starten" 106, "Zum Flugdeck" 107, "In den Bereitschaftsraum " 108, "Beobachtermodus" 109, "Wiederbeleben" ;------------------------------------------------- ; File: ReadyRoom.cpp ;------------------------------------------------- 110, "Achtung!\nDie aktuellen Feldzugdaten werden gelscht.\nSie mssen ganz von vorne beim\nersten Einsatz beginnen." 111, "Der Demo-Feldzug ist vorbei. Wollen Sie ihn neu starten?" 112, "Der Feldzug ist vorbei. Wenn Sie ihn noch einmal spielen wollen, mssen Sie ihn entweder im Planungsraum neu starten oder einen neuen Piloten anlegen." 113, "Achtung!\nDie aktuellen Daten des Feldzuges \%s\ werden gelscht.\nSie mssen ganz von vorne beim\nersten Einsatz beginnen." ;------------------------------------------------- ; File: Stats.cpp ;------------------------------------------------- 114, "Einsatzdaten" 115, "Abschsse gesamt" 116, "Schsse mit Primrwaffen" 117, " davon Treffer" 118, " Treffer auf Verbndete" 119, " Trefferquote" 120, " Trefferquote auf Verbndete" 121, "Schsse mit Sekundrwaffen" 122, " davon Treffer" 123, " Treffer auf Verbndete" 124, " Trefferquote" 125, " Trefferquote auf Verbndete" 126, "Untersttzung bei" 127, "Gestorben" 128, "Abschuss-Statistik" ;------------------------------------------------- ; File: GameplayHelp.cpp ;------------------------------------------------- 129, ", " 130, "keine Zuweisung" 131, " - " 132, "Seite %d von %d" 133, "Standardtasten" 134, "Funktionstasten" 135, "F1" 136, "Kontextbezogene Hilfe" ;### 137, "F2" 138, "Optionen (berall im Spiel verfgbar)" 139, "F3" 140, "Tastenbelegung konfigurieren" 141, "F4" 142, "HUD-Meldungen zurckblttern" 143, "F5..F12" 144, "Frei belegbar" 145, "Shift-Esc" 146, "FreeSpace 2 direkt verlassen" 147, "Bewegungstasten" 148, "Zielen: Grundfunktionen" 149, "Zielen: Erweiterte Funktionen" 150, "Ziel dieser Taste anwhlen" 151, "Shift-F5..F12" 152, "Taste neu belegen (Ziel hinzufgen/entfernen)" 153, "Alt-Shift-F5..F12" 154, "Tastenbelegung lschen" 155, "Kommunikationstasten" 156, "Zielen dieser Tasten einen Befehl erteilen" 157, "Waffentasten" 158, "Energiemanagement-Tasten" 159, "Sonstige Funktionen" 160, "ESC" 161, "Einsatz abbrechen (Sicherheitsabfrage)" 162, "Pause" 163, "Spielunterbrechung" 164, "Druck" 165, "Screenshot abspeichern" 166, "Perspektive-Tasten" 167, "Mehrspielerfunktionen" 168, "Nachricht absenden (antippen fr Text, halten fr Sprachbertragung)" ;------------------------------------------------- ; File: FreeSpace.cpp ;------------------------------------------------- 169, "FEHLER: Fehler beim Laden des Einsatzes." 170, "FreeSpace 2 Demo" 171, "FreeSpace 2" 172, "Diese Version von FreeSpace 2 wurde kompiliert fr\n\n" 173, "\n\nDrcken Sie OK, um fortzufahren.\n" 174, "WEITERGABE UNTERSAGT!" 175, "Diese Version von FreeSpace 2 wurde kompiliert fr\n\n" 176, "Drcken Sie eine beliebige Taste." 177, "Ihrem Raumjger geht das Getriebel aus. Bitte berprfen \nSie den lstand und fllen Sie gegebenenfalls nach." 178, "Freespace 2 ist SEHR mde. \nEs schaltet jetzt ab und ruht sich etwas aus." 179, "Verbleibende Einsatzzeit: %d Sekunden" 180, "Bytes empfangen: %d" 181, "Bytes gesendet: %d" 182, "Aussenansicht des Spielerschiffs." 183, "Innenansicht des Spielerschiffs." 184, "Sprungknoten" 185, "Ansicht von %s%s\n" 186, "von " 187, "Beobachtermodus\n" 188, "Eigene Sicht\n" 189, "Schnellstart" 190, "Zurck zum Flugdeck" 191, "Zurck zum Bereitschaftsraum" 192, "Sie sind gestorben" 193, "FreeSpace 2 hat entdeckt, dass Sie nur ber %d MB hauptspeicher verfgen.\n\nFreeSpace 2 bentigt aber mindestens 32 MB Hauptspeicher. Wenn Sie sicher sind, dass Sie mehr als %d MB RAM eingebaut haben, vergewissern Sie sich bitte, dass SmartDrive nicht aktiv ist (SMARTDRV.EXE). Aller Hauptspeicher, der SmartDrive zugewiesen ist, kann von anderen Programmen nicht mehr genutzt werden. \n\nWhlen Sie 'OK', um mit weniger als der empfohlenen Mindestmenge an Hauptspeicher zu spielen. \n" 194, "Nicht genug Hauptspeicher." 195, " FreeSpace 2 hat entdeckt, dass Sie nur ber %d MB hauptspeicher verfgen.\n\nFreeSpace 2 bentigt aber mindestens 32 MB Hauptspeicher. Wenn Sie sicher sind, dass Sie mehr als %d MB RAM eingebaut haben, vergewissern Sie sich bitte, dass SmartDrive nicht aktiv ist (SMARTDRV.EXE). Aller Hauptspeicher, der SmartDrive zugewiesen ist, kann von anderen Programmen nicht mehr genutzt werden.\n" 196, "FreeSpace 2 bentigt virtuellen Speicher.\r\n" 197, "Kein virtueller Speicher" 198, "Nicht genug Speicher verfgbar, um FreeSpace zu starten.\r\nSchliessen Sie einige Anwendungen, und versuchen Sie es erneut.\r\n" 199, "Nicht genug Speicher" 200, "Das gibt es nur in der Vollversion" 201, "%d:" 202, "FreeSpace-2-CD nicht gefunden\n\nSie mssen eine FreeSpace-2-CD einlegen, um weiterzumachen" ;------------------------------------------------- ; File: Cutscenes.cpp ;------------------------------------------------- 203, "Filmsequenz nicht gefunden\n\nBitte legen Sie die\nFreeSpace-2-CD #%d nein." ;### 204, "Filmsequenz %s konnte nicht abgespielt werden." ;------------------------------------------------- ; File: ControlsConfig.cpp ;------------------------------------------------- 205, "Konflikt!" 206, "Abgebrochen" 207, "Diese Taste kann nicht belegt werden." 208, "?" 209, "Einstellung ist in Konflikt mit " 210, "Mehr..." 211, "-" 212, ", " ;------------------------------------------------- ; File: EventMusic.cpp ;------------------------------------------------- 213, "Fehler beim Abspielen der Musik" 214, "Stck %s [%s]" ;------------------------------------------------- ; File: HUD.cpp ;------------------------------------------------- 215, "x%.1f" 216, "x%.0f" 217, "Nachricht" 218, "Status" 219, "%d%%" 220, "Rumpfzustand" 221, " <->" 222, "tot" 223, "Abschsse" 224, "Versorgung" 225, "abgebrochen!" 226, "abgeschlossen" 227, "Reparatur..." 228, "ldt nach..." 229, "blockiert" 230, "kommt" 231, "beschftigt" 232, "kommt" 233, "Sprungantrieb" 234, "aktiviert" 235, "Empfange neue " 236, "Anweisungen..." 237, "Primrziel" 238, "Sekundrziel" 239, "Bonusziel" 240, "nicht erreicht (%d/%d)" 241, "erreicht (%d/%d)" 242, "nicht erreicht" 243, "[Sprachausgabe verweigert]" ;### 244, "[Sprachaufnahme]" 245, "[Sprachausgabe]" ;------------------------------------------------- ; File: HUDConfig.cpp ;------------------------------------------------- 246, "2.000 m" 247, "10.000 m" 248, "unendlich" 249, "Vorhalt-Markierung " 250, "Ausrichtung des Ziels" 251, "Nhester Angreifer" 252, "Zielrichtung" 253, "Einsatzzeit" 254, "Visier" 255, "Schub" 256, "Radar" 257, "Zielmonitor" 258, "Fadenkreuz" 259, "Zieldaten" 260, "Schildanzeige des Zieles" 261, "Eigene Schildanzeige" 262, "Energiezuteilung" 263, "Auto-Zielerfassung" 264, "Auto-Tempoanpassung" 265, "Waffen" 266, "Geleitschutzliste" 267, "Anweisungen" 268, "Angriffswarnanzeige" 269, "Nachbrenner-Energie" 270, "Waffenenergie" 271, "Waffenkopplung" 272, "Rumpf/Schildanzeige des Zieles" 273, "Randanzeige" 274, "Kommunikationsbildschirm" 275, "Schadensanzeige" 276, "Nachrichten" 277, "Ausrichtung anfliegender Raketen" 278, "Tuschkrper" 279, "Einsatzziel-Meldung" 280, "Geschwader-Status" 281, "Zieldistanz Randanzeige" 282, "Anzahl Abschsse" 283, "Zahl Angreifer auf Ziel" ;------------------------------------------------- ; File: HUDEscort.cpp ;------------------------------------------------- 284, "L" 285, "Geleitschutzliste" 286, "Geleitschutzmonitor aktiviert" 287, "Geleitschutzmonitor deaktiviert" 288, "*** Es knnen nicht mehr als %d Schiffe gleichzeitig auf der Geleitschutzliste angezeigt werden ***" ;### ;------------------------------------------------- ; File: HUDMessage.cpp ;------------------------------------------------- 289, "Einsatzdauer" ;------------------------------------------------- ; File: HUDReticle.cpp ;------------------------------------------------- 292, "0" ;------------------------------------------------- ; File: HUDSquadMsg.cpp ;------------------------------------------------- 293, "Schiff" 294, "Staffel" 295, "Alle Jger" 296, "Verstrkung rufen" 297, "Versorgungsschiff" 298, "Versorgung abbrechen" 299, "Ziel zerstren" 300, "Ziel lahmlegen" 301, "Ziel entwaffnen" 302, "Subsystem zerstren" 303, "Ziel beschtzen" 304, "Ziel ignorieren" 305, "Bei mir formieren" 306, "Gebt mir Deckung!" 307, "Feinde angreifen" 308, "Ziel kapern" 309, "Versorgungsschiff rufen" 310, "Versorgung abbrechen" 311, "System verlassen" 312, "[Bild hoch]" -40 ;### 313, "[Bild runter]" -40 ;### 314, "Keine Befehle verfgbar" 315, "*** Kommunikation verweigert ***" 316, "Empfnger" 317, "Schiff" 318, "Geschwader" 319, "Schiff/Geschwader" 320, "(*)" 321, "Befehl" ;------------------------------------------------- ; File: HUDTarget.cpp ;------------------------------------------------- 322, "*** Kein Zielobjekt ausgewhlt ***" 323, "Subsystem %s erfasst." 324, "Subsystem-Erfassung deaktiviert" ;### 325, "Zielerfassung deaktiviert" ;### 326, "%d%%" 327, "TK" 328, "Waffen" 329, "" 330, "*** Beschdungen an den Sensoren verhindern Zielerfassung ***" 331, "*** Beschdigungen am Funksystem verhindert Funkverkehr ***" 332, "*** Kein Versorgungsschiff in der Nhe. Fordern Sie ber das Kommunikationsmen eins an. ***" ;### ;------------------------------------------------- ; File: HUDTargetBox.cpp ;------------------------------------------------- 333, "Kommunikation" 334, "Funk" 335, "Navigation" 336, "Nav" 337, "keine Befehle" 338, "Dauer: " 339, "kommt: %s" 340, "d: %.0f" 341, "%d%%" 342, "LAHMGELEGT" 343, "AUSGESCHALTET" 344, "aus" -15 345, "Ok" 6 346, "def" 347, "krt" 348, "Trmmer" 349, "unbekannt" 350, "E: %.0f%s" 351, "G: %.0f%s" ;------------------------------------------------- ; File: HUDWingmanStatus.cpp ;------------------------------------------------- 352, "Staffeln" ;------------------------------------------------- ; File: MainHallMenu.cpp ;------------------------------------------------- 353, "Freespace 2 beenden" 354, "Pilotenquartier - Freespace-2-Piloten verwalten" ;### 355, "Bereitschaftsraum - Feldzug starten oder fortsetzen" 356, "Technikraum - ber Schiffe und Waffen informieren" 357, "Optionen - Freespace 2 konfigurieren" 358, "Planungsraum - Feldzug auswhlen und verwalten" 359, "Mehrspieler - Mehrspielerspiel starten oder beitreten" 360, "Sie haben Ihre Internetverbindung nicht ausgewhlt. Bitte starten Sie den Launcher, klicken Sie auf 'Setup' und geben Sie unter 'Netzwerk' Ihre Verbindungsart ein." 361, "WinSock ist nicht installiert. Ohne TCP/IP und WinSock ist kein Mehrspielerspiel mglich." 362, "Sie haben TCP/IP als Protokoll ausgewhlt, aber dieses Protokoll ist auf Ihrer Maschine nicht installiert." 363, "Sie haben 'Netzwerk-Einwahl' als Internetverbindung angegeben, sind aber nicht bei ihrem Internet-Service-Provider eingewhlt. Bitte holen Sie das jetzt nach, oder whlen Sie im Launcher 'LAN' als Verbindungstyp." 364, "Sie haben LAN als Netzwerkverbindung ausgewhlt. Sie scheinen jedoch gleichzeitig bei einem Provider eingewhlt zu sein. Bitte trennen Sie zunchst diese Verbindung, oder whlen Sie 'Netzwerk-Einwahl'." 365, "Das Spiel beenden?" 366, "Der Planungsraum steht nur im Solospielermodus zur Verfgung." 367, "Ungltige Mehrspieler-Spielerdatei" 368, "'Einsatz laden' ist bei Mehrspieler-Piloten nicht mglich" ; 369, "'Schnellstart' ist bei Mehrspieler-Piloten nicht mglich " 370, "Schwierigkeitsgrad = %s." 371, "Drcken Sie F1 fr Hilfe" ;------------------------------------------------- ; File: OptionsMenu.cpp ;------------------------------------------------- 372, "Sie knnen die Fhigkeitsstufe nicht mitten in einem Einsatz verndern." 373, " Sie knnen die Fhigkeitsstufe fr Mehrspielerrunden hier nicht ndern. Die Fhigkeitsstufe wird von Spielleiter auf seinem Optionsbildschirm festgelegt." 374, "Das Spiel beenden?" 375, "Als Beobachter knnen Sie das HUD nicht konfigurieren!" ;------------------------------------------------- ; File: PlayerMenu.cpp ;------------------------------------------------- 376, "Solospieler-Modus" 377, "Mehrspieler-Modus" 378, "FEHLER: Kein Pilot ausgewhlt!" 379, "Es knnen keine weiteren Piloten angelegt werden." 380, "FEHLER: Pilotendatei konnte nicht erstellt werden!" 381, "Bitte geben Sie einen Pilotennamen ein" 382, "Achtung!\n\nWollen Sie diesen Piloten wirklich lschen?" 383, "Wollen Sie diesen Piloten wirklich lschen?" 384, "FreeSpace 2, Copyright %c 1999, Volition, Inc." 385, "Copyright (C) 1999, Volition, Inc. Alle Rechte vorbehalten" ;------------------------------------------------- ; File: OptionsMenuMulti.cpp ;------------------------------------------------- 386, "Ungltige IP-Adresse!" 387, "&Abbruch" -6 -6 388, "IP-Adresse wird berprft..." 389, "Maximale Anzahl an IP-Adressen erreicht!" 390, "Aufgezeichnete Sprache kann nicht abgespielt werden. Bitte berprfen Sie Ihre Hardware." 391, "Whrend eines Mehrspieler-Spiels kann das Mikrophon nicht getestet werden." 392, "DirectSoundCapture konnte nicht gestartet werden. Bitte berprfen Sie, ob Ihre Soundkarte auf Vollduplex eingestellt ist und ihre Treiber DirectSoundCapture untersttzen." 393, "FEHLER: Datenberlauf" ;------------------------------------------------- ; File: MissionBriefCommon.cpp ;------------------------------------------------- 394, "Abschnitt %d von %d" 395, "Schauen Sie sich nochmal die Einsatzziele an." ;------------------------------------------------- ; File: MissionGoals.cpp ;------------------------------------------------- 396, "Primres" 397, "Sekundres" 398, "Bonus" 399, "*Primre Einsatzziele" 400, "*Sekundre Einsatzziele" 401, "*Bonusziele" ;------------------------------------------------- ; File: MissionHotKey.cpp ;------------------------------------------------- 402, "Verbndete Schiffe" 403, "Feindliche Schiffe" ;------------------------------------------------- ; File: MissionLog.cpp ;------------------------------------------------- 404, "Zerstrt" 405, " Durch: " 406, "eingetroffen" 407, "eingetroffen (%d. Welle)" 408, "Abgeflogen" 409, "Angedockt an " 410, "Subsystem " 411, " zerstrt" 412, "Abgedockt von " 413, "Lahmlegen von" 414, "Entwaffnen von" 415, " fordert Versorgungsschiff an" 416, " bricht Nachladevorgang ab" 417, "Als Verstrkung herbeigerufen" 418, "Fracht gescannt: " 419, "%s Einsatzziel " 420, "erreicht." 421, "fehlgeschlagen." ;------------------------------------------------- ; File: MissionTraining.cpp ;------------------------------------------------- 422, "Anweisungen" 423, "Training fehlgeschlagen" 424, "Taste &zuweisen" 425, "&Einsatz abbrechen" 426, "Achtung!\nSie haben der Funktion '%s' keine Taste zugeordnet. Bitte tun Sie das, bevor Sie mit ihrer Ausbildung fortfahren.\" ;------------------------------------------------- ; File: Chatbox.cpp ;------------------------------------------------- 427, "<%s wurde rausgeworfen>" ;------------------------------------------------- ; File: MissionBrief.cpp ;------------------------------------------------- 428, "Zurck" 429, "Training berspringen\n\nWollen Sie diesen Trainingseinsatz wirklich berspringen?\n\n(Hinweis: Sie knnen ihn spter trotzdem ber den Einsatzsimulator im Technikraum aufrufen)" 430, "Keine Daten fr den Einsatz %s vorhanden." 431, "Asteroid" 432, "Sprungknoten" 433, "unbekannt" 434, "-Klasse" ;------------------------------------------------- ; File: MissionDebrief.cpp ;------------------------------------------------- 435, "Orden" 436, "Dienstgrad" 437, "Abzeichen" 438, "(O)" 439, "Ihre Karriere ist beendet, Verrter! Sie werden nicht mehr gebraucht!" 440, "Pfuscher knnen wir nicht gebrauchen. Spielen Sie den Einsatz noch mal, aber ohne Cheats, um weiterzukommen!" 441, "Da Sie in diesem Einsatz versagt haben, knnen wir Sie nicht zum nchsten Einsatz zulassen. Was wollen Sie statt dessen machen?" 442, "Zurck zur Abschlussbesprechung" 443, "Zum Flugdeck" 444, "Einsatz wiederholen" 445, "%d von %d" 446, "Einsatzzeit" 447, "Einsatz-Abschsse nach Schiffstyp" 448, "Gesamtabschsse nach Schiffstyp" ;### 449, "(Keine)" 450, "(Keine)" 451, "&Wiederholen" 452, "Wenn Sie sich entscheiden, diesen Einsatz zu wiederholen, mssen Sie ihn komplett neu schaffen, bevor Sie weiterspielen knnen.\n\nAusserdem werden dann die bisherigen Statistiken verworfen." ;### 453, "Wir haben dem nichts hinzuzufgen." 454, "&Ja" 455, "&Nein, spter erneut versuchen" 456, "Akzeptieren Sie diesen Ausgang Ihres Einsatzes? " 457, "Da Sie bei diesem Einsatz versagt haben, mssen Sie ihn noch einmal spielen, wenn Sie den Feldzug fortsetzen mchten.\n\nWollen Sie nun zum Flugdeck zurck?" 458, "Keine Daten fr Abschlussbesprechung vorhanden\n\nMission: %s" 459, "Mehr" ;------------------------------------------------- ; File: MissionScreenCommon.cpp ;------------------------------------------------- 460, "Mindestens ein Schiff muss eingeteilt sein, bevor Sie dessen Waffenbestckung ndern knnen." ;### selektiert oder zugewiesen?? ;------------------------------------------------- ; File: MissionShipChoice.cpp ;------------------------------------------------- 461, "Spielerschiff ist nicht mit Waffen ausgerstet." 462, "Spieler %s muss einen Platz im Geschwader auswhlen." ;------------------------------------------------- ; File: MissionCmdBrief.cpp ;------------------------------------------------- 464, "Abschnitt %d von %d" ;------------------------------------------------- ; File: CollideShipShip.cpp ;------------------------------------------------- 465, "*** Sie sind zu dicht an einem Planeten ***" 466, "Sprungvorgang wurde abgebrochen." ;------------------------------------------------- ; File: Radar.cpp ;------------------------------------------------- 467, "2 km" 468, "10 km" ;------------------------------------------------- ; skill levels ;------------------------------------------------- 469, "Anfnger" 470, "Flugschler" 471, "Flieger" 472, "Kampfpilot" 473, "As" ;------------------------------------------------- ; File: AiGoals.cpp ;------------------------------------------------- 474, "Angriff auf " 475, "Andocken an " 476, "Nav-Punkte" 477, "Zerstren von " 478, "Geleitet " ;### 479, "Abdocken von " 480, "Bewacht " 481, "Lahmlegen von " ;###Deaktiviert " 482, "Entwaffnet " 483, "Weicht aus " ;### 484, "Nachladen " ;------------------------------------------------- ; File: Ship.cpp ;------------------------------------------------- 485, "*** Keine Tuschkrper mehr vorhanden ***" 486, "%s gezndet!" 487, "*** Entfernung zu gross zur Zielerfassung ***" 488, "*** %s: Zielerfassung noch nicht abgeschlossen ***" 489, "*** %s: Waffensystem beschdigt, Abschuss unmglich ***" 490, "*** Sie haben keine Primrwaffe ***" 491, "*** Sie haben nur eine einzige Primrwaffe: %s ***" 492, "*** Sie haben keine Sekundrwaffen ***" 493, "*** Sie haben nur eine einzige Sekundrwaffe: %s ***" 494, "-Geschwader" 495, "keine Befehle" 496, "atk %s %s" ;HeikoH: not used according to DaveB 497, "" ;------------------------------------------------- ; File: ShipFX.cpp ;------------------------------------------------- 498, "Subraumantrieb aktiviert..." ;------------------------------------------------- ; File: ShipHit.cpp ;------------------------------------------------- 499, "ACHTUNG: Subsystem '%s' Ihres Schiffes wurde zerstrt." ;------------------------------------------------- ; File: PlayerMenu.cpp ;------------------------------------------------- 500, "Conflict: FreeSpace - Darkness Rising, Copyright %c 1998, Volition, Inc." 501, "Descent: FreeSpace - Darkness Rising, Copyright %c 1998, Volition, Inc." 502, "Conflict: FreeSpace - The Great War, Copyright %c 1998, Volition, Inc." ;Oops, these were missing... HH 072899 503," &OK" 504, "&Abbruch" 505, "&Ja" 506, "&Nein" ; ; The control config action text goes between 507 and 619. ; 507, "Nchstes Schiff" 508, "Vorheriges Schiff" 509, "Nchstes feindliches Schiff" 510, "Vorheriges feindliches Schiff" 511, "Automatische Zielerfassung" 512, "Nchstes verbndetes Schiff" 513, "Vorheriges verbndetes Schiff" 514, "Schiff im Fadenkreuz" 515, "Nchster Angreifer des aktuellen Zielobjekts" 516, "Schiff desjenigen, der zuletzt gefunkt hat" 517, "Automatische Zielerfassung deaktivieren" 518, "Subsystem im Fadenkreuz" 519, "Nchstes Subsystem" 520, "Vorheriges Subsystem" 521, "Zielerfassung von Subsystemen deaktivieren" 522, "Automatische Geschwindigkeitsanpassung" 523, "Automatische Geschwindigkeitsanpassung an/aus" 524, "Primrwaffe abfeuern" 525, "Sekundrwaffen abfeuern" 526, "Nchste Primrwaffe" 527, "Vorherige Primrwaffe" 528, "Raketenlafette wechseln" 529, "Sekundr: Einzel-/Doppelfeuermodus" 530, "Tuschkrper einsetzen" 531, "Geschwindigkeit erhhen" 532, "Geschwindigkeit reduzieren" 533, "Rollen gegen den Uhrzeigersinn" 534, "Rollen im Uhrzeigersinn" 535, "Nach unten neigen" 536, "Nach oben neigen" 537, "Nach links drehen" 538, "Nach rechts drehen" 539, "Schiff anhalten" 540, "Auf maximale Geschwindigkeit gehen" 541, "Auf 1/3 Geschwindigkeit gehen " 542, "Auf 2/3 Geschwindigkeit gehen " 543, "Geschwindigkeit um 5 Prozent erhhen" 544, "Geschwindigkeit um 5 Prozent reduzieren" 545, "(Befehl) Zielobjekt angreifen" 546, "(Befehl) Zielobjekt entwaffnen" 547, "(Befehl) Zielobjekt lahmlegen" 548, "(Befehl) Subsystem angreifen" 549, "(Befehl) Zielobjekt erobern" 550, "(Befehl) Feinde angreifen" 551, "(Befehl) Geschwader formieren" 552, "(Befehl) Zielobjekt ignorieren" 553, "(Befehl) Zielobjekt beschtzen" 554, "(Befehl) Gebt mir Deckung!" 555, "(Befehl) System verlassen" 556, "(Befehl) Versorgungsschiff rufen" 557, "Nchster Angreifer" 558, "Sicht von hinten (Verfolgerperspektive)" 559, "Sicht von aussen" 560, "Externe Kamera sperren/lsen" 561, "Freie Kamera" 562, "Sicht von aktuellem Zielobjekt" 563, "Sichtweite erhhen" 564, "Sichtweite reduzieren" 565, "Sicht zentrieren" 566, "Blick nach oben" 567, "Blick nach unten" 568, "Blick nach links" 569, "Blick nach rechts" 570, "Radarreichweite einstellen" 571, "Kommunikationsmen aufrufen" 572, "Einsatzziele anzeigen" 573, "Sprungantrieb aktivieren (Einsatz beenden)" 574, "Ziel des derzeitigen Zieles erfassen" 575, "Nachbrenner" 576, "Mehr Energie auf Waffensysteme umleiten" 577, "Weniger Energie auf Waffensysteme umleiten" 578, "Mehr Energie auf Schilde umleiten" 579, "Weniger Energie auf Schilde umleiten" 580, "Mehr Energie auf Triebwerke umleiten" 581, "Weniger Energie auf Triebwerke umleiten" 582, "Gleichmssige Energieverteilung" 583, "Schildausgleich" 584, "Frontschild verstrken" 585, "Heckschild verstrken" 586, "Linken Schild verstrken" 587, "Rechten Schild verstrken" 588, "Energie vom Laser auf die Schilde umleiten " 589, "Energie von den Schilden zum Laser umleiten " 590, "Schadensbericht anzeigen" 591, "Drehung bei Druck" 592, "Navigationskarte anzeigen" ;HeikoH: unused in FS2 593, "Ziel berwachen/entfernen" 594, "Geleitschutzliste lschen" 595, "Nchstes Schiff der Geleitschutzliste" 596, "Nchstes Versorgungsschiff" 597, "Nchstes Schiff mit ungescannter Fracht" 598, "Vorheriges Schiff mit ungescannter Fracht" 599, "Neuestes Schiff im Kampfgebiet" 600, "Nchster funktionstchtiger Geschtzturm" 601, "Vorheriger funktionstchtiger Geschtzturm" 602, "Nchster feindlicher Bomber/Bombe" 603, "Vorheriger feindlicher Bomber/Bombe" 604, "(Mehrspieler) Nachricht an alle" 605, "(Mehrspieler) Nachricht an Verbndete" 606, "(Mehrspieler) Nachricht an Feinde" 607, "(Mehrspieler) Nachricht an Ziel" 608, "(Mehrspieler) Beobachter: Objekt vergrssern" 609, "Zeitraffer erhhen (1x=>2x=>4x)" 610, "Zeitraffer reduzieren (1x<=2x<=4x)" 611, "Helleres HUD ein/aus" 612, "(Mehrspieler) Netzwerk-Verzgerung ein-/ausblenden" 613, "(Mehrspieler) Selbstzerstrung" ;------------------------------------------------- ; File: GrD3D.cpp ;------------------------------------------------- 620, "Alphakanal-Texturen" 621, "Fehlende Optionen" 622, "16-bpp RGB-Texturen" 623, "Ihre Grafikkarte erfllt die folgenden Voraussetzungen nicht:\r\n\r\n" 624, "'Texture blending'-Modus = Modulate\r\n" 625, "'Source blending'-Modus = SRCALPHA oder BOTHSRCALPHA\r\n" 626, "'Destination blending'-Modus = INVSRCALPHA oder BOTHINVSRCALPHA\r\n" 627, "Es muss mindestens 1 MB Grafikspeicher zur Verfgung stehen." ;------------------------------------------------- ; File: HUD.cpp ;------------------------------------------------- 628, "> 1 sek" 629, "%d ms" ;------------------------------------------------- ; File: HUDObserver.cpp ;------------------------------------------------- 630, "A: " ; Abschsse 631, "U: " ; Untersttzung ;------------------------------------------------- ; File: JumpNode.cpp ;------------------------------------------------- 632, "Sprungpunkt %d" ;------------------------------------------------- ; File: MissionWeaponChoice.cpp ;------------------------------------------------- 633, "Der %s kann keine %s tragen" ;------------------------------------------------- ; File: chat_api.cpp ;------------------------------------------------- 634, "Unbekannter Befehl" 635, "** CTCP Nachricht von %s (%s)" 636, "** %s ist dem Kanal %s zugetreten" 637, "*** %s hat %s aus dem Kanal %s (%s) rausgeworfen" 638, "*** %s spielt von nun an unter dem Namen %s " 639, "**FEHLER: %s ist nicht online!" 640, "Ihr Spielername enthlt nicht erlaubte Zeichen!" ;------------------------------------------------- ; File: Multi.cpp ;------------------------------------------------- 641, "&Abbruch" 642, "Verbindung zum Server abgebrochen. Simulation wird gestoppt, bis neuer Kontakt hergestellt ist. Klicken Sie auf 'Abbruch', um das Spiel zu beenden." ;------------------------------------------------- ; File: multi_campaign.cpp ;------------------------------------------------- 643, "Der Feldzug ist abgeschlossen. Vielen Dank frs Spielen." 644, "Feldzug-Arsenal Schiffe/Waffen\n" ;------------------------------------------------- ; File: multi_endgame.cpp ;------------------------------------------------- 645, "&Abbruch" 646, "Bitte warten...\nVerbindungen mit den Spielern werden getrennt..." 647, "Achtung! - Dadurch werden alle Spieler rausgeworfen!" 648, "Sind Sie sicher, dass Sie das Spiel beenden wollen?" 649, "" 650, "" 651, "FEHLER!\n\nSie wurden vom Spielleiter rausgeworfen." 652, "Der Server hat das Spiel verlassen" 653, "FEHLER!\n\nIhre Einsatzdatei wurde vom Server zurckgewiesen." 654, "FEHLER!\n\nWhrend Sie versucht haben, dem Spiel noch beizutreten, wurde es vom Spielleiter beendet." 655, "FEHLER!\n\nSie haben zu lange fr die Auswahl Ihres Schiffes gebraucht." 656, "FEHLER!\n\nVerbindung zum Server verloren." 657, "FEHLER!\n\nEs konnte kein Port zum Server geffnet werden." 658, "FEHLER!\n\nEinsatzdaten konnten nicht korrekt eingelesen werden." 659, "FEHLER!\n\nSpielerschiff konnte nicht angemeldet werden." 660, "FEHLER!\n\nUngltige Daten wurden empfangen." 661, "FEHLER!\n\nServerbertragung fehlgeschlagen" ;obsolete?? 662, "FEHLER!\n\nEs ist ein Fehler beim Server whrend der Schiffszuweisung aufgetreten." 663, "FEHLER!\n\nDer Spielleiter hat das Spiel verlassen. Spiel wird abgebrochen." 664, "FEHLER!\n\nEin oder mehrere Teamcaptains haben das Spiel verlassen. Spiel wird abgebrochen." 665, "FEHLER!\n\nEinsatzdaten konnten nicht korrekt bertragen werden." ;------------------------------------------------- ; File: multi_fstracker.cpp ;------------------------------------------------- 666, "Achtung! es konnte keine Verbindung mit Parallax Online aufgenommen werden. Es werden keine PXO-Statistiken aufgezeichnet!" 667, "&Abbruch" 668, "Pilot wird berprft..." 669, "&OK" 670, "Der Pilot wurde von Parallax Online abgelehnt!" 671, "Pilot wurde erfolgreich erstellt und angemeldet!" 672, "Pilotencheck durch Parallax Online war erfolgreich!" 673, "&Abbruch" 674, "&Neuer Versuch" 675, "Anmeldeversuch fehlgeschlagen wegen Timeouts" 676, "bertragung der Spielerstatistiken..." 677, "Parallax-Online-Statistiken wurden aktualisiert!" 678, "Parallax-Online-Statistiken wurden NICHT aktualisiert!" 679, "Anfordern der Pilotenstatistiken" 680, "Herunterladen der Spielerstatistiken von %s\n" 681, "Aktualisieren der Spielerstatistiken von %s\n" ;------------------------------------------------- ; File: multi_ingame.cpp ;------------------------------------------------- 682, "Ihnen bleiben noch %d Sekunden\n" 683, "Schiffsdaten" 684, "Staffeldaten" 685, "Lebenspunktdaten" 686, "Das gewnschte Schiff wurde Ihnen verweigert." ;------------------------------------------------- ; File: multi_kick.cpp ;------------------------------------------------- 687, "<%s wurde rausgeworfen>" ;------------------------------------------------- ; File: multi_observer.cpp ;------------------------------------------------- 688, "Beobachterschiff" ;------------------------------------------------- ; File: multi_pinfo.cpp ;------------------------------------------------- 689, "" 690, "Warte..." 691, "Bildbertragung" 692, "" 693, "" ;------------------------------------------------- ; File: multi_pmsg.cpp ;------------------------------------------------- 694, "->ALLE: " 695, "->VERBNDETE: " 696, "->FEINDE: " 697, "->ZIEL: " 698, "" 699, "BEFEHL VON <%s> : " 700, "Greifen Sie %s an" 701, "Legen Sie %s lahm" 702, "Beschtzen Sie %s" 703, "Ignorieren Sie %s" 704, "Entwaffnen Sie %s" 705, "Zerstren Sie das Subsystem '%s' von %s" 706, "Gehen Sie neben mir in Formation" 707, "Geben Sie mir Deckung" 708, "Greifen Sie den Feind an!" ;------------------------------------------------- ; File: multi_strans.cpp ;------------------------------------------------- 709, " Server-bertragung " 710, "\ Spiel" 711, "Server-bertragung abgeschlossen!" ;------------------------------------------------- ; File: multi_voice.cpp ;------------------------------------------------- 712, "" ;------------------------------------------------- ; File: multi_xfer.cpp ;------------------------------------------------- 713, "&OK" 714, "Eine veraltete Version dieser Datei existiert, kann jedoch nicht berschrieben werden, da sie als 'Nur Lesen' markiert werden. ndern Sie dieses Datei-Attribut, und versuchen Sie es noch mal." ;------------------------------------------------- ; File: MultiMsgs.cpp ;------------------------------------------------- 715, "Spieler %s versucht, dem Spiel beizutreten. Erlauben? (j/n)" 716, "%s ist beigetreten\n" 717, "<%s ist beigetreten>" 718, "<%s wurde rausgeworfen>" 719, "%s hat das Spiel verlassen" 720, "Starterlaubnis erhalten\n" 721, "Piloteneinstellungen empfangen" 722, "Sie wurden abgelehnt, weil das Spiel sich im Moment in einer Phase befindet, in der kein neuer Spieler zutreten darf." 723, "Sie wurden abgelehnt, weil Sie an keinem PXO-Spiel teilnehmen knnen, solange Sie kein registrierter PXO-Pilot sind." 724, "Sie wurden abgelehnt, weil das Passwort falsch war." 725, "Sie wurden abgelehnt. Der Einsatz luft bereits." 726, "Sie wurden abgelehnt. Im Moment ist das Spiel vom Spielleiter gesperrt." 727, "Sie wurden abgelehnt. Das Spiel akzeptiert nur bestimmte Dienstgrade, und Ihrer ist zu hoch." 728, "Sie wurden abgelehnt. Das Spiel akzeptiert nur bestimmte Dienstgrade, und Ihrer ist zu niedrig." 729, "Sie wurden abgelehnt. Ein identischer Spieler befindet sich bereits im Spiel." 730, "Sie wurden abgelehnt. Das Spiel ist bereits vollstndig besetzt." 731, "Sie wurden abgelehnt. Sie wurden von diesem Server verbannt." 732, "Sie wurden abgelehnt. Dieses Spiel erlaubt keine Beobachter." 733, "Sie wurden abgelehnt. Jemand anders versucht im Moment, dem Spiel beizutreten. Bitte versuchen Sie es in ein paar Sekunden erneut." 734, "Sie wurden abgelehnt. Ihre Version von FreeSpace 2 ist zu alt fr diesen Server. Bitte aktualisieren Sie Ihre FreeSpace 2-Version. Dies wird ber 'Update' im FreeSpace-2-Launcher durchgefhrt." 735, "Waffenposition" 736, "Spieler %s versucht, einzusteigen - Erlauben? (j/n)" ;y/n ;------------------------------------------------- ; File: MultiTeamSelect.cpp ;------------------------------------------------- 737, "C" ; Team captain 738, "Com" ; Artificial Intellegence 739, "Klasse" 740, "Typ" 741, "Lnge" 742, "Geschwindigkeit" 743, "%d m/s" 744, "Manvrierbarkeit" 745, "Panzerung" 746, "Lasersockel" 747, "Raketenlafetten" 748, "Hersteller" 749, "Schiffe/Waffen sind noch gesperrt" 750, "Schiffe/Waffen sind nun editierbar" 751, "Die Piloten wurden noch nicht ihren Schiffen zugewiesen" 752, "Sie haben noch nicht alle ntigen Schiffe eingeteilt" 753, "Mindestens ein Schiff hat keine Primrwaffe" 754, "Mindestens ein Schiff hat keine Sekundrwaffe" ;------------------------------------------------- ; File: MultiUI.cpp ;------------------------------------------------- 755, "Mehr" 756, "Netzwerkfehler. Starten Sie FreeSpace 2 neu und versuchen Sie es dann erneut. Wenn auch das nicht funktioniert, starten Sie Ihr System bitte neu." 757, "Keine Spiele gefunden!" 758, "Kein Spiel selektiert!" 759, "Letzter Vorgang noch in Bearbeitung" ;### 760, "Diese Funktion ist noch nicht implementiert!" 761, "> 1 sek" 762, " ms" ; Milliseconds 763,"" ; 764, "Aufbau" 765, "Einsatz" ;{Dialog+}MStatus 766, "Nach" ;MStatus ### 767, "Pause" 768, "Im Spiel" 769, "Unbekannt" 770, "Empfange Spieldaten..." 771, "FEHLER!\n\nZeitablauf whrend der Anforderung" 772, "Ein nachtrgliches Einsteigen ist bei Team-Spielen nicht mglich" 773, "Warten auf Serverrckmeldung..." 774, "Server auf dem Kanal: %s" 775, "ACHTUNG!\n\nSie haben die Objektaktualisierung auf NIEDRIG gestellt. Ein Server mit dieser Einstellung kann nur einen zustzlichen Spieler ohne Leistungseinbussen verwalten." 776, "Wenn die Objektaktualisierung auf NIEDRIG gestellt ist, werden nicht mehr als ~2000 Bytes in der Sekunde gesendet. Dies ist ausreichend fr Spieler mit 28,8 kBit Modems, fr Server aber nicht empfehlenswert. Wenn Sie dies dennoch wollen, sollten smtliche Spieler die Objektaktualisierung im Optionsmen (F2) unter 'Multi' ebenfalls auf NIEDRIG eingestellt haben." 777, "ACHTUNG!\n\nSie haben die Objektaktualisierung auf MITTEL gestellt. Ein Server mit dieser Einstellung kann nur einen oder zwei zustzliche Spieler ohne Leistungseinbussen verwalten." 778, "Wenn die Objektaktualisierung auf MITTEL gestellt ist, werden nicht mehr als ~4000 Bytes in der Sekunde gesendet. Dies ist ausreichend fr Spieler mit 28,8 kBit Modems, fr Server aber nicht empfehlenswert. Wenn Sie dies dennoch wollen, sollten smtliche Spieler die Objektaktualisierung im Optionsmen (F2) unter 'Multi' ebenfalls auf MITTEL eingestellt haben." 779, "&Abbruch" 780, "&Ignorieren" 781, "&Weitere Informationen" 782, "%s Spiel" ; %s will be a pilot's name 783, "Temporrer Name" 784, "Ungltiger Wert fr einen Spielleiter mit Ihrem Dienstgrad (%s)!\n" 785, "Leutnant" 786, "Lt. " ; lieutenant 787, "(B)" ; Observer Beobachter 788, "Es sind noch nicht alle Mitspieler bereit!" 789, "Kein Einsatz ausgewhlt!" 790, "Kein Feldzug ausgewhlt!" 791, "Zuviele Beobachter im Spiel\n\nMax: %d\nAktuell: %d\n\nBitte einige davon ausloggen." 792, "Zuviele Spieler im Spiel\n\nMax: %d\nAktuell: %d\n\nBitte einige davon ausloggen." 793, "Teams und/oder Teamcaptains wurden nicht richtig zugeordnet" 794, "Sie brauchen fr jeweils vier Spieler eine CD!" 795, " - " ; Not applicable 796, "Achtung!\nDie Anzahl der Leben ist grsser als erlaubt. Das Maximum fr diesen Einsatz liegt bei %d" 797, "Achtung!\nDas Zeitlimit ist grsser als erlaubt. Das Maximum fr diesen Einsatz liegt bei %d" 798, "Achtung!\nDie Anzahl der Beobachter ist grsser als erlaubt. Das Maximum fr diesen Einsatz liegt bei (%d)" 799, "Achtung!\nDas Abschusslimit ist grsser als erlaubt. Das Maximum fr diesen Einsatz liegt bei %d" 800, "Achtung!\nDie Sprach-Wartezeit ist grsser als erlaubt. Das Maximum fr diesen Einsatz liegt bei (>%d)" 801, "Starten" 802, "Einsatz wird geladen..." 803, "Schiffsauswahl" 804, "Abschlussbesprechung" ;Dialog 805, "Synchronisation" 806, "Tritt bei" ;### JOINING 807, "Beigetreten" ;### JOINED 808, "Positionen" 809, "Schiffsauswahl" 810, "Waffenbestckung" 811, "Warten..." 812, "Im Einsatz" 813, "Einsatz geladen" 814, "Daten werden geladen..." 815, "Bereit zum Einsatz" 816, "Schiffsdaten..." 817, "Staffeldaten..." 818, "Lebenspunktdaten..." 819, "Waffendaten..." 820, "Daten fr Abschlussbesprechung" 821, "Einstellungen" 822, "Parallax Online Statistiken werden aktualisiert..." 823, "Waffendaten..." 824, "Spielleiter-\nOptionen" 825, "Abschlussbesprechung akzeptiert" 826, "Abschlussbesprechung wiederholen " 827, "Waffen-/Schiffsdaten fr Feldzug" 828, "Einsatzdaten werden bertragen (%d%%)" 829, "Einsatzdaten werden bertragen" 830, "Server-Synchronisation" 831, "Aktualisierungsinformationen senden\n" 832, "Dateisignatur anfordern\n" 833, "Aktualisierungsinformationen senden" 834, "Dateisignatur anfordern" 835, "Einstze...\n" 836, "Einsatz wurde lokal geladen\n" 837, "Teamauswahl wird aufgerufen...\n" 838, "Client fhrt Synchronisation durch\n" 839, "Daten fr Einsatzbesprechung senden\n" 840, "Waffeneinstellungen abgleichen\n" 841, "Spielereinstellungen abgleichen\n" 842, "Spiel wird gestartet...\n" 843, "Starterlaubnis fr Einsatz senden\n" 844, "&Ja, aufzeichnen" 845, "&Nein, verwerfen" 846, "(Spiel wird fortgesetzt)\nWollen Sie diese Statistiken speichern?" 847, "(Spiel wird beendet)\nWollen Sie diese Statistiken speichern?" 848, "&Verlassen" 849, "Sind Sie sicher, dass Sie das Netzwerkspiel verlassen wollen, bevor die Statistiken gespeichert worden sind?" 850, "" 851, "" ;------------------------------------------------- ; File: MultiUtil.cpp ;------------------------------------------------- ;### HeikoH: Most of this is not used 852, "no other network players are present" 853, "zapped" 854, "caulked" 855, "killed" 856, "waxed" 857, "popped" 858, "murdered" 859, "bludgeoned" 860, "destroyed" 861, "iced" 862, "obliterated" 863, "toasted" 864, "roasted" 865, "turned into anti-matter" 866, "killed like a pig" 867, "taught a lesson" 868, "slaughtered with impunity" 869, "spanked like a naughty boy" 870, "skunked" 871, "beat senseless" 872, "shot up" 873, "spaced" 874, "hosed" 875, "capped" 876, "beat down" 877, "hit wit da shizzo" 878, "sk00led" 879, "whooped up" 880, "brought to the all-you-can-take whoop ass buffet" 881, "served up a whoop ass sandwich...hold the mercy" 882, "gibbed by Kayser Sozay's rocket" 883, "shot down" 884, "given early retirement" 885, "instructed" 886, "eviscerated" 887, "pummelled" 888, "eradicated" 889, "cleansed" 890, "perforated" 891, "canned" 892, "decompressed" 893, "says" 894, "bleats" 895, "opines" 896, "postulates" 897, "declares" 898, "vomits out" 899, "whines" 900, "barks" 901, "<%s hat das Spiel verlassen>" 902, "Dumping %s after prolonged inactivity" 903, "[ipx address here]" 904, "Standalone Ship" 905, "Stats collected for %7.3f seconds\n" 906, "Spielername\tBytes empfangen/s\tBytes gesendet/s\n" 907, "Couldn't find network stats for %s ... skipping\n" 908, "-------------------------\nTotal:\t%d\t%d\n" 909, "\n\nPer Packet Statistics\n---------------\nPacket #\tNum Packets Sent\tTotal Bytes\t%% of total\n" ;------------------------------------------------- ; File: PsNet.cpp ;------------------------------------------------- 910, "[kein Netzwerk]" ;------------------------------------------------- ; File: stand_gui.cpp ;------------------------------------------------- 911, "Verbindungen : " 912, "Spielleiter verbunden ? Ja" 913, "Spielleiter verbunden ? Nein" 914, "> 1 sek" 915, " ms" 916, "Standalone-Server" 917, "Primre Einsatzziele" 918, "Sekundre Einsatzziele" 919, "Bonusziele" 920, "keine" 921, "Baumhierarchie" ;### 922, "Der Standalone-Server konnte sich nicht bei Parallax Online anmelden!" 923, "VMT Warnung!" 924, " %s" 925, "OK" 926, "Abbruch" 927, "&bernehmen" 928, "&Hilfe" -1 929, "Abbruch" 930, "Verbindungen" 931, "Mehrspieler" 932, "Spielerinformationen" 933, "Cheats" 934, "Debug" 935, "Freespace 2 Server" ;------------------------------------------------- ; File: multi_pxo.cpp ;------------------------------------------------- 936, "Konto &erstellen" 937, "Konto &berprfen" 938, "PXO-Login wurde abgewiesen. Sie sollten die Parallax Online Webseite besuchen, um sich anzumelden oder Ihre Login-Daten zu berprfen. Wenn Sie auf 'Abbrechen' klicken, spielen Sie ohne Support von Parallax Online. (Sie knnen ihn spter wieder reaktivieren, indem Sie im 'Multi'-Bereich des Optionendialogs 'PXO' anwhlen.)" 939, "Kanle aktualisieren" 940, "FEHLER: Anmeldung bei PXO fehlgeschlagen!" 941, "Sie wurden rausgeworfen" 942, "Sie wurden vom Server getrennt" 943, "Achtung!\nWebbrowser konnte nicht gefunden/aufgerufen werden!" 944, "Keine Kanle vorhanden!" 945, "Im Moment wird noch versucht, einem anderen Kanal beizutreten!" 946, "PXO konnte keine Statistiken fr %s finden\n(eventuell kein registrierter PXO-Pilot)" 947, "Anmeldung bei PXO fehlgeschlagen!" 948, "&Abbruch" 949, "Einloggen bei Parallax Online" 950, "*** %s hat den Chat verlassen" 951, "Verbunden mit Parallax Online" 952, "Aktualisiere Liste der ffentlichen Kanle..." 953, "Kanal wechseln..." 954, "Kein Kanal (Fehler beim Wechseln)" 955, "%s auf Kanal %s" ; on 956, "Parallax Online - Kein Kanal" 957, "Private Nachricht von " 958, "Private_Nachricht_von " 959, "Private Nachricht an " 960, "Private_Nachricht_an " 961, "Bitte den Name des Kanals zum Beitreten/ffnen eingeben" 962, "Name des gesuchten Spielers:" 963, "Suche nach %s..." 964, "Spieler wurde nicht gefunden" 965, "Spieler ist zwar eingeloggt, aber in keinem Kanal angemeldet" 966, "%s befindet sich im Kanal " 967, "%s befindet sich in einem privaten Kanal" 968, "Spielerstatistiken werden angefordert" 969, "Spielerinformationen werden anfordert" 970, "Noch keinen Einsatz geflogen" ;------------------------------------------------- ; File: Sound.cpp ;------------------------------------------------- 971, "DirectSound konnte nicht initialisiert werden. Eventuell verwendet eine andere Anwendung im Moment Ihre Soundkarte und blockiert sie damit. In diesem Fall beenden Sie sie bitte vor dem Start von FreeSpace 2." 972, "Der Microsoft ADPCM-Codec konnte nicht initialisiert werden.\n\nDetaillierte Instruktionen, wie man dieses Problem beheben kann, finden Sie in der README.TXT-Datei." ;------------------------------------------------- ; File: multi_update.cpp ;------------------------------------------------- 973, "FEHLER bei der Verbindung zum PXO-Server" 974, "FEHLER beim Suchen des PXO-Servers" 975, "FEHLER beim Senden von Daten an den PXO-Server" 976, "FEHLER beim Erstellen der Versionsdatei" 977, "FEHLER beim Empfangen von Daten vom PXO-Server" 978, "Ein Fehler ist beim berprfen Ihrer Version von FreeSpace 2 aufgetreten. Wenn Sie diesen Fehler ignorieren, werden Sie mglicherweise nicht auf dem neuesten Stand sein." 979, "Die Versionsdatei konnte nicht geffnet werden." 980, "Eine neuere Version von FreeSpace 2 ist verfgbar. Sie mssen Ihr Spiel zur neuesten Version aktualisieren, um auf PXO zu spielen.\n\nSoll der Aktualisierungsvorgang jetzt durchgefhrt werden?" 981, "FreeSpace-2-Version wird berprft" ;------------------------------------------------- ; File: multi_pxo.cpp ;------------------------------------------------- 982, "Vorherigem Kanal wieder beitreten (" 983, "Konnte dem vorherigen Kanal nicht beitreten." 984, "Automatischer Beitritt zum Standardkanal" 985, "Automatischer Beitritt zum Standardkanal nicht mglich." ;------------------------------------------------- ; File: main_ ;------------------------------------------------- 986, "Sie mssen Ihre Verbindungsgeschwindigkeit im Launcher unter Setup/Netzwerk einstellen." ;------------------------------------------------- ; File: multi_endgame.cpp ;------------------------------------------------- 987, "Ein Fehler ist beim Lesen der Missionsdatei aufgetreten. Die Datei enthlt ungltige Daten." ; ------------------------------------------------ ; NEW MISSION DISK TEXT ; ------------------------------------------------ ; freespace.cpp 988, "Konnte die Datei FREESPACE2.EXE nicht automatisch vom temporren Update-Verzeichnis (in Ihrem FreeSpace-2-Verzeichnis) in Ihr FreeSpace-2-Verzeichnis selbst kopieren. Bitte kopieren Sie diese Datei von Hand." ; readyroom.cpp 989, "\nBitte warten...\n%s" ;Einzelmissionen 990, "\nBitte warten...\n%s" ;Kampagnenmissionen 991, "\nBitte warten..." ;Missionsliste" 992, "\nBitte warten..." ;Kampagnenmissionsbaum ; multimsgs.cpp 993, "Sie bentigen die FreeSpace-2-Missionsdisk, um diesem Netzwerkspiel beitreten zu knnen." ; multiui.cpp - HeikoH: Not used in FS2 ;994, "You have selected a mission or campaign with Mission Disk content, but there are non-Mission Disk players present" 995, "&Zurck" ;996, "You have selected a mission which is either invalid or unknown to PXO. Your stats will not be saved if you continue" ;997, "Warning\n\nIf you start a PXO mission by yourself, your stats will not be updated" ; multi_endgame.cpp 998, "Sie wurden rausgeworfen, da die bertragung der Einsatzdaten fehlgeschlagen ist" 999, "Sie wurden rausgeworfen, weil Sie die FS2-Einsatzdatei nicht besitzen" 1000, "Sie wurden rausgeworfen, da das Spiel mittlerweile beendet wurde" ; multi_fstracker.cpp 1001, "" 1002, "" ; multi_kick.cpp 1003, "<%s wurde rausgeworfen - bertragung der Einsatzdaten fehlgeschlagen>" 1004, "<%s wurde rausgeworfen - FS2-interner Einsatz %s fehlt>" 1005, "<%s wurde rausgeworfen - Spiel war bereits zu Ende>" ; multiui.cpp 1006, "Achtung!\n\nDieser Spieler hat bereits ber PXO gespielt. Wenn Sie weitermachen und ein nicht-PXO Spiel spielen, werden Ihre Statistiken nicht aktualisiert" ; multi_pinfo.cpp 1007, "Dienstgrad" 1008, "Geflogene Einstze" 1009, "Flugerfahrung" 1010, "Zuletzt geflogen" 1011, "Abschsse " 1012, "Primrwaffen-Schsse" 1013, "Primrwaffen-Trefferquote" 1014, "Sekundrwaffen-Schsse" 1015, "Sekundrwaffen-Trefferquote" ; control_config.cpp 1016, "Senkrechte Achse" 1017, "Querachse" 1018, "Lngsachse" 1019, "Absolute Schubregulierung" 1020, "Relative Schubregulierung" 1021, "Joystick/Maus X-Achse" 1022, "Joystick/Maus Y-Achse" 1023, "Joystick Z-Achse" 1024, "Joystick rX-Achse" 1025, "Joystick rY-Achse" 1026, "Joystick rZ-Achse" 1027, "Linke Taste" 1028, "Rechte Taste" 1029, "Mittlere Taste" 1030, "L/R" 1031, "O/U" 1032, "N" 1033, "J" ; new stuff 12/2/98 - barracks screen 1034, "Neu" 12 14 1035, "&Weiter" 2 ;8 1036, "Optionen" -6 1037, "&Orden" -4 1038, "&Lschen" -1 3 1039, "OK" 12 ; &Weiter" -5 -6 1040, "Clonen" -4 1041, "Solo" 1042, "Multi" 0 -3 1043, "Konvertieren" 3 -4 ; new stuff 12/3/98 - multi_fstracker.cpp and multiui.cpp 1044, "" 1045, "Sie spielen mit einer manipulierten SHIPS.TBL-Datei. Ihre Statistiken werden nicht gespeichert." 1046, "" 1047, "Sie spielen mit einer manipulierten WEAPONS.TBL-Datei. Ihre Statistiken werden nicht gespeichert." 1048, "" 1049, "" 1050, "Dies ist kein fr PXO freigegebener Einsatz. Ihre Statistiken werden nicht gespeichert." 1051, "Sie oder der Server haben eine manipulierte SHIPS.TBL. Ihre Statistiken werden nicht aktualisiert auf PXO." 1052, "Sie oder der Server haben eine manipulierte WEAPONS.TBL. Ihre Statistiken werden nicht aktualisiert auf PXO." ; new stuff 12/14/98 1053, "" 1054, "Wir haben dem nichts hinzuzufgen." ; new stuff 1/28/99 1055, "Technische Datenbank" 1056, "Einsatzsimulator" 1057, "Filmsequenzen" 1058, "Das Team " 1059, "Spiel" -6 ;Options "Exit Game" 1060, "Einzeleinstze" -4 1061, "Feldzugeinstze" -4 1062, "Starten" 2 1063, "Einsatz" 1064, "Dateiname" 1065, "Waffen" 10 16 1066, "Geschichte" ;HeikoH: ist gut, was :)? ;Man darf anderer Meinung sein, oder? 8~( 1067, "Schiffsauswahl" 1068, "Waffenbestckung" ;------------------------------------------------- ; New stuff for MissionLog interface screen 1/29/99 File: HUDConfig.cpp ;------------------------------------------------- 1069, "Weiter" 15 1070, "Ereignisse" 10 1071, "Einsatzziele" 10 1072, "Meldungen" 10 ;------------------------------------------------- ; New stuff for Squad War ;------------------------------------------------- 1073, "Fr Squad War brauchen Sie mindestens %d Piloten pro Geschwader " ; new stuff 2/15/99 1074, "Bitte warten...\n%s" 1075, "Bitte warten...\nAnmelden bei SquadWar" 1076, "Bitte geben Sie den Matchcode ein" 1077, "Squadwar Match konnte nicht angemeldet werden. Bitte stellen Sie sicher, dass Sie den korrekten Code eingegeben haben und dass smtliche Teilnehmer einem der beiden geschwader zugeteilt wurden." 1078, "Bitte warten...\nSquadWar-Resultate registrieren" 1079, "" 1080, "" ; new stuff 2/21/99 for beam weapons 1081, "%s starb durch einen Geschtzstrahl unbekannter Herkunft" 1082, "%s wurde von %s mit einem Geschtztreffer gettet" ; ---------------------------------------------------------- ; File: 3d_detect.cpp ; ---------------------------------------------------------- 1083, "Keine 3D-Beschleunigung" ; ---------------------------------------------------------- ; File: Video_tab.cpp ; ---------------------------------------------------------- 1084, "Grafik" 1085, "Aktueller Grafikmodus:" 1086, "FreeSpace 2 setzt eine 3D-Grafikkarte voraus. Suchen Sie die passende Option aus der obigen Liste aus." 1087, "3D-Karten suchen" 1088, "Optionen:" 1089, "Filmsequenzen im Interlaced-Modus abspielen" 1090, "Filmsequenzen im FastClear-Modus abspielen" 1091, "Niedrige Direct3D-Texturdetails (beschleunigt Spiel)" 1092, "Freespace 2 braucht Glide oder Direct3D (per Hardware). Ohne diese Hilfe luft das Spiel nicht." 1093, "Achtung!" ; ---------------------------------------------------------- ; File: DirectXTab.cpp ; ---------------------------------------------------------- 1094, "OK" 1095, "Muss aktualisiert werden" 1096, "Muss installiert werden" 1097, "Windows NT hat DirectX eingebaut. Wenn Sie Windows NT 4.0 als Betriebssystem verwenden, sollte Ihr System mindestens auf Service Pack-Ebene 3 (SP3) sein. Fr detailierte Informationen ber NT Service Packs (inkl. Downloadlinks) gehen Sie bitte zu dieser Website\n%s.\n\nWollen Sie sie jetzt besuchen?" 1098, "Sie haben eine ltere Version von DirectX als Version 5.0. Wir empfehlen Ihnen, DirectX 5.0 auf Ihrem Rechner zu installieren.\n\nMchten Sie das jetzt tun?\n\n" 1099, "Ihre Version von DirectX ist auf dem neuesten Stand.\nWeitere Informationen zur aktuellen Version von DirectX (einschliesslich einiger Links zum Download) finden Sie unter \n%s.\n\nWollen Sie diese Website jetzt besuchen?" 1100, "DirectX-Versionsinformation" 1101, "Ihre DirectX-Version" 1102, "Diagnose" 1103, "Freespace 2 braucht DirectX 3.0 (oder besser). Direct3D, Force Feedback und Direct Sound 3D setzen DirectX 6.0 voraus." 1104, "DirectX installieren/aktualisieren" ; ---------------------------------------------------------- ; File: FSLaunch.cpp ; ---------------------------------------------------------- 1105, "FreeSpace 2 Launcher" 1106, "FreeSpace-2-Demo-Launcher" 1107, "FEHLER: Das Betriebssystem meldet, dass zu wenig Ressourcen frei sind." 1108, "FEHLER: Die .EXE-Datei hat eine unerlaubte Signatur." 1109, "FEHLER: Das Betriebssystem hat den Zugriff auf die angegebene Datei verweigert." 1110, "FEHLER: Es existiert keine Verbindung mit dem Dateiprotokoll/typ.\r\n(Sie mssen Ihren Web-Browser als Standard definiert haben)" 1111, "FEHLER: Die DDE-Anfrage konnte nicht abgeschlossen werden, da andere DDE-Transaktionen im Gange sind." 1112, "FEHLER: Die DDE-Anfrage ist fehlgeschlagen." 1113, "FEHLER: Die DDE-Anfrage konnte wegen eines Zeitberlaufs nicht abgeschlossen werden." 1114, "FEHLER: DLL-Datei nicht gefunden." 1115, "FEHLER: Zu wenig freier Speicher." 1116, "FEHLER: Ein Fehler bei der Freigabe ist aufgetreten." 1117, "\r\nEs konnte kein Webbrowser gefunden werden.\r\nBitte installieren Sie einen Browser und definieren Sie ihn als Standardbrowser.\r\n\r\n" 1118, "FEHLER: Ein unbekannter Fehler ist aufgetreten." ; ---------------------------------------------------------- ; File: FSLaunchDlg.cpp ; ---------------------------------------------------------- 1119, "Achtung!" 1120, "Sie mssen Freespace 2 zunchst konfigurieren.\n\nKlicken Sie dazu auf 'Setup' im Launchermen, und gehen Sie dann die verfgbaren Optionen nach und nach durch. Wenn Sie damit fertig sind, besttigen Sie die Einstellungen mit OK." 1121, "Sie mssen einen Grafikmodus auswhlen!" 1122, "Sie mssen Freespace 2 zunchst erlauben, die ntigen Einstellungen fr Ihre Grafikkarte vorzunehmen, bevor Sie FreeSpace 2 spielen knnen.\n\nKlicken Sie dazu auf 'Setup' im Launchermen, und whlen Sie die Seite 'Grafik'. Lassen Sie das Programm dort nach verfgbaren Grafikkarten suchen, und whlen Sie den gewnschten Grafikmodus aus. Klicken Sie schliesslich unten auf 'OK'." 1123, "Sie bentigen DirectX 3.0 oder hher!" 1124, "Sie mssen zumindest DirectX 3.0 installieren, um Freespace 2 spielen zu knnen.\n\nIm 'Setup'-Dialog im Launcher unter 'DirectX' bekommen Sie nhere Informationen." 1125, "Fehler beim Starten von FreeSpace 2" 1126, "Setup" 1127, "Fehler beim Laden der README-Datei" 1128, "Keine Deinstallations-Informationen gefunden" 1129, "Sind Sie sicher, dass Sie '%s' und alle dazugehrigen Komponenten entfernen wollen?" 1130, "Besttigung" 1131, "Deinstallationsprogramm konnte nicht gestartet werden" 1132, "Willkommen bei Freespace 2!" 1133, "Da dieses der erste Aufruf von FreeSpace 2 auf Ihrem Computer ist, wird nun der Setup-Dialog gestartet, der Ihnen hilft, FreeSpace 2 zu konfigurieren.\n\nACHTUNG!\nEs ist wichtig, dass Sie alle Bereiche des Setup-Dialoges durchgehen und korrekt konfigurieren. Das Hilfe-Symbol wird Ihnen bei Fragen zu einer bestimmte Sektion weiterhelfen. Sobald Sie sicher sind, alles richtig eingestellt zu haben, drcken Sie auf OK, um die Einstellungen fr knftige Spielrunden zu speichern." ; ---------------------------------------------------------- ; File: JoystickTab.cpp ; ---------------------------------------------------------- 1134, "Joystick" 1135, "" 1136, "Aktueller Joystick" 1137, "Force Feedback aktivieren" 1138, "'Directional Hit' bei Force Feedback aktivieren" 1139, "Kalibrieren" 1140, "Angeschlossene Joysticks suchen" ; ---------------------------------------------------------- ; File: Launch_utils.cpp ; ---------------------------------------------------------- 1141, "Bitte legen Sie FreeSpace-2-CD 1 ein, und klicken Sie auf OK." ; ---------------------------------------------------------- ; File: MiscTab.cpp ; ---------------------------------------------------------- 1142, "Sonstiges" 1143, "Sprache" 1144, "Befehlszeilenparameter (optional)" 1145, "Deinstallation fehlgeschlagen" ; ---------------------------------------------------------- ; File: NetWorkTab.cpp ; ---------------------------------------------------------- 1146, "Netzwerk" 1147, "Verbindung mit dem Internet" 1148, "Internetgeschwindigkeit" 1149, "nicht vorhanden" 1150, "per DF-Netzwerk" 1151, "per LAN/Direktverbindung (und AOL)" 1152, "Nicht angegeben" 1153, "weniger als 56 KBit (28,8 oder 33.6 Modem)" 1154, "56 KBit" 1155, "64 KBit (ISDN)" 1156, "128 KBit (Dualkanal ISDN, Kabelmodem)" 1157, "mehr als128 KBit (T1, ADSL, T3, ...)" 1158, "Fehler beim Lesen der CD." ; ---------------------------------------------------------- ; File: SpeedTab.cpp ; ---------------------------------------------------------- 1159, "Geschwindigkeit" 1160, "Niedrig" -15 1161, "Mittel" 10 11 1162, "Hoch" -1 1163, "Sehr hoch" 1164, "Voreingestellte Detailstufe:" 1165, "Eigenschaften" 1166, "Prozessor:" 1167, "Prozessortakt:" 1168, "Hauptspeicher:" 1169, "RAM-Transferrate:" 1170, "VRAM-Transferrate:" 1171, "3D-Grafikbeschleuniger*:" 1172, "*Wie unter 'Grafik' eingestellt." 1173, "Analyse starten" ; ---------------------------------------------------------- ; File: AudioTab.cpp ; ---------------------------------------------------------- 1174, "Audio" 1175, "Es wurde eine Aureal-Soundkarte erkannt, jedoch sind die Treiber nicht aktuell genug. Bitte laden Sie diese von www.a3d.com runter." 1176, "Dies ist eine A3D-Version, die nicht von Aureal zertifiziert wurde.\nBitte aktualisieren Sie Ihre Treiber: www.a3d.com" 1177, "Kein Sound" 1178, "Aktuelle Soundkarte" 1179, "Soundkarten suchen" 1180, "Im Launcher Soundeffekte spielen" ; ---------------------------------------------------------- ; File: UpdateDlg.cpp ; ---------------------------------------------------------- 1181, "Der Freespace 2 Launcher muss aktualisiert werden.\nAllerdings konnte entweder auf die neue EXE oder auf die Patch-Datei nicht zugegriffen werden.\n\nDeswegen kann er zu diesem Zeitpunkt nicht aktualisiert werden." 1182, "Der Freespace 2 Launcher muss aktualisiert werden.\nAllerdings wurde Launcher.EXE nicht gefunden oder der Zugriff darauf verweigert.\n\nDeswegen kann er zu diesem Zeitpunkt nicht aktualisiert werden." 1183, "Der Freespace 2 Launcher muss aktualisiert werden.\nEr wird nun beendet, aktualisiert und dann neugestartet.\n\nDies kann ein paar Sekunden dauern..." 1184, "Launcher-Aktualisierung " 1185, "Fehler!" 1186, "Auf aktuellem Stand" ;### 1187, "Bereit" 1188, "Suchen Sie einen Mirrorserver aus" 1189, "Aktualisierung ist fehlgeschlagen!" 1190, "Verbinden..." 1191, "Download..." 1192, "Weiterverbinden..." 1193, "Download abgebrochen" 1194, "" 1195, "Vorgang kann nicht fortgesetzt werden! Klicken Sie auf 'Abbrechen'." 1196, "Fehler" 1197, "Datei konnte nicht gefunden werden" 1198, "HTTP-Fehlercode %d" 1199, "Download der Serverinformationen..." 1200, "Download der Versionsinformationen..." 1201, "Download der Mirrorserverinformationen..." 1202, "Fehler beim Verarbeiten der Mirrorserverinformationen." 1203, "Herunterladen der Aktualisierungsdaten" 1204, "Download %d Bytes von %d (%d%%)" 1205, "Fehler beim Verarbeiten der Versionsinformationen." 1206, "Das automatische Update-Programm von Freespace 2 konnte in der Systemregistrierung keine Information ber Ihre derzeitige Spielversion finden.\n\nDas sollte leicht zu beheben sein, indem Sie das Spiel einfach starten und sofort wieder verlassen, bevor Sie das Auto-Update-Programm erneut starten." 1207, "Fehler bei der berprfung der Versionsnummer" 1208, "Klicken Sie auf OK, um die neue Version von FreeSpace 2 herunterzuladen!" 1209, "Eine neue Version von Freespace 2 ist verfgbar! Klicken Sie auf OK, um Sie herunterzuladen." 1210, "Keine Aktualisierung erforderlich." 1211, "Sie sind auf dem neuesten Stand (Freespace 2 V%d.%d.%d)." 1212, "Fehler beim Aktualisieren" 1213, "Verarbeite %s" 1214, "Datei abgeschlossen!" 1215, "Informationen werden verarbeitet..." 1216, "Aktualisierung fehlgeschlagen!" 1217, "Keine Daten fr die Aktualiserung." 1218, "Keine Daten fr die Aktualiserung. Freespace 2 kann nicht aktualisiert werden." 1219, "Aktualisierung wird nun durchgefhrt..." 1220, "Aktualisierung ist abgeschlossen!" ; ---------------------------------------------------------- ; File: DownloadThread.cpp ; ---------------------------------------------------------- 1221, "FEHLER: Ungltige URL" 1222, "FEHLER: Die Mirrorseite versucht, zu einem nicht angegebenen Server weiterzuleiten." 1223, "FEHLER: Zuwenig Festplattenspeicherplatz zum Download der Datei: " 1224, "Fehler beim Herunterladen" 1225, "Fehler beim Schreiben" ; ---------------------------------------------------------- ; File: SiteSelectionDlg.cpp ; ---------------------------------------------------------- 1226, "Sie mssen zunchst einen Mirrorserver auswhlen." 1227, "Mirrorserver" 1228, "Sie mssen zunchst einen Mirrorserver auswhlen." 1229, "Anbieter" 1230, "URL" 1231, "Standort" 1232, "Fehler beim Auswerten der Mirrorserver-Informationsdatei." ; ---------------------------------------------------------- ; Localize launcher dialog box text ; ---------------------------------------------------------- 1233, "Freespace 2 Auto-Update" 1234, "Aktuelle Informationen:" 1235, "Installiert:" 1236, "Aktuell:" 1237, "Fortschritt:" 1238, "Status:" 1239, "Verfgbare Mirrorserver" 1240, "Bitte whlen Sie den Mirrorserver, von dem Sie den Patch herunterladen wollen:" ; ---------------------------------------------------------- ; Localize Launcher Updater ; ---------------------------------------------------------- 1241, "Aktualisieren des Freespace 2 Launchers..." 1242, "Bitte warten..." 1243, "FEHLER: Dieses Programm wurde nicht vom Launcher gestartet!" 1244, "FEHLER: Datei %s nicht gefunden." 1245, "FEHLER: Dateizugriff verweigert: %s." 1246, "FEHLER: Datei %s konnte nicht gelscht werden." 1247, "FEHLER: Datei %s konnte nicht umbenannt werden." 1248, "FEHLER: Die Aktualisierungs-DLL untersttzt die vom Programm angegebene Funktion nicht. Bitte installieren Sie neu." 1249, "FEHLER: Die Aktualisierung konnte nicht abgeschlossen werden." 1250, "Starten des alten Freespace 2 Launchers..." 1251, "Starten des neuen Freespace 2 Launchers..." 1252, "FEHLER: Der Launcher konnte nicht neu gestartet werden." 1253, "Freespace 2 Launcher - Fehler beim Aktualiseren" 1254, "Der Launcher wurde nicht aktualisiert." ; ---------------------------------------------------------- ; New pilot, unassigned squadron ; 1255, "" ; ---------------------------------------------------------- ; Multi create interface ; 1256, "Alle" -8 1257, "Coop" 1258, "Team" 1259, "Raumkampf" -5 1260, "Aktualisieren" 1261, "Spielerinfo" 1262, "Einstze" 1263, "Feldzge" 1264, "1" 1265, "2" 1266, "Raus!" -8 1267, "Optionen" 35 -10 1268, "Spielrunde anlegen" ;### 1269, "Spieler" 5 ; ---------------------------------------------------------- ; Multi player screens ; 1270, "Sperre" ; ---------------------------------------------------------- ; Mehrspieler hacked data warnings ; 1271, "verwendet manipulierte FreeSpace 2-Dateien" 1272, "Einer oder mehrere Spieler verwenden manipulierte FreeSpace 2-Dateien.\n\nSquadWar kann nur dann gespielt werden, wenn alle Teilnehmer die Orginaldateien besitzen" 1273, "Einer oder mehrere Spieler verwenden manipulierte FreeSpace 2-Dateien.\n\nWenn Sie weitermachen, werden keine Statistiken am Ende des Einsatzes gespeichert" 1274, "Einer oder mehrere Spieler verwenden manipulierte FreeSpace 2-Dateien" ; ---------------------------------------------------------- ; TvT reporting ; 1275, "" 1276, "" 1277, "" 1278, "" 1279, "" ; ---------------------------------------------------------- ; Host options screen ; 1280, "Ranghchster" 1281, "Teamcaptain" 1282, "Jeder" 1283, "Spielleiter" 1284, "Schwierigkeitsgrad" +19 1285, "An" 1286, "Aus" 1287, "Spielleiter verndert Schiffe" 1288, "Anzahl Leben" 1289, "KI-Befehlsgewalt" 1290, "Berechtigung, Einsatz zu beenden" 1291, "Zeitlimit" 1292, "Min" 1293, "Abschusslimit" 1294, "Beobachter" 1295, "Audiobertragung" 1296, "Audioqualitt" 1297, "Nachrichtenlnge" 1298, "Sprach-Wartezeit" ; ---------------------------------------------------------- ; Multi join screen ; 1299, "Aktualisieren" 1300, "Beobachter" -34 -12 1301, "Modus" 9 16 1302, "erffnen" -15 -12 1303, "Beitreten" -21 -4 1304, "Status" 1305, "Server" 1306, "Spieler" 1307, "Ping" ; ---------------------------------------------------------- ; Multi join-wait screen ; 1308, "Team 1" 1309, "Team 2" 1310, "Spieler" -6 4 1311, "Info" ;-8 9 1312, "Teamauswahl" ; ---------------------------------------------------------- ; PXO screen ; 1313, "Web-" -7 8 1314, "Rangliste" -7 11 1315, "Suche" 1 4 1316, "Meldung des Tages" 1317, "Kanal" -24;ffentlicher Kanal 1318, "Kanal" -32;Privater Kanal 1319, "Spiele" 4 1320, "Geschwader" 1321, "Kanle" ; ---------------------------------------------------------- ; Multi start game screen ; 1322, "Offen" 1323, "Geschlossen" 1324, "Auf Anfrage" 1325, "mit Passwort schtzen" 1326, "auf den Dienstgrad beschrnken" 1327, "Mindestens" 1328, "Hchstens" 1329, "Neues Spiel ffnen" 1330, "Bezeichnung" 1331, "Spieltyp" ; ---------------------------------------------------------- ; Multi password popup ; 1332, "Passwort eingeben" ; ---------------------------------------------------------- ; Debrief screen ; 1333, "Statistiken" 1334, "Empfehlungen" ; ---------------------------------------------------------- ; View Footage screen (Cutscenes) ; 1335, "Starten" -6 ; ---------------------------------------------------------- ; Loading bar ; 1336, "Bitte warten..." ; ---------------------------------------------------------- ; Ship select screen ; 1337, "Standard" -15 ; ---------------------------------------------------------- ; New death messages ; 1338, "%s wird von Teamkamerade %s abgeschossen" 1339, "%s stirbt durch einen Geschtztreffer aus dem eigenem Team (%s)" ; ---------------------------------------------------------- ; Control config screen ; 1340, "Zielen" 10 ;-3 1341, "Schiff" -2 -8 1342, "Inversion" -18 -10 1343, "UnDo" 2 8 1344, "Standard" 3 1345, "Suche" 7 2 1346, "Zuweisen" -11 -13 1347, "Konflikt" -12 1348, "lsen" 8 1349, "lschen" -19 1 1350, "lschen" 10 1 ; ---------------------------------------------------------- ; Options screen ; 1351, "Details" 0 -4 1352, "Steuerung" 0 -4 1353, "konfigurieren" 1354, "Cockpit" 0 1355, "Voreinstellung" 53 1356, "Benutzerdefiniert" -60 1357, "Planeten/Hintergrnde" 1 1358, "Zielsicht-Rendering" 20 1359, "Waffeneffekte" 16 1360, "Modelldetails" 1361, "Nebeldetails" 1362, "3D-Hardwaretexturen" 1363, "Partikel" 1364, "Explosionseffekte" 1365, "Schildeffekte" 1366, "Sterne" 1367, "Lichteffekte" -22 1368, "Sprachausgabe bei Einsatzbesprechungen" 0 3 1369, "Lautstrke" 0 3 1370, "Effekte" 1371, "Musik" 1372, "Sprachausgabe" 1373, "Maus" 0 3 1374, "Empfindlichkeit" -3 27 1375, "Helligkeit" 30 68 1376, "Joystick" 16 46 1377, "Toleranzzone" 4 36 ; ------------------------------------------------ ; Multi options screen ; 1378, "TCP" 1379, "IPX" 1380, "IP-Adressen" 1381, "(+)" 1382, "(-)" 1383, "PXO" 1384, "Benutzername" 1385, "Passwort" 1386, "Geschwader" 1387, "LAN durchsuchen" 1388, "Generell" 1389, "Mikrotest" 1390, "Stumm" -4 1391, "Objektaktualisierung" -22 18 1392, "LAN" 0 -1 1393, "Spieler-/Staffel-Bilder" 7 20 1394, "Ja" 1395, "Nein" -8 1396, "Einstze bertragen nach" -33 -23 1397, "/multidata" 1398, "/missions" 1399, "Cache lschen" 0 15 1400, "Nie" 21 1401, "Beim Spielstart" -19 ; ------------------------------------------------ ; New Mehrspieler warnings ; 1402, "Sie haben IPX-Protokoll als Protokoll ausgewhlt, aber dieses Protokoll ist auf Ihrer Maschine nicht installiert."." ; ------------------------------------------------ ; campaign screen ; 1403, "Feldzug" -20 10 1404, "neu starten" -20 5 ; ------------------------------------------------ ; red alert screen ; 1405, "Wiederholen" 1406, "Empfange Meldung" ;### ; ------------------------------------------------ ; new stuff 7/18/99 for HH ; 1407, "Abgeschlossen" ;### ; support ship complete 1408, "Spiel" 5 ; Mehrspieler server list 1409, "Whlen" 8 17 ; campaign room 1410, "Einsatz" ; incoming transmission / red-alert 1411, "Andere" -9 ; control config 1412, "beenden" -6 ; options screen 1413, "Alle" 3 13 ; control config - delete/clear all 1414, "Auswahl" -5 -20 ; control config - delete/clear selected 1415, "Konfig." ; options - HUD config 1416, "Verlassen" -32 -12 ; PXO 1417, "Zurck" 7 ; Mehrspieler host options 1418, "Zurck" -10 ; tech database 1419, "Zurck" -10 ; tech cutscenes 1420, "Zurck" -10 ; tech credits ; ------------------------------------------------ ; new death messages ; 1421, "Sie haben sich mit der Druckwelle Ihrer Rakete selbst umgebracht " 1422, "Sie haben sich mit der eigene Rakete umgebracht" ; ------------------------------------------------ ; new stuff for multi ingame join ; 1423, "Name" 1424, "Klasse" 1425, "Status" 1426, "Primr" 1427, "Sekundr" ; ------------------------------------------------ ; new hud text (replaces old hardcoded gauges) ; 1428, "Rumpfschaden" 1429, "Triebwerksstrahl" 1430, "Ausgewichen" 1431, "Kollision" ; ------------------------------------------------ ; new dead popup text (when dead during a red-alert mission) ; 1432, "Vorherigen Einsatz erneut spielen" ; ------------------------------------------------ ; ingame join deny text ; 1433, "Sie knnen keinem bereits gestartetes Spiel beitreten (ausser Raumkampf)." ; ------------------------------------------------ ; some recently discovered interface text ; 1434, "Pilotenquartier" ;###Kaserne? ; title for barracks screen 1435, "Dienstakte" ; area heading in barracks screen 1436, "Whlen Sie einen Piloten aus" ; heading for initial player choice screen ; ------------------------------------------------ ; in-game objectives screen text ; 1437, "Erledigt" 1438, "Unerledigt" 1439, "Fehlgeschlagen" ; ------------------------------------------------ ; Mehrspieler paused chatbox ; 1440, "Spielpause" ; ------------------------------------------------ ; F1 help screen text ; 1441, "Drcken Sie ESC, um zum Spiel zurckzukommen" ; ------------------------------------------------ ; Skip Training button on mission briefing ; 1442, "Training berspringen" -60 ; ------------------------------------------------ ; Demo tips popup dialog ; 1443, "Nicht &mehr anzeigen" 1444, "&Nchster Tip" ; ------------------------------------------------ ; Squadron change popup dialog (in Barracks during single player) ; 1445, "Sie knnen das Geschwader im Solospieler-Modus nicht wechseln." ; ------------------------------------------------ ; Some miscellaneous error text from Freespace.cpp ; 1446, "Bitte konfigurieren Sie zunchst Ihr System im Launcher, vorher kann FS2 nicht gestartet werden.\n\nDer Launcher wird jetzt gestartet!" 1447, "Achtung!" 1448, "Achtung! Freespace 2 bentigt eine 3D-Grafikkarte, die Glide oder Direct3D untersttzt. Sonst knnen sie FreeSpace 2 nicht spielen." 1449, "Achtung!" 1450, "Der Launcher konnte nicht neu gestartet werden." 1451, "Fehler" ; ------------------------------------------------ ; Red Alert Briefing ; 1452, "Vorheriger Einsatz" ; ------------------------------------------------ ; HUD config screen ; 1453, "Bei Bedarf" 1454, "Speichern" 1455, "Beige" 1456, "Blau" 1457, "Grn" 1458, "Helligkeit" 1459, "Warnblinken" 1460, "Kommunikationsmen" 1461, "Versorgungsanzeige" 1462, "Netzwerk-Verzgerung" ; ------------------------------------------------ ; HUD auto-target & auto-speed indicators ; 1463, "Auto" ; -18 1464, "Schub" -5 1465, "Visier" 5 ; ------------------------------------------------ ; Medailles screen ; 1466, "Zurck" -8 ; ------------------------------------------------ ; Loop brief screen ; 1467, "Ablehnen" -20 ; ------------------------------------------------ ; CD prompt ; 1468, "Bitte legen Sie CD %d ein" ; ------------------------------------------------ ; Briefing / Tech room "more" indicator ; 1469, "Mehr" ;### ; ------------------------------------------------ ; Mission skip stuff ; 1470, "Das war der fnfte Fehlversuch bei diesem Einsatz." 1471, "Wenn Sie wollen, drfen Sie ihn jetzt berspringen und mit dem nchsten weitermachen." 1472, "Das war der fnfte Fehlversuch bei diesem Einsatz. Wenn Sie wollen, drfen Sie ihn jetzt berspringen und mit dem nchsten weitermachen." 1473, "Einsatz weiter versuchen" 1474, "Zum nchsten Einsatz springen" 1475, "Diesen Dialog nicht mehr anzeigen" ; ------------------------------------------------ ; self destruct log ; 1476, "Selbstzerstrung" ; ------------------------------------------------ ; loop exit button ; 1477, "Spezialeinheit verlassen" -100 ; ------------------------------------------------ ; squad war ; 1478, "SquadWar-Ergebnisse fr ungltig erklrt" ; ------------------------------------------------ ; Miscellaneous ; 1479, "\r\nDie FRED-Hilfedatei ist nicht aufzufinden: \\data\\freddocs\\index.html\r\n" ; FRED error 1480, "DirectDraw konnte nicht initialisiert werden. DirectDraw V6.0 oder hher\nist Voraussetzung, um FreeSpace 2 spielen zu knnen." ; error msg 1481, "Achtung!" ; window title on error message 1482, "Sie mssen zumindest einmal FreeSpace 2 selber starten, um die Versionsinformationen zu registrieren." ; update dialog stuff (launcher) 1483, "Die Daten von '%s' stimmen nicht mit denen der Patchdatei berein. Die Aktualisierung wurde abgebrochen. Bitte versuchen Sie es mit einer Neuinstallation des Spiels. Untersuchen Sie ausserdem Ihr System auf Viren!\n\n" 1484, "Wenn das Problem weiterhin besteht, sollten Sie Volitions Support kontaktieren unter support@pxo.net." 1485, "Suche Direct3D-Karte" ; launcher stuff 1486, "Suche Glide-Karte" 1487, "Geschtzturm" ; mission log 1488, " Subsystem gescannt, Fracht: " ; mission log 1489, "Spezialeinheit verlassen\n\n\n\nSind Sie sicher, dass Sie die Spezialeinheit verlassen wollen?" ; mission brief 1490, "" ; mission debrief 1491, "\n\n\nWollen Sie die optionalen Einstze spielen?" 1492, "OK" ; multi_pxo 1493, "Nichts" ; playercontrol -- cargo contents 1494, "%s stirbt im Triebwerksstrahl von %s" ; playercontrol 1495, "FreeSpace 2 kann nur maximal %d Schiffe auf einmal in einem Einsatz verwalten. Bitte sorgen Sie dafr, dass in Ihrem Einsatz nicht mehr als %d Schiffe gleichzeitig auftauchen knnen." ; ships 1496, "Ein Fehler ist beim Aktualisieren des Launchers 'FreeSpace2.exe' aufgetreten.\nDie anderen Dateien konnten dagegen erfolgreich aktualisiert werden.\nSie sollten den Launcher manuell herunterladen:\n\n" ; updatelauncher 1497, "\n\nWollen Sie die Webseite jetzt ffnen?" 1498, "Fehler beim Aktualisieren des Launchers" 1499, "'Vertex fog' oder 'Table fog'\r\n" ; grd3d 1500, "Bitte warten...\nAnmelden beim Spielserver" ; multiui 1501, "<%s wird rausgeworfen...>" ; multi_kick 1502, "WFOG erzwingen (nicht empfehlenswert)" ; launcher 1503, "Direct3D ZBuffer Bias deaktivieren" ; ------------------------------------------------ ; new stuff 10/13/99 for HH ; 1504, "Einsatzbesprechung" ; briefing screens 1505, "ffentlicher" -50 ; pxo screen - ffentlicher Kanal 1506, "Privater" -50 ; pxo screen - Privater Kanal 1507, "Alarm! Rakete!" ; flashing missile launch icon on HUD 1508, "Sperren" 0 30 ; on Multi Create screen 1509, "Schwierigkeitsgrad" -32 8 ; on Options screen ; more misc, added 10/14 1510, "Alt" 0 4 ; control config 1511, "Shift" ; control config 1512, "R" ; hud config, short for "red" (from RGB) 1513, "G" ; hud config, short for "green" (from RGB) 1514, "B" ; hud config, short for "blue" (from RGB) 1515, "I" ; hud config, short for "intensity" 1516, "Abbrechen" ; mission hotkey screen 1517, "Lschen" ; mission hotkey screen 1518, "Standard" ; mission hotkey screen 1519, "Hilfe" -4 ; mission hotkey screen 1520, "Optionen" -8 ; mission hotkey screen 1521, "OK" ; mission hotkey screen 1522, "sek" ; multi host options 1523, "sek" ; multi host options 1524, "&Abbrechen" ; error verifying version of fs popup buttons 1525, "&Ignorieren" 1526, "Punkte in diesem Einsatz" ; multi debrief stats (mission) 1527, "Punkte" ; multi debrief stats (alltime) ; yet more misc, added 10/19 1528, "Sprachausgabe" -60 ; OptionsMenuMulti 1529, "Empfindlichkeit" -5 -7 ; Mouse sensitivity slider, in options 1530, "Audiobertragung" 68 ; OptionsMenuMulti 1531, "Audioqualitt" 95 ; OptionsMenuMulti 1532, "Name" ; PXO player info labels 1533, "Dienstgrad" 1534, "Abschsse" 1535, "Untersttzung bei" 1536, "Abschsse von Verbndeten" 1537, "Geflogene Einstze" 1538, "Flugerfahrung" 1539, "Zuletzt geflogen" 1540, "Schsse Primrwaffen " 1541, "Treffer Primrwaffen " 1542, "Trefferquote Primrwaffen" 1543, "Schsse Sekundrwaffen " 1544, "Treffer Sekundrwaffen " 1545, "Trefferquote Sekundrwaffen" 1546, "Sekundrwaffen-Treffer Verb." 1547, "=> Quote" 1548, "Sekundrwaffen-Treffer Verb." 1549, "=> Quote" ; even more misc, added 10/21 1550, "Alles" ; used in Hud config 1551, "auswhlen" ; used in Hud config 1552, "Weiter" ; used in Barracks (used to be 1039, which is also in player select at startup) 1553, "Waffen" ; Tech room ; perhaps the final misc? added 10/25 1554, "32-Bit suchen" ; launcher stuff 1555, "Hi-Res suchen" 1556, "PXO-Konto " 1557, "Login" 1558, "Passwort" 1559, "Kein PXO-Versionstest" 1560, "PXO-Banner" 1561, "Diverses" 1562, "Lokaler Port fest " 1563, "Deutsch" ; language choices in Misc tab 1564, "Englisch" ; nope, there is more. added 10/26 1565, "TIPS FR EINSTEIGER\n\n%s" ; heading on tip popup 1566, "Flakturm" 1567, "Strahlgeschtz" 1568, "Laserturm" 1569, "Raketenwerfer" #end #French ;------------------------------------------------- ; File: KeyControl.cpp ;------------------------------------------------- 0, "Vaisseau du joueur prsent %s" 1, "Cible du joueur prsent %s" 2, "Bande son prsent : %s" 3, "La musique n'est pas active" 4, "Dlai du dbit de trames augment %i millisecondes par trame." 5, "Dlai du dbit de trames abaiss %i millisecondes par trame." 6, "Tirs de leurres : %s" 7, "ACTIVE" 8, "DESACTIVE" 9, "Votre coque a subi %7.3f de dgts aprs cet accrochage.\n" 10, "Vous tes %s" 11, "INDESTRUCTIBLE !!" 12, "vulnrable..." 13, "La cible du joueur [%s] est %s" 14, "Infos de dbogage sur l'objet #%d" 15, "Energie des armes / nombre de missiles : maximum pour tous les vaisseaux!" 16, "Energie des armes / nombre de missiles : maximum pour le joueur" 17, "Energie des armes / nombre de missiles : normaux" 18, "Arme secondaire : %s" 19, "Arme principale : %s" 21, "Musique vnementielle dsactive" 22, "Niveau dtail : %+d\n" 23, "Test dbit trames commenc" 24, "Genre de cibles prsent : %s" 25, "Niveau de difficult : %s." 26, "Aucune cible ajouter/retirer du groupe %d." 27, "Ajout de %s au groupe %d. (F%d)" 28, "&Oui, Quitter" 29, "Oui, &Redmarrer" 30, "Voulez-vous vraiment terminer la mission?" 31, "Codes triche activs." 32, "Vidos disponibles dans salle technique " 33, "Ce vaisseau n'a pas d'armes secondaires" 34, "Arme secondaire rgle sur mode de tir normal" 35, "Arme secondaire rgle sur mode de double tir " 36, "Camra extrieure verr., commandes affecteront le vaisseau" 37, "Camra extrieure libre, les commandes affecteront la camra" 38, "Porte radar rgle sur %s" 39, "* ATTENTION * Danger de collision. Distorsion non active." 40, "Moteur dfectueux. Impossible de transiter." ;------------------------------------------------- ; File: ManagePilot.cpp ;------------------------------------------------- 41, "&Ressayer" 42, "&Ignorer" 43, "&Quitter jeu" 44, "Attention\nEchec de sauv. du fichier Pilote. Vous n'avez peut-tre pas assez d'espace disque. Appuyez sur Alt-Tab, revenez et ressayez.\n" 45, "\" 46, "\" 47, "&Non" 48, "&Oui" 49, "Attention\nCe pilote existe dj.\nEcraser?" 50, "*Historique des performances" 51, "Tirs de l'arme principale : " 52, "Arme principale - Tirs russis :" 53, "Arme principale - Tirs sur allis :" 54, "Arme principale - Tirs russis :" 55, "%.1f%%" 56, "Arme principale - Tir sur alli :" 57, "Tirs de l'arme secondaire :" 58, "Arme secondaire - Tirs russis :" 59, "Arme secondaire - Tirs sur allis :" 60, "Arme secondaire - Tirs russis :" 61, "Arme secondaire - Tirs sur allis :" 62, "Nombre de vaisseaux dtruits :" 63, "Contributions :" 64, "*Vict. par type de vaisseau" 65, "Attention !\n\nVoulez-vous vraiment effacer ce pilote ? " 66, "Vous devez crer un pilote un seul joueur." 67, "Vous devez crer un pilote multijoueur." 68, "multijoueur" 69, "un seul joueur" 70, "Ceci effacera votre pilote (%s). Continuer ?" 71, "%d sur %d" ;------------------------------------------------- ; File: NavMap.cpp ;------------------------------------------------- 72, "mdailles" 73, "pause" 74, "armement" 75, "vue du haut" 76, "vue du joueur" 77, "vue prcdente" 78, "zoom in" 79, "zoom out" 80, "Appuyez sur Echap pour sortir" ;------------------------------------------------- ; File: PlayerControl.cpp ;------------------------------------------------- 81, "Impossible de transiter maintenant." 82, "Impossible de transiter... le vaisseau doit atteindre %.1f km/s" 83, "passagers :\n %s" 84, "carg. : %s" 85, "Scann" 86, "carg. : " 87, "non scann" 88, "carg. : inspection en cours" 89, "scan en cours" 90, "missile" 91, "tir laser" 92, "%s a t tu par l'onde de choc d'un missile " 93, "%s a t tu par l'onde de choc rsultant de l'explosion d'1 %s" 94, "%s a t tu par %s" 95, "%s a t tu par l'explosion d'1 %s" 96, "%s a t tu lors d'une collision avec 1 %s" 97, "%s a t tu lors d'une collision avec des dbris" 98, "%s a t tu par une collision avec un astrode" 99, "%s est mort dans des conditions inconnues" 100, "Vous vous tes tu" 101, "vue arienne" 102, "vue arrire" 103, "vue gauche" 104, "vue droite" ;------------------------------------------------- ; File: PopupDead.cpp ;------------------------------------------------- 105, "Dmarrage rapide de mission" 106, "Retourner sur le pont" 107, "Retourner au briefing" 108, "Mode observateur" 109, "Rgnration" ;------------------------------------------------- ; File: ReadyRoom.cpp ;------------------------------------------------- 110, "Attention\nToutes les avances de votre \ncampagne actuelle seront perdues" 111, "La dmo de campagne est termine. Voulez-vous recommencer ?" 112, "La campagne est termine. Pour recommencer, crez un nouveau pilote ou redmarrez-la dans la salle de campagne." 113, "Attention\n Toutes les avances de la campagne \"%x" seront perdues" ;------------------------------------------------- ; File: Stats.cpp ;------------------------------------------------- 114, "Rsultats de mission" 115, "Victoires totales" 116, "Tirs de l'arme principale" 117, "Arme principale - Tirs russis" 118, "Arme principale - Tirs sur allis" 119, "Arme principale - Tirs russis" 120, "Arme principale - Tir sur alli" 121, "Tirs de l'arme secondaire" 122, "Arme secondaire - Tirs russis" 123, "Arme secondaire - Tirs sur allis" 124, "Arme secondaire - Tirs russis" 125, "Arme secondaire - Tirs sur allis" 126, "Contributions" 127, "Joueurs morts" 128, "Historique des performances" ;------------------------------------------------- ; File: GameplayHelp.cpp ;------------------------------------------------- 129, ", " 130, "Non affecte" 131, " - " 132, "Page %d sur %d" 133, "Touches basiques" 134, "Touches de fonction" 135, "F1" 136, "aide contextuelle" 137, "F2" 138, "ecran d'options (disponible partout dans le jeu)" 139, "F3" 140, "affectation des touches rapides " 141, "F4" 142, "Dfilement des messages du cockpit" 143, "F5...F12" 144, "touches rapides" 145, "Maj-Echap" 146, "Quitter FreeSpace 2 immdiatement" 147, "Touches de mouvement" 148, "La cible : touches de base" 149, "Touches de ciblage labor" 150, "(fr)select target assigned to that hotkey" 151, "Maj-F5...F12" 152, "(fr)add/remove target from that hotkey" 153, "Alt-Maj-F5...F12" 154, "(fr) clear that hotkey" 155, "Messagerie" 156, "envoyer des ordres spcifiques ces cibles" 157, "Utilisation des armes" 158, "Touches de gestion d'nergie" 159, "Touches diverses" 160, "ECHAP" 161, "afficher menu d'abandon de mission" 162, "Pause" 163, "mettre le jeu en pause" 164, "Impr cran" 165, "faire une photo d'cran" 166, "Touches de vue " 167, "Touches multijoueurs" 168, "Touches messagerie (texte: appuyez , voix: gardez enfonce)" ;------------------------------------------------- ; File: FreeSpace.cpp ;------------------------------------------------- 169, "Echec du chargement de mission" 170, "Dmo de FreeSpace" 171, "FreeSpace" 172, "Cette version de Freespace a t compile pour\n\n" 173, "\n\nApp. sur OK pour continuer.\n" 174, "NE PAS DISTRIBUER !" 175, "Cette version de Freespace a t compile pour" 176, "App. sur une touche pr continuer." 177, "Votre chasseur n'a presque plus d'essence. Vrifiez sous le \ncapot et ajoutez-en si besoin est." 178, "Freespace est fatigu. Il se dsactive pour se reposer un peu." 179, "Temps de mission restant : %d sec." 180, "Nb d'octets lus : %d" 181, "Nb d'octets crits : %d" 182, "Vue ext. du vaisseau du joueur." 183, "Vue de l'int. du vaisseau du joueur." 184, "nud de transit" 185, "Vue%s%s\n" 186, "de " 187, "Vue de l'observateur\n" 188, "Vue subjective\n" 189, "Dmarrage rapide de mission" 190, "Retourner sur le pont" 191, "Retourner au briefing" 192, "Vous tes mort" 193, "Vous n'avez que %d Mo de mmoire disponible.\n\n FreeSpace ncessite au moins 32Mo de mmoire. Si vous pensez avoir plus de %d Mo de mmoire physique, vrifiez que SmartDrive (SMARTDRV.EXE) n'est pas activ. La mmoire alloue SmartDrive n'est pas utilisable par les applications.\n\nAppuyez sur 'OK' pour continuer sans la mmoire minimum requise. \n" 194, "Pas assez de RAM" 195, "Vous n'avez que %d Mo de mmoire disponible.\n\n FreeSpace ncessite au moins 32Mo de mmoire. Si vous pensez avoir plus de %d Mo de mmoire physique, vrifiez que SmartDrive (SMARTDRV.EXE) n'est pas activ. La mmoire alloue SmartDrive n'est pas utilisable par les applications.\n" 196, "FreeSpace ncessite de la mmoire virtuelle.\r\n" 197, "Pas de mmoire virtuelle" 198, "Pas assez de mmoire pour excuter Freespace.\r\nEssayez de fermer d'autres applications.\r\n" 199, "Pas assez de mmoire" 200, "Cette option n'est disponible que dans la version en vente." 201, "%d:" 202, "(fr)FreeSpace 2 CD not found\n\nInsert a FreeSpace 2 CD to continue" ;------------------------------------------------- ; File: Cutscenes.cpp ;------------------------------------------------- 203, "Squence vido non trouve.\n\nInsrez le CD FreeSpace n%d pour continuer" 204, "Impossible d'activer la squence video %s." ;------------------------------------------------- ; File: ControlsConfig.cpp ;------------------------------------------------- 205, "Conflit!" 206, "Annul" 207, "Vous ne pouvez pas utiliser cette touche. Veuillez ressayer." 208, "?" 209, "Touche conflictuelle :" 210, "Suite..." 211, "Aucune" 212, ", " ;------------------------------------------------- ; File: EventMusic.cpp ;------------------------------------------------- 213, "La musique vnementielle n'est pas active" 214, "bande son : %s [%s]" ;------------------------------------------------- ; File: HUD.cpp ;------------------------------------------------- 215, "x%.1f" 216, "x%.0f" 217, "message" 218, "dgts" 219, "%d%%" 220, "Intgrit coque" 221, "" 222, "K.O." 223, "vict.:" 224, "secours" 225, "annul" 226, "termin" 227, "rparation" 228, "rarmement" 229, "obstacle" 230, "en transit" 231, "occup" 232, "arrivee:" 233, "racteur subsp." 234, "activ" 235, "chargement " 236, "des nouveaux ordres" 237, "objectif principal" 238, "objectif secondaire" 239, "objectif de bonus" 240, "non rempli (%d/%d)" 241, "rempli (%d/%d)" 242, "non rempli" 243, "[voix rejete]" 244, "[enreg. voix]" 245, "[voix diffuse]" ;------------------------------------------------- ; File: HUDconfig.cpp ;------------------------------------------------- 246, "2000 m" 247, "10,000 m" 248, "infini" 249, "Repres de tir" 250, "Orientation de la cible" 251, "Assaillant le plus proche" 252, "Direction de la cible" 253, "Temps de mission coul" 254, "Rticule" 255, "Acclration" 256, "Radar" 257, "Surveillance de la Cible" 258, "Lunette" 259, "Autres Infos sur la Cible" 260, "Bouclier de la cible" 261, "Bouclier du joueur " 262, "Gestion de l'nergie" 263, "Ciblage automatique" 264, "Rglage auto. de la vitesse" 265, "Arsenal" 266, "Moniteur" 267, "Directives" 268, "Indicateur de menace" 269, "Energie post-combustion" 270, "Rserve d'nergie" 271, "Connexion d'armes" 272, "Cible : coque/boucliers" 273, "Cible hors cran " 274, "Message vido" 275, "Affichage des dgts" 276, "Communications" 277, "Reprage de la Cible" 278, "Mcanismes de dfense" 279, "Angle d'allongement" 280, "Statut des ailiers" 281, "Cible hors cran" 282, "Vaisseaux Dtruits" 283, "Assaillants" ;------------------------------------------------- ; File: HUDescort.cpp ;------------------------------------------------- 284, "D" 285, "surveillance" 286, "Vue escorte active" 287, "Vue escorte dsactive " 288, "Liste d'escorte complte (%d vaisseaux)" ;------------------------------------------------- ; File: HUDmessage.cpp ;------------------------------------------------- 289, "Temps actuel" ;------------------------------------------------- ; File: HUDObserver.cpp ;------------------------------------------------- 290, "V: " 291, "C: " ;------------------------------------------------- ; File: HUDreticle.cpp ;------------------------------------------------- 292, "0" ;------------------------------------------------- ; File: HUDsquadmsg.cpp ;------------------------------------------------- 293, "Vaisseaux" 294, "Escadrilles" 295, "Tous les chasseurs" 296, "Renforts" 297, "Rarmement-Rparation" 298, "Annuler rarmement" 299, "Dtruisez ma cible " 300, "Neutralisez ma cible " 301, "Dsarmez ma cible " 302, "Dtruisez le sous-systme " 303, "Protgez ma cible " 304, "Ignorez ma cible " 305, "En formation sur mon aile " 306, "Couvrez-moi " 307, "Attaquez l'ennemi " 308, "Capturez ma cible" 309, "Rarmez-moi" 310, "Annulez le rarmement" 311, "Partez " 312, "[pght]" 313, "[pgbs]" 314, "Invalide" 315, "Not allowed to message" 316, "Quel message ?" 317, "Quel vaisseau ?" 318, "Quelle aile ?" 319, "Vaisseau / Aile ?" 320, "(*)" 321, "Quel ordre ?" ;------------------------------------------------- ; File: HUDtarget.cpp ;------------------------------------------------- 322, "Aucune cible" 323, "Ciblage du sous-systme %s." 324, "Ciblage du sous-systme dsactiv" 325, "Systme de cible dsactiv" 326, "%d%%" 327, "cm." 328, "arsenal" 329, "" 330, "Acquisition auto. de cible dsactive (dtecteurs endommags)" 331, "Messagerie limite (systme de communication endommag)" 332, "Aucun vaisseau de secours proximit. Appelez-en un." ;------------------------------------------------- ; File: HUDtargetbox.cpp ;------------------------------------------------- 333, "communication" 334, "comm" 335, "navigation" 336, "nav" 337, "pas d'odres" 338, "temps : " 339, "amarrage: %s" 340, "d: %.0f" 341, "%d%%" 342, "NEUTRALISE" 343, "DESACTIVE" 344, "NTR" 345, "ok" 346, "dgt" 347, "crt" 348, "dbris" 349, "inconnu" 350, "d: %.0f%s" 351, "v: %.0f%s" ;------------------------------------------------- ; File: HUDWingmanStatus.cpp ;------------------------------------------------- 352, "ailiers" ;------------------------------------------------- ; File: MainHallMenu.cpp ;------------------------------------------------- 353, "(fr)Exit FreeSpace 2" 354, "(fr)Barracks - Manage your FreeSpace 2 pilots" 355, "Salle de dpart - Commencer ou continuer une campagne" 356, "(fr)Tech room - View specifications of FreeSpace 2 ships and weaponry" 357, "(fr)Options - Change your FreeSpace 2 options" 358, "(fr)Campaign Room - View all available campaigns" 359, "Multijoueur - Lancer ou joindre une partie multijoueur" 360, "Vous n'avez pas dfini le type de connexion Internet. Lancez le programme d'installation, slectionnez l'option Installation puis l'onglet Rseau pour choisir le type de connexion." 361, "Winsock n'est pas install. Il vous faut TCP/IP et Winsock pour jouer FreeSpace en mode multijoueur." 362, "(fr)You have selected TCP/IP for multiplayer Freespace, but the TCP/IP protocol was not detected on your machine." 363, "Vous avez slectionn la Connexion via modem pour vous connecter l'Internet. Vous n'tes pas connect pour l'instant. Connectez-vous votre prestataire de service Internet avant d'aller plus loin. " 364, "Vous avez indiqu que vous utilisez une connexion LAN pour les parties en rseau. On dirait que vous tes connect votre prestataire de service Internet. Veuillez vous dconnecter, ou choisissez " 365, "Quitter le jeu ?" 366, "Les pilotes multijoueurs n'ont pas accs la salle de campagne" 367, "Pilote mutlijoueur non valide !" 368, "'Charger mission' invalide pour pilotes multijoueurs" 369, "Dmarrage rapide invalide pour pilotes multijoueurs " 370, "Niveau de difficult: %s." 371, "Appuyez sur F1 pour afficher l'aide" ;------------------------------------------------- ; File: OptionsMenu.cpp ;------------------------------------------------- 372, "Vous ne pouvez pas changer le niveau de difficult au milieu d'une mission." 373, "Vous ne pouvez pas changer le niveau de difficult ici. Seul l'organisateur de la partie peut en dcider." 374, "Quitter le jeu ?" 375, "Un observateur ne peut utiliser la configuration du cockpit !" ;------------------------------------------------- ; File: PlayerMenu.cpp ;------------------------------------------------- 376, "Mode un seul joueur" 377, "Mode multijoueur" 378, "Vous devez d'abord choisir un pilote valide" 379, "Vous avez atteint le nombre maximum de pilotes !" 380, "Erreur de cration d'un nouveau fichier Pilote ! " 381, "(fr)Type Callsign and Press Enter" 382, "Attention !\n\nEtes-vous sr de vouloir effacer ce pilote ? " 383, "Etes-vous sr de vouloir effacer ce pilote ? " 384, "Conflit : FreeSpace - The Great War, Copyright c 1998, Volition, Inc." 385, "(fr)Copyright %c 1999, Volition, Inc. All rights reserved." ;------------------------------------------------- ; File: OptionsMenuMulti.cpp ;------------------------------------------------- 386, "Adresse invalide !" 387, "Annuler" 388, "Vrification de l'adresse ip..." 389, "Nombre d'adresses IP max. atteint !" 390, "Erreur de lecture de la voix enregistre ! Vrifiez votre matriel" 391, "Test micro impossible lors d'un jeu multijoueur !" 392, "Echec de l'initialisation de DirectSoundCapture. Pour l'initialiser, votre carte son doit tre duplex et vos pilotes de carte son doivent prendre en charge DirectSoundCapture" 393, "Saturation de paquets" ;------------------------------------------------- ; File: MissionBriefCommon.cpp ;------------------------------------------------- 394, "Phase %d sur %d" 395, "Veuillez revoir vos objectifs pour cette mission." ;------------------------------------------------- ; File: MissionGoals.cpp ;------------------------------------------------- 396, "Principal" 397, "Secondaire" 398, "Bonus" 399, "*Objectifs principaux" 400, "*Objectifs secondaires" 401, "*Objectifs de bonus" ;------------------------------------------------- ; File: MissionHotKey.cpp ;------------------------------------------------- 402, "Vaisseaux allis" 403, "Vaisseaux ennemis" ;------------------------------------------------- ; File: MissionLog.cpp ;------------------------------------------------- 404, "Dtruit" 405, " par : " 406, "Arriv" 407, "Arriv (vague %d)" 408, "Parti" 409, "a accost " 410, "Sous-systme " 411, " dtruit" 412, "Parti avec " 413, "Dsactiv" 414, "Neutralis" 415, " demand tre rarm" 416, " a abandonn le rarmement" 417, "Appel en renfort" 418, "Carg. dcouverte : " 419, "objectif %s " 420, "rempli." 421, "non rempli." ;------------------------------------------------- ; File: MissionTraining.cpp ;------------------------------------------------- 422, "directives" 423, "Echec de la formation" 424, "&Assigner une commande" 425, "&Annuler la mission" 426, "Attention\nAucune touche n'est assigne cette action.\" ;------------------------------------------------- ; File: Chatbox.cpp ;------------------------------------------------- 427, "<%s s'est fait expulser>" ;------------------------------------------------- ; File: MissionBrief.cpp ;------------------------------------------------- 428, "Fermer" 429, "Ignorer l'entrainement\n\n\n\nVoulez-vous vraiment ignorer cette mission d'entranement?" 430, "Il n'y a pas de briefing pour la mission : %s" 431, "astrode" 432, "nud subspatial" 433, "inconnu" 434, " classe" ;------------------------------------------------- ; File: MissionDebrief.cpp ;------------------------------------------------- 435, "Mdaille" 436, "Grade" 437, "Insigne" 438, "(O)" 439, "Votre carrire est termine, tratre ! Vous ne pouvez entreprendre de nouvelles missions !" 440, "Quel tricheur ! Vous ne pouvez valider cette mission !" 441, "Vous avez chou cette mission et ne pouvez continuer. Que voulez-vous faire ? " 442, "Retour au debriefing" 443, "Aller sur le pont" 444, "Rejouer" 445, "%d sur %d" 446, "Dure de mission" 447, "Victoires par type de vaisseau" 448, "Nb total de victoires par type de vaisseau" 449, "(Aucune victoire lors de cette mission)" 450, "(Aucun vaisseau dtruit)" 451, "&Rejouer" 452, "Si vous recommencez cette mission, vous " 453, "Excellente performance. Nous n'avons aucun conseil vous donner." 454, "&Oui" 455, "&Non, ressayer plus tard" 456, "Accepter l'issue de cette mission ?" 457, "Cette mission s'est solde par un chec, et vous devrez la reprendre lorsque vous poursuivrez la campagne.\n\nRetour sur le pont ?" 458, "Pas de compte-rendu pour la mission: %s" 459, "Suite" ;------------------------------------------------- ; File: MissionScreenCommon.cpp ;------------------------------------------------- 460, "Choisissez au moins un vaisseau avant de passer la slection des armes." ;------------------------------------------------- ; File: MissionShipChoice.cpp ;------------------------------------------------- 461, "Le vaisseau du joueur n'a pas d'armes " 462, "Le joueur %s doit choisir une place dans la formation" ;------------------------------------------------- ; File: MissionWeaponChoice.cpp ;------------------------------------------------- 463, "Un %s ne peut transporter de %s." ;------------------------------------------------- ; File: MissionCmdBrief.cpp ;------------------------------------------------- 464, "Phase %d sur %d" ;------------------------------------------------- ; File: CollideShipShip.cpp ;------------------------------------------------- 465, "Trop prs de la plante. Attention aux dgts !" 466, "Transit annul." ;------------------------------------------------- ; File: Radar.cpp ;------------------------------------------------- 467, "2k" 468, "10k" ;------------------------------------------------- ; File: AiCode.cpp ;------------------------------------------------- 469, "Trs facile" 470, "Facile" 471, "Moyen" 472, "Difficile" 473, "Dingue" ;------------------------------------------------- ; File: AiGoals.cpp ;------------------------------------------------- 474, "attaquer " 475, "amarrer " 476, "points de passage" 477, "dtruire " 478, "formation " 479, "partir" 480, "garder" 481, "dsactiver " 482, "neutraliser" 483, "viter " 484, "rarmer " ;------------------------------------------------- ; File: Ship.cpp ;------------------------------------------------- 485, "Plus de charges de contre-mesures." 486, "Explosion de %s!" 487, "Cible trop loigne pour verrouillage " 488, "Impossible de lancer %s sans verrouillage" 489, "%s impossible lancer (dgts au systme d'armement)" 490, "Ce vaisseau n'a pas d'arme principale" 491, "Ce vaisseau n'a qu'une arme principale : %s" 492, "Ce vaisseau n'a pas d'arme secondaire" 493, "Ce vaisseau n'a qu'une arme secondaire : %s" 494, " Aile" 495, "pas d'ordres" 496, "atq %s %s" 497, "Inconnu" ;------------------------------------------------- ; File: ShipFX.cpp ;------------------------------------------------- 498, "Noeud subspatial activ." ;------------------------------------------------- ; File: ShipHit.cpp ;------------------------------------------------- 499, "Votre sous-systme (%s) a t dtruit." ;------------------------------------------------- ; Misc. new strings added ;------------------------------------------------- 503, "&OK" 504, "&Annuler" 505, "&Oui" 506, "&Non" 507, "Cibler vaisseau suivant" 508, "Cibler vaisseau prcdent" 509, "Cibler assaillant le plus proche" 510, "Cibler assaillant le plus proche prcdent" 511, "Acquisition automatique de cible" 512, "Cibler alli le plus proche suivant" 513, "Cibler alli le plus proche prcdent" 514, "Cibler le vaisseau dans le collimateur" 515, "Cibler assaillant de la cible le plus proche" 516, "Cibler l'auteur de la dernire transmission" 517, "Dsactiver ciblage sur vaisseau" 518, "Cibler le sous-systme dans le collimateur" 519, "Cibler le sous-systme suivant" 520, "Cibler le sous-systme prcdent" 521, "Dsactiver ciblage sur sous-systme" 522, "Rglage de la vitesse automatique" 523, "Activer/Dsactiver la vitesse automatique" 524, "Tir de l'arme principale" 525, "Tir de l'arme secondaire" 526, "Cycle avant arme principale" 527, "Cycle arrire arme principale" 528, "Cycle arme secondaire" 529, "Cycle dbit de tir (arme secondaire)" 530, "Lancer des mcanismes de dfense" 531, "Marche avant" 532, "Marche arrire" 533, "Virage inclin vers la gauche" 534, "Virage inclin vers la droite" 535, "Tangage en avant" 536, "Tangage en arrire" 537, "Tourner gauche" 538, "Tourner droite" 539, "Dclration maximale" 540, "Acclration maximale" 541, "Acclration partielle (1/3)" 542, "Acclration partielle (2/3)" 543, "Dclration de 5 %" 544, "Acclration de 5 %" 545, "Attaquez ma cible" 546, "Dsarmez ma cible" 547, "Neutralisez ma cible" 548, "Attaquer les sous-systemes de ma cible" 549, "Capturez ma cible" 550, "Attaquez l'ennemi" 551, "En formation sur mon aile" 552, "Ignorez ma cible" 553, "Protgez ma cible" 554, "Couvrez-moi" 555, "Retour la base" 556, "Rarmez-moi" 557, "Cibler votre assaillant le plus proche" 558, "Vue de dos" 559, "External View" 560, "Verrouiller camra externe" 561, "Camra libre" 562, "Vue de la cible actuelle" 563, "Zoom avant" 564, "Zoom arrire" 565, "Centrer la vue" 566, "Regarder vers le haut " 567, "Regarder derrire" 568, "Regarder gauche" 569, "Regarder droite" 570, "Porte du radar" 571, "Affichage des messages aux ailiers" 572, "Show Objectives" 573, "Transiter (Fin de Mission)" 574, "Cibler la cible de la cible" 575, "Post-combustion" 576, "Accrotre l'nergie des armes" 577, "Dcrotre l'nergie des armes" 578, "Accrotre l'nergie des boucliers" 579, "Dcrotre l'nergie des boucliers" 580, "Accrotre l'nergie des racteurs" 581, "Dcrotre l'nergie des racteurs" 582, "Equilibrer les sytmes d'nergie" 583, "Equilibrer les boucliers" 584, "Accrotre l'nergie des boucliers avant" 585, "Accrotre l'nergie des boucliers arrire" 586, "Accrotre l'nergie des boucliers de gauche" 587, "Accrotre l'nergie des boucliers de droite" 588, "Transfert d'nergie du laser au bouclier" 589, "Transfert d'nergie du bouclier au laser" 590, "Show Damage Popup Window" 591, "Position incline" 592, "Show NavMap" 593, "Ajouter/Supprimer escorte" 594, "Supprimer Liste d'escorte" 595, "Cibler vaisseau d'escorte suivant" 596, "Cibler le vaisseau de secours le plus proche" 597, "Cibler le cargo non scann suivant" 598, "Cibler le cargo non scann prcdent" 599, "Cibler le vaisseau arrivant dans le secteur" 600, "Cibler tourelle active suivante" 601, "Cibler tourelle active prcdente" 602, "(fr)Target Next Hostile Bomb or Bomber" ;!! 603, "(fr)Target Previous Hostile Bomb or Bomber" ;!! 604, "(Multijoueur) Message tous" 605, "(Multijoueur) Message aux allis" 606, "(Multijoueur) Message aux ennemis" 607, "(Multijoueur) Message la cible" 608, "(Multijoueur) Zoomer sur la cible pour observer" 609, "Accrotre temps de compression" 610, "Dcrotre temps de compression" 620, "Textures canal Alpha" 621, "Caractristiques Manquantes " 622, "Textures 16-bpp RGB" 623, "Votre carte vido n'offre pas les critres requis par FreeSpace suivants:\r\n\r\n" 624, "Fondus d'effets spciaux" = Moduler\r\n" 625, "Mode fondu de source" = SRCALPHA ou BOTHSRCALPHA\r\n" 626, "Destination blending mode = INVSRCALPHA ou BOTHINVSRCALPHA\r\n" 627, "Au moins 1 Mo de mmoire vido disponible requise." 628, "> 1 sec" 629, "%d ms" 630, "V: " ;Victimes 631, "C:" ;Contributions 632, "Noeud %d" 633, "%s ne peut pas transporter %s armes" 634, "Commande non reconnue" 635, "** CTCP Message de %s (%s)" 636, "** %s a rejoint %s" 637, "*** %s a expuls %s de %s (%s)" 638, "*** %s est maintenant connu en tant que %s" 639, "**Erreur: %s n'est pas online!" 640, "Votre surnom contient des caractres invalides." 641, "Annuler" 642, "Contact perdu avec le serveur. Simulation interrompue jusqu' ca que le contact soit rtabli. Appuyez sur Annuler pour quitter le jeu." 643, "La Campagne est termine. Merci." 644, "Campagne vaisseau/arsenal\n" 645, "&Annuler" 646, "En attente que les clients se dconnectent" 647, "Si vous quittez maintenant la partie sera finie pour tous joueurs!" 648, "Voulez-vous vraiment quitter ?" 649, "" 650, "" 651, "Vous avez t expuls." 652, "L'hte a quitt la partie." 653, "L'hte a refus votre fichier de mission." 654, "La partie a t interrompue pendant que vous la rejoigniez." 655, "Votre slection d'un vaisseau a t trop longue." 656, "Le contact avec le serveur a t perdu." 657, "Echec de la connexion avec le serveur." 658, "Echec du chargement du fichier de la mission." 659, "Cration d'un vaisseau pour joueur rejoignant la partie impossible." 660, "Bogues reues lorsque le(s) joueur(s) ont rejoint la partie" 661, "Echec du transfert au serveur" 662, "Le serveur se heurta des erreurs lors de la distribution des vaisseaux aux joueurs" 663, "L'hte a quitt le jeu. Annulation..." 664, "Le(s) capitaine(s) d'quipe ont quitt le jeu. Annulation..." 665, "Erreur lors de la rception du fichier de la mission!" 666, "Attention ! Echec du lancement de Parallax Online. Les donnes des jeux prcdents ne seront pas disponibles !" 667, "&Annuler" 668, "essai de validation du pilote..." 669, "&Ok" 670, "Pilote refus par Parallax Online !" 671, "Nouveau pilote cra et valid !" 672, "Pilote Parallax Online valid !" 673, "&Quitter" 674, "&Ressayer" 675, "Temps de validation coul" 676, "Envoi des rsultats des joueurs..." 677, "Classification des rsultats Parallax Online russie !" 678, "Echec de la classification des rsultats Parallax Online !" 679, "Tentative de rception des rsultats des pilotes..." 680, "Rception des rsultats pour %s...\n" 681, "Actualisation des rsultats pour %s...\n" 682, "Temps restant : %ds\n" 683, "Infos sur les vaisseaux\n" 684, "Infos sur les escadrilles\n" 685, "Infos sur le nombre de vies\n" 686, "On vous a refus le vaisseau dsir." 687, "<%s a t expuls>" 688, "Vaisseau observateur " 689, "Image Invalide " 690, "En attente" 691, "Transfert de l'image" 692, "Aucune Image" 693, "Aucun vol" 694, "TOUS : " 695, "ALLIE :" 696, "ENNEMI : " 697, "CIBLE : " 698, "" 699, "ORDRE DE <%s> :" 700, "Attaquer %s" 701, "Neutraliser %s" 702, "Protger %s" 703, "Ignorer %s" 704, "Dsarmer %s" 705, "Neutraliser sous-systme %s (%s)" 706, "Formation sur mon aile" 707, "Couvrez-moi" 708, "Attaquer l'ennemi!" 709, "Transfert Serveur" 710, "jeu de \" 711, "Transfert Serveur russi !" 712, "<%s prend la parole>" 713, "&Ok" 714, "Une copie de ce fichier existe dj mais ne peut tre crase par le serveur car ce fichier est est un Texte-seulement. Change l'autorisation." 715, "Le joueur %s a essay de joindre. Accepter o/n ?" 716, "%s a rejoint le jeu\n" 717, "<%s a rejoint le jeu>" 718, "<%s a t expuls>" 719, "%s a quitt le jeu." 720, "Dmarrage de la mission reu\n" 721, "Donnes du joueur reues\n" 722, "Votre accs a t refus car le jeu n'est pas en mesure de vous accepter." 723, "Vous avez t refus car il s'agit d'une partie Parallax Online et vous n'tes pas un pilote enregistr sous Parallax Online." 724, "L'accs cette partie ncessite un mot de passe." 725, "Votre accs a t refus car cette partie est ferme et la mission en cours." 726, "Vous avez t refus car la partie est en train d'tre cre et l'hte l'a temporairemnt ferme." 727, "Vous avez t refus car cette partie exclut certains grades et le votre est trop lev." 728, "Vous avez t refus car cette partie exclut certains grades et le votre est trop petit." 729, "Vous avez t refus car un pilote identique au vtre existe dj pour cette partie." 730, "Vous avez t refus car la partie est au complet." 731, "Vous avez t refus car vous avez tbanni par ce serveur." 732, "Vous avez t refus car n'accepte pas d'observateurs." 733, "Quelqu'un est en train de rejoindre le jeu. Ressayez dans quelques minutes." 734, "Vous ne pouvez rejoindre cette partie car votre version de FreeSpace n'est pas assez rcente. Quittez FreeSpace et slectionnez 'Actualisation'." 735, "Armes \n" 736, "Le joueur %s a essay de rejoindre la partie. L'accepter o/n ?" 737, "C" 738, "IA" 739, "Classe" 740, "Type" 741, "Longueur" 742, "Vitesse maximale" 743, "%d m/s" 744, "Maniabilit" 745, "Blindage" 746, "Canons" 747, "Ranges de Missiles" 748, "Fabricant" 749, "Vaisseaux/Armes verrouills" 750, "Vaisseaux/Armes disponibles" 751, "Les joueurs n'ont pas encore t assigns leur vaisseau." 752, "Il vous encore des vaisseaux assigner." 753, "Certains vaisseaux n'ont pas d'armes principales !" 754, "Certains vaisseaux n'ont pas d'armes secondaires !" 755, "suite" 756, " Erreur de rseau. Quittez et relancez FreeSpace pour supprimer l'erreur. Ou redmarrez votre ordinateur." 757, "Aucun jeu trouv !" 758, "Aucun jeu slectionn !" 759, "Attente de la demande d'accs prcdente !" 760, "Toujours pas tabli !" 761, "> 1 sec" 762, " ms" ; Milliseconds 763, "" 764, "Form" 765, "Briefing" 766, "Debriefing" 767, "Pause" 768, "En cours" 769, "Inconnu" 770, "Accept. Attente des donnes du joueur." 771, "Temps de demande d'accs coul!" 772, "Le mode quipe contre quipe interdit l'accs une partie en cours" 773, "Envoi de la demande d'accs en cours..." 774, "Serveurs sur canal : %s" 775, "Attention - Avec une actualisation des objets basse, le serveur ne peut acceuillir plus d'un client" 776, "Actualisation des objets basse, ~2000 octets/sec. Appropie pour des clients avec modems 28.8, mais pas recommande pour" 777, "Attention - Avec une actualisation des objets moyenne, le serveur ne peut acceuillir plus d'un ou deux clients." 778, "Actualisation ~4000 bytes/second, approprie pour des clients avec modems 56.6, mais pas recommande pour" 779, "&Annuler" 780, "&Continuer" 781, "&Plus d'infos" 782, "Jeu de %s" 783, "Nom provisoire" 784, "Valeur invalide pour un hte avec un grade comme le vtre (%s)\n" 785, "lieutenant" 786, "Lt." ; lieutenant 787, "(O)" ; Observateur 788, "Attendez svp que tous les clients aient rejoint la partie." 789, "Aucune mission slectionne !" 790, "Aucune campagne slectionne!" 791, "Il y a trop d'observateurs\n\nMax : %d\nActuellement %d\n\nJetez-en quelques-uns" 792, "Il y a trop d'observateurs \n\nMax : %d\ nActuellement %d\n\ nJetez-en quelques-uns" 793, "Les quipes et/ou leurs capitaines n'ont pas t distribus correctement." 794, "Vous avez besoin d'1 CD tous les 4 joueurs!" 795, "NA" ; Non applicable 796, "Attention\nLe nombre de vies est suprieur la limite autorise (%d)" 797, "Attention \nLa dure de mission est suprieure la limite autorise (%d)" 798, "Attention \nLe nombre d'observateurs est suprieur la limite autorise (%d)" 799, "Attention \nLe nombre de victimes est suprieur la limite autorise (%d)" 800, "Attention \nLe dlai de transmission vocale est suprieur la limite autorise (%d)" 801, "Lancer" 802, "Chargement de la mission en cours" 803, "Slectionner vaisseau de l'interface" 804, "Compte-rendu" 805, "Sync Mission " 806, "rejoint la partie" 807, "a rejoint la partie" 808, "confirmer" 809, "Slectionner Vaisseau " 810, "Slectionner Arme" 811, "En attente" 812, "Mission en cours" 813, "Mission Charge" 814, "Chargement des donnes" 815, "Prt au lancement de la mission" 816, "Infos sur les vaisseaux durant la mission " 817, "Infos sur les escadrilles durant la mission " 818, "Points de vies durant la mission" 819, "Armes durant la mission" 820, "Donnes Post Compte-rendu" 821, "Drapeaux" 822, "Actualisation rsultats Parallax Online" 823, "Armes" 824, "Configuration de l'hte" 825, "Accepter Debrief" 826, "Refaire Debrief" 827, "Campagne vaisseau/armement" 828, "Transfert fichier Mission %d%%" 829, "Transfert fichier Mission " 830, "Serveur effectuant sync\n" 831, "Envoyer actualisation\n" 832, "signatures reues\n" 833, "Envoi de l'actualisation\n" 834, "Envoi demande infos de fichier\n" 835, "Envoi des donnes\n" 836, "mission charge localement\n" 837, "Vers la slection des quipes\n" 838, "Client effectuant sync\n" 839, "Envoi des infos post briefing\n" 840, "Envoi des infos relatives l'arsenal\n" 841, "Envoi des infos relatives la config du joueur\n" 842, "Vers la partie\n" 843, "Envoi des infos relatives aux rsultats de mission\n" 844, "&Accepter" 845, "&Jeter" 846, "(Continuer Jeu via le Net)\nAcceptez-vous ces rsultats ?" 847, "(Sortir du Jeu via le Net)\ nAcceptez-vous ces rsultats ?" 848, "&Sortir" 849, "Voulez-vous vraiment sortir avant la classification des rsultats ?" 850, "" 851, "" 852, "aucun autre joueur par rseau" 853, "tu" 854, "tu" 855, "tu" 856, "tu" 857, "tu" 858, "assassin" 859, "tu" 860, "dtruit" 861, "dmoli" 862, "tu" 863, "tu" 864, "rti" 865, "massacr" 866, "tu comme un cochon" 867, "dcim" 868, "abattu" 869, "abattu" 870, "assassin" 871, "tu" 872, "tu" 873, "tu" 874, "tu" 875, "tu" 876, "tu" 877, "tu" 878, "tu" 879, "rti " 880, "tu" 881, "tu" 882, "tu" 883, "tu" 884, "tu" 885, "tu" 886, "tu" 887, "tu" 888, "tu" 889, "tu" 890, "tu" 891, "tu" 892, "tu" 893, "dit" 894, "dit" 895, "s'exclame" 896, "dclare" 897, "dclare" 898, "dclare" 899, "gmit" 900, "dclare" 901, "<%s est parti>" 902, "Larguage de %s aprs une oisivit prolonge" 903, "[adresse ipx ici]" 904, "Vaisseau seul" 905, "rsultats recueilli en %7.3f secondes\n" 906, "Indicatif\tOctets lus/s\tOctets crit/s\n" 907, "Impossible de trouver les rsultats de rseau pour %s...interruption\n" 908, "-------------------------\nTotal:\t%d\t%d\n" 909, "\n\nStatistiques\n---------------\nPaquet #\tNombre de paquets envoys\tTotal d'octets\t%% en tout\n" 910, "[aucun rseau]" 911, "# Connexions : " 912, "Hte connect ? Oui" 913, "Hte connect ? Non" 914, "> 1 sec" 915, " ms" 916, "Serveur autonome" 917, "Objectifs Primaires" 918, "Objectifs Secondaires" 919, "Objectifs de Bonus" 920, "aucun" 921, "Vue Arbre " 922, "Echec de l'ouverture de session du serveur autonome Parallax Online!" 923, "Parallax Online !" 924, " %s" 925, "ok" 926, "annuler" 927, "&appliquer" 928, "Aide" 929, "Arrter" 930, "Connexions" 931, "Multi-Joueur" 932, "Infos Joueur" 933, "trucs" 934, "Dpannage" 935, "Freespace Autonome" 936, "&Crer Cmpt" 937, "&Vrifier Cmpt" 938, "PXO Login non accept. vous pouvez vous rendre sur le site web de Parallax Online pour crer ou vrifier une session, ou cliquer sur Annuler pour jouer sans l'intermdiaire de Parallax Online." 939, "recherche des canaux publics" 940, "connexion Parallax Online choue" 941, "Vous avez t expuls." 942, "Vous avez t dconnect." 943, "Attention\nImpossible de localiser/lancer l'Internet." 944, "Aucun canal !" 945, "Dj en train d'essayer de rejoindre un canal !" 946, "Impossible d'obtenir les rsultats pour %s\n(ce pilote n'est peut-tre pas enregistr)" 947, "Connexion Parallax Online choue !" 948, "Annuler" 949, "Connexion Parallax Online" 950, "*** %s est parti" 951, "Connexion Parallax Online" 952, "Rafrachissement de la liste des canaux publics" 953, "Commutation des canaux" 954, "Aucun canal (erreur durant commutation)" 955, "%s sur %s" 956, "Parallax Online - Aucun canal" 957, "message priv de" 958, "message priv de" 959, "priv message pour" 960, "priv message pour" 961, "Entrez le nom du canal rejoindre/crer " 962, "Entrez le nom de l'utilisateur trouver" 963, "Recherche de %s" 964, "Utilisateur non trouv" 965, "Joueur connect mais pas sur ce canal" 966, "%s Trouv sur :" 967, "%s Trouv sur un canal priv" 968, "Rception des rsultats du joueur" 969, "Obtention de l'identit du joueur" 970, "Aucun vol" 971, "DirectSound n'a pu tre initialis. Fermez tout programme utilisant des fichiers son." 972, "Microsoft ADPCM codec n'a pu tre initialis.\n\nveuillez consulter le fichier Lisez-moi pour plus de renseignements." 973, "Echec de la connexion au site web" 974, "Site web introuvable" 975, "Echec de l'envoi des donnes au site web" 976, "Echec de la cration d'un fichier de version" 977, "Echec de la rception des donnes du site web" 978, "Une erreur s'est produite lors de la vrification de votre version de FreeSpace. Si vous continuez, l'actualisation n'aura pas forcment lieu." 979, "Erreur l'ouverture du fichier des donnes de version" 980, "Une nouvelle version de Freespace est disponible. Vous aurez besoin des dernires\n\nmodifications pour jouer sur PXO. Procder l'actualisation ?" 981, "Vrification de la version de Freespace" 982, "Jonction au dernier canal (" 983, "Impossible de joindre dernier canal" 984, "Jonction automatique au canal public" 985, "Impossible de rejoindre canal public" 986, "Vous devez dfinir votre vitesse de connexion : partir du programme de lancement, slectionnez le bouton 'Configuration' puis l'onglet 'Rseau'." 987, "Une erreur s'est produite lors de l'analyse du fichier de mission. Ce fichier contient des donnes interdites." ; ------------------------------------------------ ; NEW MISSION DISK TEXT ; ------------------------------------------------ ; freespace.cpp 988, "Impossible de copier freespace.exe partir du rpertoire de mise jour vers le rpertoire d'installation. Copiez le fichier freespace.exe partir du rpertoire de mise jour (situ dans le rpertoire d'installation de Freespace) vers votre rpertoire d'installation." ; readyroom.cpp 989, "Mission simple\n\n%s" 990, "Campagne\n\n%s" 991, "Chargement des missions" 992, "Chargement de la campagne" ; multimsgs.cpp 993, "Vous ne pouvez pas joindre ce jeu car vous n'utilisez pas le Disque des Missions Freespace" ; multiui.cpp 994, "Vous avez slectionn une mission ou une campagne avec le Disque des Missions alors que les autres joueurs ne disposent pas de ce disque" 995, "&Retour" 996, "Vous avez choisi une mission qui est soit inaccessible soit inconnue de PXO. Vos rsultats ne seront pas sauvegards si vous continuez" 997, "Attention\n\nSi vous lancez une mission PXO par vous-mme, vos rsultats ne seront pas actualiss" ; multi_endgame.cpp 998, "L'accs vous a t refus car le transfert de mission a chou." 999, "L'accs vous a t refus car vous n'avez pas la mission de base." 1000, "L'accs vous a t refus car vous avez voulu vous joindre une partie dj termine" ; multi_fstracker.cpp 1001, "" 1002, "" ; multi_kick.cpp 1003, "<%s a t dbout cause d'un chec de transfert du fichier de mission>" 1004, "<%s a t dbout car il n'a pas les missions de base %s>" 1005, "<%s a t dbout car il a tent de se joindre une partie dj termine>" ; multiui.cpp 1006, "Attention\n\nCe pilote a particip des parties PXO. Si vous continuez et jouez une partie non-PXO, vos rsultats ne seront pas sauvegards" ; multi_pinfo.cpp 1007, "Grade" 1008, "Vols" 1009, "Dur\x82""e du vol" 1010, "Dernier vol" 1011, "Victimes" 1012, "Tirs de l'arme principale" 1013, "Tirs principaux r\x82ussis" 1014, "Tirs de l'arme secondaire" 1015, "Tirs secondaires r\x82ussis" ; control_config.cpp 1016, "Mouvement de lacet avec le joystick" 1017, "Tangage avec le joystick" 1018, "Virage incline avec le joystick" 1019, "Acceleration Maximale Avec Le Joystick" 1020, "Acceleration Relative Avec Le Joystick" 1021, "Axe X Joystick/Souris" 1022, "Axe Y Joystick/Souris" 1023, "Axe Z Joystick" 1024, "Axe rX Joystick" 1025, "Axe rY Joystick" 1026, "Axe rZ Joystick" 1027, "Bouton Gauche" 1028, "Bouton Droite" 1029, "Bouton Milieu" 1030, "G/D" 1031, "H/D" 1032, "N" 1033, "O" ; new stuff 12/2/98 - barracks screen 1034, "(fr)Create" 1035, "(fr)Accept" 1036, "(fr)Options" 1037, "(fr)Medals" 1038, "(fr)Remove" 1039, "(fr)Select" 1040, "(fr)Clone" 1041, "(fr)Single" 1042, "(fr)Multi" 1043, "(fr)Convert" ; new stuff 12/3/98 - multi_fstracker.cpp and multiui.cpp 1044, "(fr)" 1045, "(fr)You are playing with a hacked ships.tbl, your stats will not be saved" 1046, "(fr)" 1047, "(fr)You are playing with a hacked weapons.tbl, your stats will not be saved" 1048, "(fr)" 1049, "(fr)" 1050, "(fr)This is not a PXO validated mission, your stats will not be saved" 1051, "(fr)You or the server you are playing on has a hacked ships.tbl. Your stats will not be updated on PXO" 1052, "(fr)You or the server you are playing on has a hacked weapons.tbl. Your stats will not be updated on PXO" ; new stuff 12/14/98 1053, "(fr)No/Invalid Image" 1054, "(fr)We have no recommendations for you." ; new stuff 1/28/99 1055, "(fr)Technical Database" 1056, "(fr)Mission Simulator" 1057, "(fr)Cutscenes" 1058, "(fr)Credits" 1059, "(fr)Exit" 1060, "(fr)Single Missions" 1061, "(fr)Campaign Missions" 1062, "(fr)Commit" 1063, "(fr)Mission" 1064, "(fr)Filename" 1065, "(fr)Weapons" 1066, "(fr)Intelligence" 1067, "(fr)Ship Selection" 1068, "(fr)Weapon Loadout" ;------------------------------------------------- ; New stuff for MissionLog interface screen 1/29/99 File: HUDConfig.cpp ;------------------------------------------------- 1069, "(fr)Continue" 1070, "(fr)Events" 1071, "(fr)Objectives" 1072, "(fr)Messages" ;------------------------------------------------- ; New stuff for Squad War ;------------------------------------------------- 1073, "(fr)You need to have at least %d players per squad for Squad War" ; new stuff 2/15/99 1074, "(fr)Validating mission %s" 1075, "(fr)Validating squad war" 1076, "(fr)Please enter the match code" 1077, "(fr)Squad war match does not check out. Please make sure the code you entered was correct and all players are valid members of their respective squads" 1078, "(fr)Storing squad war results" 1079, "(fr)" 1080, "(fr)" ; new stuff 2/21/99 for beam weapons 1081, "(fr)%s was killed by a beam weapon" 1082, "(fr)%s was destroyed by a beam from %s" ; ---------------------------------------------------------- ; File: 3d_detect.cpp ; ---------------------------------------------------------- 1083, "(fr)No 3D acceleration" ; ---------------------------------------------------------- ; File: Video_tab.cpp ; ---------------------------------------------------------- 1084, "(fr)Video" 1085, "(fr)Currently Selected Video Mode:" 1086, "(fr)A 3D accelerated video card must be selected in order to run Freespace 2. Select your desired renderer from the above drop-down list." 1087, "(fr)Detect Available Cards" 1088, "(fr)Options:" 1089, "(fr)Interlaced cutscenes" 1090, "(fr)Fast clear for cutscenes" 1091, "(fr)Fast Direct3D textures (lower visual quality)" 1092, "(fr)Freespace 2 requires Glide or Direct3D hardware accleration. You will not be able to run Freespace 2 without it" 1093, "(fr)Warning" ; ---------------------------------------------------------- ; File: DirectXTab.cpp ; ---------------------------------------------------------- 1094, "(fr)Up to Date" 1095, "(fr)Update Required" 1096, "(fr)Need to Install" 1097, "(fr)Windows NT has DirectX built in. If you are running NT 4.0 you should have Service Pack 3 (SP3) or later installed. For detailed information on NT Service Packs (including download links), go to:\n%s.\n\nDo you want to go to this link?" 1098, "(fr)Your version of DirectX is less than 5.0. It is recommended that you install DirectX 5.0 on your system.\n\nDo you want to install DirectX 5.0?\n\n" 1099, "(fr)Your version of DirectX is up to date.\nFor detailed information on the latest version of DirectX (including download links), go to:\n%s.\n\nDo you want to go to this link?" 1100, "(fr)DirectX Version Info" 1101, "(fr)Your DirectX Version" 1102, "(fr)Your Version Status" 1103, "(fr)Freespace 2 requires DirectX 3.0 (or greater). DirectX 6.0 is required for Direct3D, Force Feedback, and Direct Sound 3D." 1104, "(fr)Install/Update DirectX" ; ---------------------------------------------------------- ; File: FSLaunch.cpp ; ---------------------------------------------------------- 1105, "(fr)FreeSpace 2 Launcher" 1106, "(fr)FreeSpace 2 Demo Launcher" 1107, "La oprant syst est hors memory ou ressources." 1108, "La.EXE fichier est invalide (non-Win32.EXE ou erreur aux.EXE image)." 1109, "La oprant syst nia accs au spcifia fichier." 1110, "La filename association est morcel ou invalide.\r\n(Te besoin pour ai un default Internet browser emmnagea)" 1111, "La DDE transaction purent non soient complta car autre DDE transactions furent tanttrait." 1112, "La DDE transaction failli." 1113, "La DDE transaction purent non soient complta car la demande timed out." 1114, "La spcifia dynamic-link bibliothque n'tait trouva." 1115, "Del n'tait enough memory pour complet la opration." 1116, "Un partageant violation occurred." 1117, "\r\n"Aucun web browser trouva. Del isn't on emmnagea ou if \r\non est emmnagea, ca isn't set pour soient la default browser.\r\n\r\n" 1118, "Inconnu erreur occurred." ; ---------------------------------------------------------- ; File: FSLaunchDlg.cpp ; ---------------------------------------------------------- 1119, "(fr)Warning!" 1120, "(fr)You must allow Setup to configure your default settings before playing Freespace 2 for the first time.\n\nTo do this, press the 'Setup' button from the main menu and examine each tab. Then, press the 'OK' button at the bottom." 1121, "(fr)No Rendering Device Selected!" 1122, "(fr)You must allow Setup to configure your Video Card setting before playing Freespace 2.\n\nTo do this, press the 'Setup' button from the main menu and click on the Video Tab. Then, press the 'Detect Available Cards' button and choose your video mode. Finally, press the 'OK' button at the bottom." 1123, "(fr)DirectX 3.0 or higher Required!" 1124, "(fr)You must install DirectX 3.0 or higher to run Freespace 2.\n\nTo do this, press the 'Setup' button from the main menu and click on the 'DirectX' tab and follow the direction on it." 1125, "Erreur Lancement FreeSpace" 1126, "(fr)Setup" 1127, "Erreur Lancement README.TXT" 1128, "Aucun enlever information trouva." 1129, "Etes-vous sr de vouloir supprimer Conflict: FreeSpace et tous ses composants?" 1130, "Confirmer la supression des fichiers" 1131, "Erreur Lancement Enleverer" 1132, "(fr)Welcome to FreeSpace 2!" 1133, "(fr)Since this is your first time running FreeSpace 2, you will now be automatically taken to the Setup window. \n\nNOTE TO USER:\nIt is important that you view each section of the Setup window and configure it to your liking. Press the Help button if you have questions about a particular section. Once you are satisfied with your settings, select the OK button at the bottom of the Setup window to save them." ; ---------------------------------------------------------- ; File: JoystickTab.cpp ; ---------------------------------------------------------- 1134, "(fr)Joystick" 1135, "" 1136, "(fr)Current Joystick" 1137, "(fr)Enable Force Feedback" 1138, "(fr)Enable Directional Hit (Force Feedback)" 1139, "(fr)Calibrate" 1140, "(fr)Detect Available Joysticks" ; ---------------------------------------------------------- ; File: Launch_utils.cpp ; ---------------------------------------------------------- 1141, "FreeSpace CD non localisa. Plaire encartent FreeSpace CD #1 et slectionnent OK pour continuent." ; ---------------------------------------------------------- ; File: MiscTab.cpp ; ---------------------------------------------------------- 1142, "(fr)Misc" 1143, "(fr)Select Language" 1144, "(fr)Optional Command Line" 1145, "Ne touvait Enlever" ; ---------------------------------------------------------- ; File: NetWorkTab.cpp ; ---------------------------------------------------------- 1146, "(fr)Network" 1147, "(fr)Internet Connection" 1148, "(fr)Connection Speed" 1149, "(fr)None" 1150, "(fr)Dialup Networking" 1151, "(fr)LAN/Direct Connection (and AOL)" 1152, "(fr)None Specified" 1153, "(fr)Slower than 56K Modem" 1154, "(fr)56K Modem" 1155, "(fr)Single Channel ISDN" 1156, "(fr)Dual Channel ISDN, Cable Modems" 1157, "(fr)T1, ADSL, T3, etc." 1158, "Erreur lecture CD." ; ---------------------------------------------------------- ; File: SpeedTab.cpp ; ---------------------------------------------------------- 1159, "(fr)Speed" 1160, "Lente" 1161, "Moyenne" 1162, "Rapide" 1163, "Trs rapide" 1164, "(fr)Default Detail Level:" 1165, "(fr)Properties" 1166, "(fr)CPU Type:" 1167, "(fr)CPU Speed:" 1168, "(fr)Total RAM:" 1169, "(fr)RAM Transfer Rate:" 1170, "(fr)VRAM Transfer Rate:" 1171, "(fr)3D Graphics Accelerator*:" 1172, "(fr)*Configured in the 'Video' tab." 1173, "(fr)Detect" ; ---------------------------------------------------------- ; File: AudioTab.cpp ; ---------------------------------------------------------- 1174, "(fr)Audio" 1175, "Aureal sain carte dtecta, mais te besoin actualisa chauffeurs. Download eux ds www.a3d.com" 1176, "Ce est non-Aureal-certified A3D!\nS'il vous plait upgrade ta chauffeurs chez www.a3d.com" 1177, "(fr)No Sound" 1178, "(fr)Currently Selected Sound Card" 1179, "(fr)Detect Available Sound Cards" 1180, "(fr)Enable Launcher Sounds" ; ---------------------------------------------------------- ; File: UpdateDlg.cpp ; ---------------------------------------------------------- 1181, "(fr)The Freespace 2 Launcher needs to be updated to a newer version.\nHowever, the replacement executable or patch file could not be accessed.\n\nTherefore, the Launcher cannot be updated at this time." 1182, "(fr)The Freespace 2 Launcher needs to be updated to a newer version.\nHowever, the Update Launcher executable could not be found (or could not be accessed).\n\nTherefore, the Launcher cannot be updated at this time." 1183, "(fr)The Freespace 2 Launcher needs to be updated to a newer version.\nIt will now be shutdown, modified, and then restarted.\n\nThis may take several seconds..." 1184, "(fr)Launcher Update" 1185, "(fr)Error!" 1186, "(fr)Up to date" 1187, "(fr)Waiting for User" 1188, "(fr)Select Patch Download Site" 1189, "(fr)Patching Failed!!" 1190, "(fr)Connecting" 1191, "(fr)Downloading File" 1192, "(fr)URL redirected" 1193, "(fr)Download Cancelled" 1194, "(fr)Sorry, there is no message of the day." 1195, "(fr)Unable to continue!! Press Cancel." 1196, "(fr)Unable to continue" 1197, "(fr)File not Found Error" 1198, "(fr)File Download HTTP error. Status code: %d" 1199, "(fr)Downloading MOTD File" 1200, "(fr)Downloading Version Info File" 1201, "(fr)Downloading Sites File" 1202, "(fr)Unable to read sites from version.nfo" 1203, "(fr)Downloading Patch File" 1204, "(fr)Download %d bytes of %d (%d%%)" 1205, "(fr)Couldn't parse Version file!" 1206, "(fr)The Freespace 2 Auto-Update program could not find your current game Version in the system registry.\n\nThis should be corrected by starting up the game, exiting the game, and then running the Auto-Update program." 1207, "(fr)Unable to Determine User's Version" 1208, "(fr)Press OK to download the new version of Freespace 2!!" 1209, "(fr)A new version of Freespace 2 is available!!! Press the OK button to download it." 1210, "(fr)Determination: No Update Necessary" 1211, "(fr)Your Freespace 2 version %d.%02d is currently up to date." 1212, "(fr)Patching Error" 1213, "(fr)Processing %s" 1214, "(fr)File Complete!" 1215, "(fr)Searching for systems to update..." 1216, "(fr)Patching Failed!" 1217, "(fr)Patch Library not found." 1218, "(fr)Patch Library not found. Cannot Patch Freespace 2." 1219, "(fr)Beginning Patching..." 1220, "(fr)Patching Complete!" ; ---------------------------------------------------------- ; File: DownloadThread.cpp ; ---------------------------------------------------------- 1221, "(fr)Error: URL could not be parsed" 1222, "(fr)Error: Site redirects with no new location" 1223, "(fr)Insufficient disk space to download file: " 1224, "(fr)Error trying to download file" 1225, "(fr)Error trying to write file" ; ---------------------------------------------------------- ; File: SiteSelectionDlg.cpp ; ---------------------------------------------------------- 1226, "(fr)You must select a download site." 1227, "(fr)Site Selection" 1228, "(fr)You must select a download site." 1229, "(fr)Site Name" 1230, "(fr)URL" 1231, "(fr)Location" 1232, "(fr)The site info file could not be opened and parsed." ; ---------------------------------------------------------- ; Localize launcher dialog box text ; ---------------------------------------------------------- 1233, "(fr)Freespace 2 Auto-Update" 1234, "(fr)Message of the Day:" 1235, "(fr)Your Version:" 1236, "(fr)Latest Version:" 1237, "(fr)Progress:" 1238, "(fr)Status:" 1239, "(fr)Patch Download Site Selection" 1240, "(fr)Select the site you wish to download from:" ; ---------------------------------------------------------- ; Localize Launcher Updater ; ---------------------------------------------------------- 1241, "(fr)Updating the Freespace 2 Launcher..." 1242, "(fr)Please Wait" 1243, "(fr)ERROR: This program was executed outside of the Freespace 2 Launcher!" 1244, "(fr)ERROR: Could not find file: %s" 1245, "(fr)ERROR: Could not access file: %s" 1246, "(fr)ERROR: Could not delete file: %s" 1247, "(fr)ERROR: Could not rename file: %s" 1248, "(fr)ERROR: The patch application function could not be obtained from the DLL." 1249, "(fr)ERROR: The patch could not be completed successfully." 1250, "(fr)Starting up the old Freespace 2 Launcher..." 1251, "(fr)Starting up the new Freespace 2 Launcher..." 1252, "(fr)ERROR: The Launcher could not be restarted." 1253, "(fr)Freespace 2 Launcher Update Error" 1254, "(fr)The launcher has not been updated." ; ---------------------------------------------------------- ; New pilot, unassigned squadron ; 1255, "(fr)Unassigned" ; ---------------------------------------------------------- ; Multi create interface ; 1256, "(fr)All" 1257, "(fr)Coop" 1258, "(fr)Team" 1259, "(fr)Dogfight" 1260, "(fr)Refresh Missions" 1261, "(fr)Pilot Info" 1262, "(fr)Missions" 1263, "(fr)Campaigns" 1264, "(fr)1" 1265, "(fr)2" 1266, "(fr)Kick" 1267, "(fr)Host Options" 1268, "(fr)Create Game" 1269, "(fr)Players" ; ---------------------------------------------------------- ; Multi player screens ; 1270, "(fr)Lock" ; ---------------------------------------------------------- ; multiplayer hacked data warnings ; 1271, "(fr)has hacked tables/data" 1272, "(fr)One or more players has hacked data files. You cannot play a Squad War match unless all clients have legal data" 1273, "(fr)One or more players has hacked data files. If you continue, stats will not be stored at the end of the mission" 1274, "(fr)One or more players has hacked data files" ; ---------------------------------------------------------- ; TvT reporting ; 1275, "(fr)" 1276, "(fr)" 1277, "(fr)" 1278, "(fr)" 1279, "(fr)" ; ---------------------------------------------------------- ; Host options screen ; 1280, "(fr)Highest rank" 1281, "(fr)Team / wing-leader" 1282, "(fr)Any" 1283, "(fr)Host" 1284, "(fr)Skill level" 1285, "(fr)On" 1286, "(fr)Off" 1287, "(fr)Host modifies ships" 1288, "(fr)Respawn Limit" 1289, "(fr)AI Orders" 1290, "(fr)End Mission" 1291, "(fr)Time Limit" 1292, "(fr)Min" 1293, "(fr)Kill Limit" 1294, "(fr)Observers" 1295, "(fr)Voice Transmission" 1296, "(fr)Voice Quality" 1297, "(fr)Message Duration" 1298, "(fr)Voice Wait" ; ---------------------------------------------------------- ; Multi join screen ; 1299, "(fr)Refresh" 1300, "(fr)Join as" 1301, "(fr)Observer" 1302, "(fr)Game" 1303, "(fr)Join" 1304, "(fr)Status" 1305, "(fr)Server" 1306, "(fr)Players" 1307, "(fr)Ping" ; ---------------------------------------------------------- ; Multi join-wait screen ; 1308, "(fr)Team 1" 1309, "(fr)Team 2" 1310, "(fr)Pilot" 1311, "(fr)Info" 1312, "(fr)Choose Team" ; ---------------------------------------------------------- ; PXO screen ; 1313, "(fr)Web" 1314, "(fr)Ranking" 1315, "(fr)Find" 1316, "(fr)Motd" 1317, "(fr)Channel" 1318, "(fr)Private" 1319, "(fr)Games" 1320, "(fr)Squad" 1321, "(fr)Channels" ; ---------------------------------------------------------- ; Multi start game screen ; 1322, "(fr)Open" 1323, "(fr)Closed" 1324, "(fr)Restricted" 1325, "(fr)Password Protected" 1326, "(fr)Allow Rank" 1327, "(fr)Above" 1328, "(fr)Below" 1329, "(fr)Start Game" 1330, "(fr)Title" 1331, "(fr)Game Type" ; ---------------------------------------------------------- ; Multi password popup ; 1332, "(fr)Enter Password" ; ---------------------------------------------------------- ; Debrief screen ; 1333, "(fr)Statistics" 1334, "(fr)Recommendations" ; ---------------------------------------------------------- ; View Footage screen ; 1335, "(fr)Play" ; ---------------------------------------------------------- ; Loading bar ; 1337, "(fr)Loading" ; ---------------------------------------------------------- ; Ship select screen ; 1337, "(fr)Reset" ; ---------------------------------------------------------- ; New death messages ; 1338, "(fr)%s was killed by friendly fire from %s" 1339, "(fr)%s was destroyed by friendly beam fire from %s" ; ---------------------------------------------------------- ; Control config screen ; 1340, "(fr)Targeting" 1341, "(fr)Ship" 1342, "(fr)Invert" 1343, "(fr)Undo" 1344, "(fr)Defaults" 1345, "(fr)Search" 1346, "(fr)Bind" 1347, "(fr)Clear" 1348, "(fr)Conflict" 1349, "(fr)All" 1350, "(fr)Selected" ; ---------------------------------------------------------- ; Options screen ; 1351, "(fr)Detail" 1352, "(fr)Control" 1353, "(fr)Config" 1354, "(fr)HUD" 1355, "(fr)Preset Detail Levels" 1356, "(fr)Custom" 1357, "(fr)Planets/backgrounds" 1358, "(fr)Target View Rendering" 1359, "(fr)Weapon Extras" 1360, "(fr)Model Detail" 1361, "(fr)Nebula Detail" 1362, "(fr)3D Hardware Textures" 1363, "(fr)Particles" 1364, "(fr)Impact Effects" 1365, "(fr)Shield Hit Effects" 1366, "(fr)Stars" 1367, "(fr)Lighting" 1368, "(fr)Briefing Voice" 1369, "(fr)Volume" 1370, "(fr)Effects" 1371, "(fr)Music" 1372, "(fr)Voice" 1373, "(fr)Mouse" 1374, "(fr)Sensitivity" 1375, "(fr)Brightness" 1376, "(fr)Joystick" 1377, "(fr)Deadzone" ; ------------------------------------------------ ; Multi options screen ; 1378, "(fr)TCP" 1379, "(fr)IPX" 1380, "(fr)IP Address" 1381, "(fr)add" 1382, "(fr)rem." 1383, "(fr)PXO" 1384, "(fr)Login" 1385, "(fr)Password" 1386, "(fr)Squadron" 1387, "(fr)Broadcast Locally" 1388, "(fr)General" 1389, "(fr)Mic test" 1390, "(fr)Mute" 1391, "(fr)Object Update" 1392, "(fr)Lan" 1393, "(fr)Pilot / Squad Images" 1394, "(fr)Yes" 1395, "(fr)No" 1396, "(fr)Transfer Missions" 1397, "(fr)/multidata" 1398, "(fr)/missions" 1399, "(fr)Flush Cache" 1400, "(fr)Never" 1401, "(fr)Before Game" ; ------------------------------------------------ ; New multiplayer warnings ; 1402, "(fr)You have selected IPX for multiplayer Freespace, but the IPX protocol was not detected on your machine." ; ------------------------------------------------ ; campaign screen ; 1403, "(fr)Restart" 1404, "(fr)Campaign" ; ------------------------------------------------ ; red alert screen ; 1405, "(fr)Replay" 1406, "(fr)Incoming Transmission" ; ------------------------------------------------ ; new stuff 7/18/99 ; 1407, "(fr)complete" ; support ship complete 1408, "(fr)Create" ; multiplayer server list 1409, "(fr)Select" ; campaign room 1410, "(fr)Mission" ; incoming transmission / red-alert 1411, "(fr)Misc" ; control config 1412, "(fr)Game" ; options screen 1413, "(fr)Clear" ; control config - delete/clear all 1414, "(fr)Clear" ; control config - delete/clear selected 1415, "(fr)Config" ; options - HUD config 1416, "(fr)Exit" ; PXO 1417, "(fr)Exit" ; multiplayer host options 1418, "(fr)Exit" ; tech database 1419, "(fr)Exit" ; tech cutscenes 1420, "(fr)Exit" ; tech credits ; ------------------------------------------------ ; new death messages ; 1421, "(fr)You have killed yourself with a shockwave from your own weapon" 1422, "(fr)You have killed yourself with your own missiles" ; ------------------------------------------------ ; new stuff for multi ingame join ; 1423, "(fr)name" 1424, "(fr)class" 1425, "(fr)status" 1426, "(fr)primary" 1427, "(fr)secondary" ; ------------------------------------------------ ; new hud text (replaces old hardcoded gauges) ; 1428, "(fr)Blast" 1429, "(fr)Engine Wash" 1430, "(fr)Evaded" 1431, "(fr)Collision" ; ------------------------------------------------ ; new dead popup text (when dead during a red-alert mission) ; 1432, "(fr)Replay previous mission" ; ------------------------------------------------ ; ingame join deny text ; 1433, "(fr)You cannot join a game in progress unless it is a dogfight mission." ; ------------------------------------------------ ; some recently discovered interface text ; 1434, "(fr)Barracks" ; title for barracks screen 1435, "(fr)Pilot Stats" ; area heading in barracks screen 1436, "(fr)Choose Pilot" ; heading for initial player choice screen ; ------------------------------------------------ ; in-game objectives screen text ; 1437, "(fr)Complete" ; title for barracks screen 1438, "(fr)Incomplete" ; area heading in barracks screen 1439, "(fr)Failed" ; heading for initial player choice screen ; ------------------------------------------------ ; multiplayer paused chatbox ; 1440, "(fr)Mission Paused" ; ------------------------------------------------ ; F1 help screen text ; 1441, "(fr)Press ESC to return to the game" ; ------------------------------------------------ ; Skip Training button on mission briefing ; 1442, "(fr)Skip Training" ; ------------------------------------------------ ; Demo tips popup dialog ; 1443, "(fr)Don't show me this again" 1444, "(fr)&Next" ; ------------------------------------------------ ; Squadron change popup dialog (in Barracks during single player) ; 1445, "(fr)You cannot change your squadron in Single Player mode." ; ------------------------------------------------ ; Some miscellaneous error text from Freespace.cpp ; 1446, "(fr)Please configure your system in the Launcher before running FS2.\n\n The Launcher will now be started!" 1447, "(fr)Attention!" 1448, "(fr)Warning, Freespace 2 requires Glide or Direct3D hardware accleration. You will not be able to run Freespace 2 without it." 1449, "(fr)Warning" 1450, "(fr)The Launcher could not be restarted." 1451, "(fr)Error" ; ------------------------------------------------ ; Red Alert Briefing ; 1452, "(fr)Previous Mission" ; ------------------------------------------------ ; HUD config screen ; 1453, "(fr)Popup" 1454, "(fr)Save" 1455, "(fr)Amber" 1456, "(fr)Blue" 1457, "(fr)Green" 1458, "(fr)Brightness" 1459, "(fr)warning flash" 1460, "(fr)comm menu" 1461, "(fr)support gauge" 1462, "(fr)lag gauge" ; ------------------------------------------------ ; HUD auto-target & auto-speed indicators ; 1463, "(fr)auto" 1464, "(fr)speed" 1465, "(fr)target" ; ------------------------------------------------ ; HUD auto-target & auto-speed indicators ; 1466, "(fr)Exit" ; ------------------------------------------------ ; Loop brief screen ; 1467, "(fr)Decline" ; ------------------------------------------------ ; CD prompt ; 1468, "(fr)Please insert CD %d" ; ------------------------------------------------ ; Briefing / Tech room "more" indicator ; 1469, "(fr)more" ; ------------------------------------------------ ; Mission skip stuff ; 1470, "(fr)You have failed this mission five times." 1471, "(fr)If you like, you may advance to the next mission." 1472, "(fr)You have failed this mission five times. If you like, you may advance to the next mission." 1473, "(fr)Do Not Skip This Mission" 1474, "(fr)Advance To The Next Mission" 1475, "(fr)Don't Show Me This Again" ; ------------------------------------------------ ; self destruct log ; 1476, "(fr)Self destructed" ; ------------------------------------------------ ; loop exit button ; 1477, "(fr)Exit Loop" ; ------------------------------------------------ ; squad war ; 1478, "(fr)SquadWar results invalidated" ; ------------------------------------------------ ; Miscellaneous ; 1479, "(fr)\r\nUnable to locate Fred Help file: \\data\\freddocs\\index.html\r\n" ; FRED error 1480, "(fr)DirectDraw could not be initialized on your system. DirectDraw v6.0 or higher\nis required in order to play FreeSpace 2." ; error msg 1481, "(fr)Attention!" ; window title on error message 1482, "(fr)Need to run FreeSpace 2 first to set version info." ; update dialog stuff (launcher) 1483, "(fr)Original '%s' contents do not match, update aborted. Re-installing may be necessary. \n\n" 1484, "(fr)If problem persists, please contact Volition Support, support@pxo.net." 1485, "(fr)Detect Direct3D" ; launcher stuff 1486, "(fr)Detect Glide" 1487, "(fr)Turret" ; mission log 1488, "(fr) subsystem cargo revealed: " ; mission log 1489, "(fr)Exit Loop\n\n\n\nAre you sure you want to leave the mission loop?" ; mission brief 1490, "(fr)" ; mission debrief 1491, "(fr)\n\n\nDo you want to play the optional mission?" 1492, "(fr)OK" ; multi_pxo 1493, "(fr)Nothing" ; playercontrol -- cargo contents 1494, "(fr)%s was killed by engine wash from %s" ; playercontrol 1495, "(fr)There is a limit of %d ships in the mission at once. Please be sure that you do not have more than %d ships present in the mission at the same time." ; ships 1496, "(fr)An error occured while patching the Launcher, 'FreeSpace2.exe'.\nThe remaining files were updated successfully, but your Launcher is still out-of-date.\nWe recommend that you manually download the latest Launcher from our website:\n\n" ; updatelauncher 1497, "(fr)\n\nDo you want to want to visit the site now?" 1498, "(fr)Error Patching the Launcher" 1499, "(fr)Vertex fog or Table fog\r\n" ; grd3d 1500, "(fr)Joining netgame" ; multiui 1501, "(fr)" ; multi_kick 1502, "(fr)Force WFOG (not recommended)" ; launcher 1503, "(fr)Disable Direct3D Zbuffer bias" 1504, "(fr)Briefing" ; briefing screens 1505, "(fr)Join" ; pxo screen - before channel 1506, "(fr)Join" ; pxo screen - before private 1507, "(fr)Launch" ; flashing missile launch icon on HUD 1508, "(fr)Close" ; on Multi Create screen 1509, "(fr)Skill Level" ; on Options screen ; more misc, added 10/14 1510, "(fr)Alt" ; control config 1511, "(fr)Shift" ; control config 1512, "(fr)R" ; hud config, short for "red" (from RGB) 1513, "(fr)G" ; hud config, short for "green" (from RGB) 1514, "(fr)B" ; hud config, short for "blue" (from RGB) 1515, "(fr)I" ; hud config, short for "intensity" 1516, "(fr)Cancel" ; mission hotkey screen 1517, "(fr)Clear" ; mission hotkey screen 1518, "(fr)Reset" ; mission hotkey screen 1519, "(fr)Help" ; mission hotkey screen 1520, "(fr)Options" ; mission hotkey screen 1521, "(fr)Accept" ; mission hotkey screen 1522, "(fr)sec" ; multi host options 1523, "(fr)sec" ; multi host options 1524 "(fr)&Go back" ; error verifying version of fs popup buttons 1525 "(fr)&Continue" 1526, "(fr)Mission score" ; multi debrief stats (mission) 1527, "(fr)Score" ; multi debrief stats (alltime) ; yet more misc, added 10/19 1528, "(fr)Voice" ; OptionsMenuMulti 1529, "(fr)Sensitivity" ; Mouse sensitivity slider, in options 1530, "(fr)Voice Transmission" ; OptionsMenuMulti 1531, "(fr)Voice Quality" ; OptionsMenuMulti 1532, "(fr)Name" ; PXO player info labels 1533, "(fr)Rank" 1534, "(fr)Kills" 1535, "(fr)Assists" 1536, "(fr)Friendly kills" 1537, "(fr)Missions flown" 1538, "(fr)Flight time" 1539, "(fr)Last flown" 1540, "(fr)Primary shots fired" 1541, "(fr)Primary shots hit" 1542, "(fr)Primary hit %" 1543, "(fr)Secondary shots fired" 1544, "(fr)Secondary shots hit" 1545, "(fr)Secondary hit %" 1546, "(fr)Primary friendly hits" 1547, "(fr)Primary friendly hit %" 1548, "(fr)Secondary friendly hits" 1549, "(fr)Secondary friendly hit %" ; even more misc, added 10/21 1550, "(fr)Select" ; used in Hud config 1551, "(fr)All" ; used in Hud config 1552, "(fr)Select" ; used in Barracks (used to be 1039, which is also in player select at startup) 1553, "(fr)Weapons" ; Tech room ; perhaps the final misc? added 10/25 1554, "(fr)Detect 32 bit" ; launcher stuff 1555, "(fr)Detect hi-res" 1556, "(fr)PXO Account" 1557, "(fr)Login" 1558, "(fr)Password" 1559, "(fr)Skip version check in PXO" 1560, "(fr)PXO Banners" 1561, "(fr)Misc" 1562, "(fr)Force local port" 1563, "(fr)German" ; language choices in Misc tab 1564, "(fr)English" ; nope, there is more. added 10/26 1565, "(fr)NEW USER TIP\n\n%s" ; heading on tip popup 1566, "(fr)Flak turret" 1567, "(fr)Beam turret" 1568, "(fr)Laser turret" 1569, "(fr)Missile lnchr" #end ; max 40 tips right now!! (Was 20, jacked up by MK on August 5, 1999. Search for MAX_PLAYER_TIPS to change.) +Tip: XSTR("When your shields are damaged, press [Q] to equalize them.", 3204) +Tip: XSTR("Press [R] to target a ship that's attacking you.", 3205) +Tip: XSTR("Press [Alt-H] to enable auto-targeting of hostile ships. Press [Alt-H] again to disable.", 3206) +Tip: XSTR("Attacking the Weapons subsystem of a large ship reduces the accuracy of its turrets. Press [S] to target subsystems.", 3207) +Tip: XSTR("You may sometimes call in reinforcements by pressing [C] then [4]. This will lower your score, however.", 3208) +Tip: XSTR("Countermeasures can protect you from incoming missiles, but only if the missiles are very close.", 3209) +Tip: XSTR("Press [Shift-/] to link your secondary weapons together. Press [.] to cycle between primary weapons.", 3210) +Tip: XSTR("Target bombs by pressing [B]. When you destroy them, watch out for the warhead's shockwave!", 3211) +Tip: XSTR("If the game's too easy or too hard for you, change the skill level in the Options Menu (press [F2])", 3212) +Tip: XSTR("If you fail a mission, click on 'Recommendations' in the debriefing for tips.", 3213) +Tip: XSTR("Firing missiles or bombs when you're very close to your target may be harmful to your health.", 3214) +Tip: XSTR("If you fire bombs when you're too far from your target, they may get shot down.", 3215) +Tip: XSTR("Press [G] to target the nearest ship or turret attacking your target. This is an effective way to protect against large ships.", 3216) +Tip: XSTR("Press [Alt-M] to enable auto-speed matching. This automatically matches your speed to that of your target. Press [Alt-M] again to disable it.", 3217) +Tip: XSTR("Before firing an aspect-seeking missile, such as the Tornado, you must first gain lock on your target.", 3218) +Tip: XSTR("To link your primary weapons, press [.] twice. Your lasers fire less frequently but inflict more damage.", 3219) +Tip: XSTR("When attacking large ships, it is vital to take out turrets. Target them by pressing [K].", 3220) +Tip: XSTR("If gameplay is choppy, lower your detail settings in the Options Menu (press [F2]).", 3221) +Tip: XSTR("During a mission, you can view all messages by pressing [F4] and choosing the 'Messages' button.", 3222) +Tip: XSTR("If you leave a mission early, you'll get in trouble. Wait for the order to return to base.", 3223) +Tip: XSTR("If you want more kills, tell your wingmen to 'Ignore My Target' in the communications menu (press [C]).", 3224) +Tip: XSTR("Hosting a 4-player game on a 56K modem will likely result in a high lag/latency game for everyone.", 3225) +Tip: XSTR("When firing bombs with a high reload time, you can switch to another bank to fire more rapidly.", 3226) +Tip: XSTR("When your shields are extremely low and you're in danger, transfer energy from your weapons to your shields by pressing [Scroll Lock].", 3227) +Tip: XSTR("If you're out of countermeasures, you can sometimes avoid a missile by turning away from it and hitting your afterburners at the last moment.", 3228) +Tip: XSTR("Flying ahead of your wingmen into a battle can be very dangerous. Sometimes it's safest to order them in ahead of you.", 3229) +Tip: XSTR("Some ships blow up with very large shockwaves. Get clear quickly to avoid severe damage.", 3230) +Tip: XSTR("Press [F1] anywhere to get context-sensitive help.", 3231) +Tip: XSTR("Call for a support ship [Shift-R] BEFORE you run out of missiles.", 3232) +Tip: XSTR("If your mission is to protect other ships, go after enemy bombers first.", 3233) +Tip: XSTR("In multiplayer missions, press [1] to send a message to all players.", 3234) +Tip: XSTR("In team vs. team missions, press [2] to send a message to just your team.", 3235) +Tip: XSTR("In team vs. team missions, press [3] to send a message to the other team.", 3236) +Tip: XSTR("In multiplayer missions, press [4] to send a message to your target.", 3237) +Tip: XSTR("Communicating with your wingmen is a key to winning tough missions.", 3238) +Tip: XSTR("When attacking a capital ship, concentrate on one section. Once the turrets and flak cannons in that section have been destroyed, bombing runs will be much easier.", 3239) +Tip: XSTR("In case a mission is just too tough, you'll be given a chance to skip it after five failed attempts.", 3240) #end #Debriefing_info $Num stages: 1 $Formula: ( true ) $Multi text XSTR("For the crime of high treason, you are hereby stripped of your wings and all privileges bestowed upon you as officer of the Galactic Terran-Vasudan Alliance. You will be held in custody pending your preliminary hearing, and, if indicted, you will face a military tribunal. Firing upon allied vessels is a capital offense, punishable by death. You will be transferred to the Vega Penal Colony at 1900 hours.", 3241) $end_multi_text $Voice: traitor_debrief.wav $Recommendation text: XSTR("Friendly ships are not valid targets.", 3242) $end_multi_text #default 0, "The main FreeSpace 2 campaign." 1, "Special Operations Command has selected you for a dangerous covert assignment. Will you accept?" 2, "Special Operations Command requests your participation in a high-risk rescue mission. Will you volunteer?" 3, "Act 3" 4, "Shivan Gauntlet" 5, "A gauntlet module in which you face waves of Shivan fighters and warships. " 6, "Blah" 7, "To lessen battlefield losses of pilots and craft, Allied Command has decreed that all active pilots should engage in a weekly regimen of simulated battles. In this particular simulation, you will battle wave upon wave of Shivan forces. These will eventually include one or more warships, so you may wish to include a bomber in your wing." 8, "It is not expected that all of you will survive this simulated battle. Your goal is rack up as many kills as possible while staying alive as long as you can. It is expected that you improve your performance each time you try this simulation, however. With practice, you should be able to complete it. Good luck, pilots." 9, "It is a rare pilot who completes this simulation. You have earned a spot among the ranks of the elite pilots in the GTVA fleet." 10, "" 11, "The Shivan Gauntlet simulation is extremely difficult to beat. Try again as soon as you are up to it. The goal is to make all of your mistakes in the simulator, not in a real battle!" 12, "Practice this simulation until you can complete it. Be sure to include bombers to neutralize the warships." 13, "Nothing" 14, "Destroy Aries" 15, "Destroy Leo" 16, "Destroy Gemini" 17, "Destroy Virgo" 18, "Destroy Libra" 19, "Destroy Taurus" 20, "Destroy Cancer" 21, "Destroy Karnatoth" 22, "Destroy Pisces" 23, "Destroy Ramakara" 24, "Return To Base" 25, "Press Alt-J" 26, "Eliminate all Shivan vessels." 27, "Congratulations! Your performance has earned you a brief break, during which we'll let you pad your score by turning loose some decommissioned ships for you to hunt down. You have 30 seconds." 28, "Prepare to enter the second stage of the simulation, Alpha Wing. Things are about to get much harder." 29, "Well done. You have successfully completed the Shivan Gauntlet simulation. Return to base" 30, "Terran Gauntlet" 31, "A gauntlet module in which you face waves of Terran fighters and warships. " 32, "It is instructive to see a battlefield as your enemy sees it. To this end, Allied Command has decreed that our weekly regimen of simulated battles includes flying against GTVA forces. In this particular simulation, you will battle wave upon wave of Terran craft. These will eventually include one or more warships, so you may wish to include a bomber in your wing." 33, "It is a rare pilot who completes this simulation. You have earned a spot among the ranks of the elite pilots in the GTVA fleet. " 34, "The Terran Gauntlet simulation is extremely difficult to beat. Try again as soon as you are up to it. The goal is to make all of your mistakes in the simulator, not in a real battle! " 35, "Practice this simulation until you can complete it. Be sure to include bombers to neutralize the warships. " 36, "Eliminate all Terran vessels" 37, "Well done. You have successfully completed the Terran Gauntlet simulation. Return to base." 38, "Vasudan Gauntlet" 39, "A gauntlet module in which you face waves of Vasudan fighters and warships. " 40, "It is instructive to see a battlefield as your enemy sees it. To this end, Allied Command has decreed that our weekly regimen of simulated battles includes flying against GTVA forces. In this particular simulation, you will battle wave upon wave of Vasudan craft. These will eventually include one or more warships, so you may wish to include a bomber in your wing." 41, "The Vasudan Gauntlet simulation is extremely difficult to beat. Try again as soon as you are up to it. The goal is to make all of your mistakes in the simulator, not in a real battle!" 42, "Eliminate all Vasudan vessels" 43, "Well done. You have successfully completed the Vasudan Gauntlet simulation. Return to base." 44, "Rebels & Renegades" 45, "Snipes and Alpha 1 must scan the Iceni as they escort the rebel command ship to Regulus. " 46, "Special Operations Command You have volunteered for a covert assignment with Special Operations Command (SOC), in conjunction with Galactic Terran-Vasudan Intelligence (GTVI). Our primary objective is to provide the Alliance with accurate and comprehensive information regarding the tactics, technologies, activities, and strategic objectives of forces hostile to the GTVA." 47, "Your Assignment Missions with the Special Operations Command are carried out deep in enemy territory, with minimal logistical support. Our behind-the-lines activities include infiltration, sabotage, surgical strikes, and intelligence gathering. You will be working undercover within the Neo-Terran Front, leading Alpha wing of the 185th fighter squadron." 48, "Lt. Commander Snipes Your contact in this mission is Lieutenant Commander Christopher Snipes, an allied officer who staged his defection to the NTF six months ago. As squadron leader of the 185th, Snipes will advise you of your mission objectives both as an NTF pilot and as an allied operative. You will be equipped with a device that will enable you and Snipes to communicate over a secure frequency in battle. NTF ships will interpret your transmissions as targeting data." 49, "The ETAK Project The focus of this covert operation is the NTF's ETAK project. Because access to information is restricted to the highest echelon, our knowledge here is limited. ETAK involves the development of a new, cutting-edge technology, possibly a weapon of mass destruction. Admiral Bosch oversees the project directly, and the rebels are constructing a prototype on the Iceni command ship. We need to get a closer look. Even a scan of the Iceni would be valuable." 50, "A Final Warning We are working with the full cooperation of Vasudan Tactical Command and the Terran 6th Fleet. The probability that you will engage allied fighters will be minimal. However, should you come under allied attack, you have limited authorization to return fire in self-defense or to complete your mission objectives as defined by Lieutenant Commander Snipes. Show restraint, and use your judgement." 51, "This is Lieutenant Commander Snipes. For all you replacement pilots, welcome to the 185th. As you know, Admiral Koth's defeat in Epsilon Pegasi has opened the Polaris system to allied attack. At 1425 hours, GTVA expeditionary forces crossed our jump node blockade. The Colossus won't be far behind." 52, "Bosch isn't taking chances. We're moving the Iceni command ship to the Regulus system, where Bosch will install his provisional government. We've practiced this drill before, pilots. Alpha and Beta wing will escort the Iceni to the jump node. Delta, you're on standby." 53, "The Regulus node is located within a small asteroid field. Our job is to clear a path. Asteroids on a collision course with the Iceni will be indicated in white brackets on your HUD. That's how you know which asteroids to shoot. The gunners on the Iceni will help us out, so we shouldn't have too much trouble." 54, "All right, pilot. I've got some good news and some bad news. Good news is we got the Iceni and the Hinton to Regulus. The scan data you collected has been transmitted to the GTVI, and our operation to uncover the secret of ETAK continues as planned. The bad news is we're in a lot more danger than I think you realize. The Vasudan warships were under the command of Admiral Ahmose, who had full knowledge of our activities. The fact the Vasudans knew the exact time and position of the Iceni's departure has made the rebels just a little suspicious. As usual, the GTVA is overplaying its hand. Ahmose and his subordinates now face a court martial for insubordination. The rebs are all over that one. Not only did the Admiral know the position of the Iceni, he wasn't authorized to act on that information. Our squadron will be high on the NTF's list of suspects. One more thing. The pilots under Ahmose's command had been informed of his renegade status before they launched their attack. Under these circumstances, we had little choice but to return fire or blow the entire operation. Watch your back, pilot. This ain't gonna get any easier. " 55, "All right, pilot. I've got some good news and some bad news. Good news is the Iceni has been destroyed along with Admiral Bosch and the ETAK project, whatever that was. The bad news is the allied warships that attacked the Iceni were under the command of Admiral Ahmose, who had full knowledge of our operation. The fact the Vasudans knew the exact time and position of the Iceni's departure to Regulus has made the rebels just a little suspicious. Counterintel double-checked the dossiers of all new pilots and found some discrepancies in your file. As your superior officer, it is my duty to inform you that you will be executed at 2100 hours for crimes of espionage and high treason. Sorry it had to end this way, pilot." 56, "You did not have authorization to return to base. Your actions jeopardized the lives of those involved in this mission and the NTF's objectives in this theatre. Unless Command decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Neo-Terran Front. You will be confined to the brig pending your execution at 2100." 57, "All right, pilot. I've got some good news and some bad news. Good news is we got the Iceni to Regulus. The scan data you collected has been transmitted to the GTVI, and our operation to uncover the secret of ETAK continues as planned. The bad news is we're in a lot more danger than I think you realize. The Vasudan warships were under the command of Admiral Ahmose, who had full knowledge of our activities. The fact the Vasudans knew the exact time and position of the Iceni's departure has made the rebels just a little suspicious. As usual, the GTVA is overplaying its hand. Ahmose and his subordinates now face a court martial for insubordination. The rebs are all over that one. Not only did the Admiral know the position of the Iceni, he wasn't authorized to act on that information. Our squadron will be high on the NTF's list of suspects. One more thing. The pilots under Ahmose's command had been informed of his renegade status before they launched their attack. Under these circumstances, we had little choice but to return fire or blow the entire operation. Watch your back, pilot. This ain't gonna get any easier." 58, "Misc." 59, "Electronics" 60, "Return to Base" 61, "Destroy Scorpio" 62, "Destroy Yaaru" 63, "Destroy Sagittarius" 64, "Protect Iceni" 65, "Protect Hinton" 66, "Return to base" 67, "Scan Iceni" 68, "Escort the Iceni to the Regulus jump node" 69, "Scan the Iceni" 70, "Scan the Hinton" 71, "Protect the Hinton" 72, "Allied forces now jumping in! We've got a Mentu-class cruiser with fighter escort and a wing of bombers! All units, defend the Iceni! " 73, "All right, kids. Here's the game plan. We'll take out fighters and bombers first, then blast that cruiser back to Vasuda Prime." 74, "Good job, pilots. Admiral Bosch and the Iceni have reached the Regulus system. Let's get back to base on the double." 75, " Nice job, pilot. Never know what you're gonna find until you take a look." 76, "We have received an update from the Epsilon Pegasi blockade! More Vasudan warships are on their way! The Iceni will proceed to the Regulus node as planned!" 77, "All units, defend the Iceni and the Hinton. They must reach the Regulus system! The future of Neo-Terra depends on it!" 78, " Alpha 1, do you copy? We're on a secure channel. We need a scan of the Iceni. Target the warship and close to 600 meters. Keep the ship's lead indicator in the center of your reticle." 79, " What's that science cruiser doing out here? NTF command never briefed me about it. Must have something to do with ETAK." 80, "Pilots, you must clear a path for the Iceni. Destroy the asteroids before they impact the command ship's hull. Asteroids on a collision course will be indicated with white brackets on your HUD." 81, " That's strange. I don't know what any of this means. We'll see what our analysts come up with back home." 82, " Something's wrong here. Command said the Vasudans wouldn't attack until the Iceni left Polaris!" 83, " All right. Here are the rules. Neutralize anything that attacks the Iceni. Take out beam turrets and shoot down bombs." 84, "The Vasudans have destroyed the Hinton! Pilots, redouble your efforts! The Iceni must reach the Regulus system!" 85, " Either we've been double-crossed, or these Vasudans are not following orders! It's an us-or-them situation, pilot." 86, " If they fire on you, fire right back. If you don't defend yourself, you'll die out here, Alpha 1. These Vasudans are renegades!" 87, "Damn it, pilots! We lost the Iceni! Abort mission and return to base!" 88, "Love the Treason..." 89, "Snipes and Alpha 1 must hijack the NTT Sunder. " 90, "As you have no doubt already heard, the GVD Psamtik has destroyed the NTD Cyrene, flagship of the Sirius fleet. As bad as things look in Polaris, the situation in Sirius is even worse. Bosch has redeployed our battle group to reinforce NTF positions in that system." 91, "We arrive in Sirius in six hours. The 185th will be deployed immediately to rendezvous with the NTT Sunder. Our mission will be to escort the transport back to the Regulus jump node. The cargo on board the Sunder has been classified well beyond my level of clearance. Let's just say if the Sunder goes down, so do we." 92, "The Alliance is fighting to secure the Alpha Centauri and Deneb jump nodes, so intelligence believes the risk of engagement will be low. Of course, that's what they told us in Polaris, where we got jumped by half the Vasudan armada. Expect the unexpected, kids, and report to the flight deck at 1310 sharp. Dismissed." 93, "Thanks to our heist, the Sunder is now in allied custody. With our scan of the Iceni and the capture of the rebel transport, the GTVI can begin to unravel the secret of Bosch's ETAK project. The C.O. of the Sevrin has taken the brunt of Bosch's wrath for the Sunder's alleged destruction. The captain and his lieutenants have faced a summary court martial and will be executed at 0700. When you sign up for the wrong outfit, you get what you deserve. This doesn't mean we're out of the woods yet. The rebs are nuts, but they're not slow. It won't take them long to figure out our involvement in this attack and the Vasudan ambush in Polaris was more than just coincidence. If it looks like they're on to you, your duty as an operative of the GTVI is to escape and report everything you know to allied forces. Understood?" 94, "Thanks to our heist, the Sunder is now in allied custody. With our scan of the Iceni and the capture of the rebel transport, the GTVI can begin to unravel the secret of Bosch's ETAK project. The destruction of the Hamaka forced our hand. The rebs are now fully aware that we're card-carrying members of Galactic Terran-Vasudan Intelligence. As far as I'm concerned, we achieved the objectives of this covert operation. It wouldn't have taken the rebs long to figure out our involvement in this attack and the Vasudan ambush in Polaris was more than just coincidence. We're taking you to Deneb, where you'll catch a transport back to Capella. You'll rendezvous with the Aquitaine there and continue with your next squadron assignment. It's been an honor working with you, pilot. Good luck!" 95, "You may proceed to the next GTVI mission only if the Hamako and Sunder survive." 96, "With the destruction of the Sunder, our heist failed. With only our scan of the Iceni to go on, unraveling the secret of Bosch's ETAK project will be nearly impossible. We invested six months into this operation and came away empty-handed. We're taking you to Deneb, where you'll catch a transport back to Capella. You'll rendezvous with the Aquitaine there and continue with your next squadron assignment. Sorry your tour with the GTVI wasn't more successful, pilot. You had potential." 97, "Monitor the status of the Sunder at all times." 98, "Never leave the mission before you receive the order to return to base." 99, "Unknown" 100, "Destroy NTF Fighters" 101, "Destroy Hellespont" 102, "Destroy Mylae" 103, "Destroy Aquarius" 104, "Destroy Iota" 105, "Destroy Kappa" 106, "Protect Sunder" 107, "Protect Hamako" 108, "Escort the Sunder" 109, "Protect the Hamako" 110, "Sorry I couldn't warn you, Alpha 1. I rigged these fighters with jamming devices and core detonators. The crew chief of the 185th is an allied operative, so she helped me out." 111, "These detonators were a piece of junk. I even followed the directions. At least we mopped up quickly. Spies like us call it 'Sanitizing'." 112, "The jamming devices should've blocked their transmissions to rebel command. But with the luck we're having, the NTF armada will arrive any second now." 113, "Mayday! Mayday! Reactor core breach on all fighters! Half the squad is down!" 114, "Command, do you copy? We've been set up! Alpha 1 and Beta 1 are traitors! We've been sabotaged!" 115, "Stand easy, pilots. We received a partial transmission reporting a reactor core breach. What happened to your squad?" 116, "We were ambushed by an allied heavy recon unit, flying some new kind of fighter. They splashed my squad and jumped before we could take them down." 117, "New kind of fighter, huh? You can tell us all about it at your debriefing. Why don't you rearm and repair, and we'll help you finish your escort." 118, " Some of that transmission got through. I can't tell if they're on to us or not. Let's play their game for now. I've got some friends coming, so don't panic." 119, "Our mission, Alpha 1, is to highjack the NTT Sunder. The transport pilot is one of us, so he'll follow course. We need to make the rebels think the Sunder has been destroyed. A decoy transport will arrive in a few minutes." 120, "We've got more backup in transit, Alpha and Beta. We just need to hold down the fort a few minutes." 121, "Alpha 1, engage rebel fighters! Break to attack! Go! Go! Go!" 122, "Alpha 1, meet the 99th Skulls, Special Operations Command. The elite of the elite. Those fighters they're flying are the Erinyes class. As far anyone else knows, they don't even exist." 123, "We'll now scuttle this decoy transport. If the rebs think we destroyed the Sunder, they won't know how much we know. We'll also be able to continue our covert operation." 124, "Of course, that's if they don't hang us for failing the mission. We might be pushing our luck here, but what the hell." 125, "This is the NTCv Sevrin, 2nd Battle Group, Regulus. What is your status, pilots? We were instructed to rendezvous with a transport." 126, "Sevrin, you're late! Vasudans blasted my entire squad and two cruisers out here! You want a rendezvous? Scan that debris field! That's the Sunder right there! You're a disgrace to the NTF, Sevrin! I'm filing a report!" 127, "Stand down, Beta 1. We followed our orders to the letter. Now get back to base before the Vasudans return. There's nothing more we can do out here." 128, "You see the Hamako? That's the new AWACS ship. We're using it to block all enemy transmissions. As long as that ship remains operational, no one on the outside will know what we're up to. As far as the NTF is concerned, we're still loyal and devoted rebel pilots." 129, "So watch the Hamako, all right? If we lose the AWACS, our cover's blown for good." 130, "Keep your eye on the ball, kids. We're almost there. But if that decoy doesn't get here real soon, we'll have to bail." 131, "The Sunder is going down! All units, return to base. We blew this one big time." 132, "The NTC Mylae has jumped in. Watch the flak!" 133, "Nice shooting. The Mylae has been neutralized." 134, "Here comes the Hellespont, Aeolus-class." 135, "We've taken out the Hellespont. Well done, people." 136, "Okay, we've got the Naxos jumping in with the decoy! About time you guys made it. Let's secure the area, and bring it on home." 137, "All right, Alpha 1. All we need to do is wait for the NTF. Hold your position." 138, "...But Hate the Traitor" 139, "Alpha 1 and the 185th attack a GTVA cargo depot. " 140, "I'm Lieutenant Commander Jack Niven, your new squadron leader. Commander Snipes has been reassigned, so until further notice, you'll get your orders from me. With the 13th and 11th Vasudan battle groups advancing, we have a hard fight ahead of us. If we lose Sirius, our backs will be against the wall. The NTF has fought too hard to surrender now." 141, "The 4th Fleet, based in Vega, is providing the Vasudans with logistical support. They've established a cargo depot near the Alpha Centauri jump node. Recon reports a perimeter defense of 16 sentry guns, and fighter patrols inspect the depot at regular intervals. The 185th has been called in to sever that supply line. All targets are of Terran construction." 142, "Our attack will be timed between fighter patrols. Our objective is to destroy all cargo and sentry guns. Once we secure the area, we'll be in a position to ambush allied targets. The attack should lure the enemy to the depot and improve our odds in more critical engagements deeper in the system." 143, "We are lucky to get you back alive, pilot. Our deep-cover operatives stashed vital schematic data in your fighter's on board computer. With this information, GTVI analysts will be able to unravel the enigma of Bosch's ETAK project. These operatives also advised us of your impending execution. Unfortunately, we have no information concerning the whereabouts or status of Lieutenant Commander Snipes. We fear the odds of his survival are not favorable. In recognition of your outstanding service to the Galactic Terran-Vasudan Intelligence and Special Operations Command, you are hereby awarded the Distinguished Intelligence Cross. With this honor, you are now one of an elite few. We will bring you as far as Vega, where you'll catch a transport back to Capella. You'll rendezvous with the Aquitaine and continue with your next squadron assignment. Congratulations on a successful tour with the GTVI." 144, "You willfully fired upon and destroyed a civilian transport. Allied Command has expressed its shock and dismay that an allied officer would indulge in the slaughter of innocent people. When you received your commission in the GTVA, you swore a solemn oath to lay down your life for all citizens of the Alliance. You swore to uphold the Beta Aquilae Convention, which explicitly forbids attacks against civilian vessels. Your actions violate every ethical principle we as a civilization hold sacred, and you will be made to answer for these crimes. You will be held in custody pending your preliminary hearing. If you are indicted, you will be brought before the war crimes tribunal in Beta Aquilae. " 145, "Civilians" 146, "Subach HL-7" 147, "Scrap Metal" 148, "Medical Supplies" 149, "Food" 150, "Destroy Alpha" 151, "Destroy Beta" 152, "Destroy Alastor" 153, "Destroy Saharan" 154, "Destroy targets of opportunity" 155, "This one's all yours, Alpha 1. We'll cover you while you destroy the transport." 156, "Hostile target inbound. It's a troop transport. Elysium-class." 157, "So whose side are you on, Alpha 1? Whose orders are you gonna follow? Make your decision now, pilot." 158, "Sorry you won't live to get your medal, pilot." 159, "Destroy that transport, Alpha 1. That's a direct order." 160, "Time's up, pilot. We know all about you. You set us up in Polaris, and you destroyed the Sunder. Now you'll face the firing squad." 161, "No use engaging your jump drive, pilot. You don't have the authorization codes." 162, "You're a cold-blooded killer, Alpha 1. But we know all about you. You set us up in Polaris, and you destroyed the Sunder. You are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Neo-Terran Front." 163, "Alpha 1, we are now transmitting the authorization codes and jump coordinates to your navigation computer. Your subspace drive should be back on line." 164, "Sorry you've outlived your usefulness as a deep-cover operative, pilot. Return to base for reassignment." 165, "Hold your fire! No military personnel are on board this transport! We are evacuating civilians to Alpha Centauri. An attack on this vessel is a violation of the Beta Aquilae Convention." 166, "Alpha 1, this is Allied Command. We are deploying reinforcements now. Hang in there. Help is on the way." 167, "Show them what you think of the Beta Aquilae Convention, pilot." 168, "As Lightning Fall" 169, "The 99th Skulls, Special Operations Command, must rescue Snipes and the survivors on board the Grall. " 170, "Special Operations Command You have been selected for a covert assignment with Special Operations Command (SOC), in conjunction with Galactic Terran-Vasudan Intelligence (GTVI). Our primary objective is to provide the Alliance with accurate and comprehensive information regarding the tactics, technologies, activities, and strategic objectives of forces hostile to the GTVA." 171, "Lieutenant Commander Snipes At 0437 reconnaissance units received a coded transmission from Lieutenant Commander Snipes. The Commander's vessel, the NTT Grall, is now adrift in a Shivan-infested region of the nebula and will not survive much longer. The Grall was docked to the NTC Alexandria when the cruiser ran our blockade of the Knossos portal in Gamma Draconis." 172, "S.O.S. Here is part of the actual transmission. We processed the message to enable better comprehension: Granite Mountain, this is Black Dove requesting immediate extraction. Engines and jump drives are inoperative. Location, Delta 429 by 372. Deployed Pharos beacons to assist search. Heavy Shivan presence. Severe nebula storms. Probability of survival not good." 173, "Allied Retreat As you know, Allied forces are in full retreat to Gamma Draconis, so logistical support will be virtually non-existent. We have no available reinforcements and only one recovery ship. We're operating in a Shivan-infested area, so expect a fierce enemy offensive. The odds are against you on this one, pilot." 174, "You know why you're here, pilot, so let's get down to work. Recon located a Pharos navigation buoy not far from where Snipes's transmission was received. Your wing will be inserted at that position to find the Grall and make contact with Snipes. His transport has been incapacitated, and there's a high probability he's already a goner." 175, "This sector of the nebula is extremely volatile. Recon reports heavy EM interference, scrambling sensors and communications. These buoys are the only chance we have of finding Snipes and the Grall. The EM storm will make aspect lock difficult to acquire and maintain, so we recommend you loadout with Tempests and Rockeyes." 176, "Once you locate Snipes, call in Lambda 1. This is critical. Do not deploy the recovery craft until you are ready. Our transport will dock with the Grall and extract the survivors. You'll need to buy them some time as they complete this procedure. Good hunting. " 177, "Congratulations, pilot. You saved my life, and I owe you big. If I had more clout with the brass, I'd have them give you a Service Medallion, but they don't just hand those out. You didn't have to volunteer for this assignment, but I'm damn glad you did. Now here's an important lesson. SOC didn't mount a rescue op because they liked me. They did it because I had information they needed, and information is what keeps you alive out here. Now I'm heading up the 99th for another mission, and I think we're going need you on this one. I already cleared it with Command, so it's your call, pilot. Hope you do the right thing." 178, "Lieutenant Commander Christopher Snipes distinguished himself as one of the best operatives ever to serve in the SOC. His courage, resourcefulness, and determination helped us defeat Admiral Bosch and his Neo-Terran Front. Snipes worked deep-cover for over six months, advising the GTVI of the enemy's movements, strategies, and capabilities. His career will stand as a shining example of service and sacrifice to the GTVA and the ideals for which the Alliance stands. Lieutenant Commander Snipes is hereby posthumously awarded the SOC Service Medallion, the most prestigious honor bestowed by the GTVA Special Operations Command. I know of no officer more worthy of such recognition." 179, "Protect the Grall as its passengers are being transferred to the recovery craft." 180, "You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance." 181, "Do not leave the mission until Snipes and the recovery craft have safely departed." 182, "Personel" 183, "Find Grall" 184, "Protect Grall" 185, "Protect Lambda 1" 186, "Follow Nav Buoys" 187, "Call In Lambda 1" 188, "Rescue Lt. Commander Snipes" 189, "Locate and recover the Grall" 190, "Recon wasn't kidding when they called this a volatile sector." 191, "My sensors are scrambled, sir. Experiencing EM interference." 192, "Say again, Alpha 4? Having trouble reading you." 193, "Cut the chatter, pilots. We need situational awareness here. Stay focused." 194, "Maybe you didn't copy the first time, sir. I recommend we follow the nav buoys." 195, "Let's follow these nav buoys. If the Grall is still alive, these beacons will lead us straight to them." 196, "Roger that, SOC. Snipes here. Much obliged. Hope you brought a transport." 197, "Call in the transport when you are ready, Alpha 1." 198, "I say again. Call in the transport when ready. We must initiate the recovery procedure ASAP." 199, "Survivors are on board, sir. Release docking point now." 200, "Extraction complete. Return to base." 201, "All units, return to base pronto!" 202, "NTT Grall, this is GTVA Special Operations Command. We are here to recover your craft. Do you copy?" 203, "You're lucky we found you, Snipes. What happened out here?" 204, "The Shivans swarmed us near Gamma Drac, so we made an emergency jump. The rest is history." 205, "How many survivors?" 206, "17 of us made it to the transport. The shockwave banged us up pretty bad. Comm and life support were all we had to work with out here." 207, "What about the nav buoys?" 208, "The Alexandria deployed them. We couldn't rely on navigation or sensors, so that was our best option." 209, "You have any information for us?" 210, "Yeah, but I classified that on a need-to-know basis. And until you get us outta here, you don't need to know. " 211, "Into the Lion's Den" 212, "Snipes leads Alpha wing of the 99th Skulls on a mission through the second Knossos portal. " 213, "Here's the situation. Allied Command has ordered the full retreat of all GTVA forces. They've written off Gamma Draconis, so they're moving the armada into Capella to hold down the system. Meanwhile, SOC needs a unit to fly suicide to check out a second Knossos device the Vasudans found deep in the nebula." 214, "To give us a fighting chance, our unit will fly a wing of Shivan fighters SOC forces captured early in the nebula campaign. Our engineers have modified and optimized these craft. They'll handle even better than the Shivan original, and if you play it right, you might even avoid enemy detection. " 215, "We're going in with a handpicked squad. You'll fly Alpha 1. I've got Alpha 2. Two of our top pilots, Xinny and Zero, will cover Alphas 3 and 4, respectively. Our Maras will be equipped with intersystem jump drives so we can use the node." 216, "The timetable for this mission is 15 minutes. We'll jump in, gather data, hold down the fort, then jump out. Your drives will be inoperative inside a window of exactly 15 seconds. If we miss our jump, the recovery ship will leave us behind. There's no room for error." 217, "Here's something else to think about. By the time we launch, we'll be the only allied operatives left in the nebula. There'll be no reinforcement, no support, and no base to run to. That's why this mission has to be carried out by the numbers. We have fifteen minutes. No more. No less." 218, "Good work, Alpha 1. Most pilots only get to fly one suicide mission. We survived what should've been our last sortie. GTVA analysts are now reviewing our flight data. Unfortunately, we failed to destroy a single one of those Shivan devices. The Alliance demands top-notch flying from its elite squads, and our performance out there was a little disappointing. At least we were able to warn the Alliance. It's been a privilege and an honor, pilot. Allied Command has reassigned you to the GTD Aquitaine. Rumor has it you'll be leading the 70th Blue Lions, and I can't think of a better pilot for the job. Good luck." 219, "It is possible to destroy the Shivan device that you discovered." 220, "Good work, Alpha 1. Most pilots only get to fly one suicide mission. We survived what should've been our last sortie. I've advised the GTVI that multiple Juggernaut-class warships are now en route to the Capella system. We'll have our hands full getting everyone out of there alive. By the way, nice work destroying that Shivan technology. Analysts are poring over the scan data now, but you can rest assured the results will be classified beyond your level of clearance. They always are. For helping to provide the Alliance with accurate and comprehensive information regarding the tactics, technologies, activities, and strategic objectives of forces hostile to the GTVA, you are hereby awarded the SOC Service Medallion, the most prestigious honor bestowed by Special Operations Command. Congratulations. It's been a privilege and an honor, pilot. Allied Command has reassigned you to the GTD Aquitaine. Rumor has it you'll be leading the 70th Blue Lions, and I can't think of a better pilot for the job. Good luck." 221, "Outstanding job. Most pilots only fly one suicide mission. We survived what should've been our last sortie. I've advised the GTVI that multiple Juggernaut-class warships are now en route to the Capella system. We'll have our hands full getting everyone out of there alive. Great work neutralizing those Shivan devices. You delivered a top-notch performance. Analysts are poring over the scan data now, but you can rest assured the results will be classified beyond your level of clearance. They always are. One more thing. For helping to provide the Alliance with accurate and comprehensive information regarding the tactics, technologies, activities, and strategic objectives of forces hostile to the GTVA, you are hereby awarded the SOC Service Medallion, the most prestigious honor bestowed by Special Operations Command. Congratulations. It's been a privilege and an honor, pilot. Allied Command has reassigned you to the GTD Aquitaine. Rumor has it you'll be leading the 70th Blue Lions, and I can't think of a better pilot for the job. Good luck." 222, "rtuyj64kj" 223, "Destroy Shivan Devices" 224, "Reconnoiter Knossos 2 sector" 225, "Destroy Shivan Device" 226, "Alpha wing, we're in the node and drives are back on line! We'll rendezvous with the recovery ship on the other side! Engage!" 227, "Dive! Dive! Dive! Hit your burners, pilot!" 228, "That was a little too close. We gotta wait fifteen minutes to change our shorts. Well, we've detected a Shivan presence all right, and one more Sathanas heading for Capella." 229, "Sensors reading an unidentified object dead ahead. Shivan signature. Let's get a scan of that thing, Alpha 1. We'll cover your back." 230, "Picking up two more unidentified objects in the immediate vicinity. What do you think they are, Commander?" 231, "What? Do I look Shivan to you? Uh-oh. Take a look at this. Knossos device number three. 150 clicks out in right field. Where the hell are we?" 232, "Do not engage. Repeat. Do not engage. They're just checking us out. Don't fire unless fired upon. Just like swimming with sharks." 233, "All units, return fire! IFF status has been revised. The honeymoon is over. Repeat. The honeymoon is over." 234, "Our objective here, pilots, is to neutralize all targets of opportunity before time runs out. Alpha 1, take out that device." 235, "Outstanding, Alpha 1. Whatever that thing was, the Shivans got less of them now. Let's take out what we can before we get back to the node." 236, "Okay, that makes two. Good teamwork, squad. Let's go for the triple play. Seek and destroy." 237, "And that's clean sweep. Nice work, Alpha wing. Makes me proud to be SOC. Now let's get back to the node. Binary systems give me the creeps." 238, "We got incoming! Ravana-class cruiser. Designation Nebiros. Hit your burners and evade. We gotta reach that jump node, kids." 239, "Avoid the beam salvos off that destroyer! We're almost there! Stay inside the node! You miss your window, you're MIA!" 240, "This just keeps getting better. Another juggernaut has jumped in from Knossos 3." 241, "Sensors reading a fifth juggernaut. We've got a problem here." 242, "Sathanas number six now in system. At this rate, we'll have a hundred Juggernauts bearing down on Capella in no time." 243, "Juggernaut number seven has jumped in. We've got to warn the Alliance. Don't do anything stupid. Just stay alive." 244, "I'm picking up Sathanas 8 now. " 245, "I've got another reading on sensors. Number nine." 246, "Here's a safety tip for you, pilots. We got ten minutes before we jump. Don't stray too far." 247, "Clock is down to five minutes. Get ready to make our run." 248, "Two minutes and counting! Scramble to the node, Alpha!" 249, "Jump drives will come on line in 1 minute. Stand by to engage." 250, "Alpha 1, I'm getting some anomalous energy readings off that device. You better stand clear when that thing blows." 251, "All Alone" 252, "Alpha wing must destroy the Nosferatu, a Moloch-class Shivan corvette. " 253, "Reconnaissance has located a Moloch-class Shivan corvette, designation $h Nosferatu, in the Gamma Draconis system. Allied forces have tangled with the $h Nosferatu before in this theater of operations, and we've lost many good pilots in the struggle." 254, "Intelligence believes the corvette was en route to reinforce the Shivan fleet near the Capella jump node. However, the vessel aborted its subspace jump before it could reach its destination, perhaps because of an engine or navigation subsystem failure." 255, "With the corvette isolated from the main Shivan force, we now have an opportunity to take it out of circulation. Your mission is to destroy the $h Nosferatu and its fighter complement. Command will commit no more than one wing for this sortie, and we have just one chance. Given your exemplary combat record, we are confident you are up to the challenge." 256, "Well done, Alpha wing. Outnumbered and outgunned, you destroyed the Nosferatu and its fighters before they could wreak havoc on the front lines. Your actions today avenged the deaths of those who lost their lives fighting this warship. Command will be very pleased with this outcome." 257, "Good work, Alpha. You destroyed the Nosferatu before it could wreak havoc on the front lines. Your actions today avenged the deaths of those who lost their lives fighting this warship. Regrettably, some of the Dragon fighters survived the assault. As you know, Dragons are among the most formidable fighters in the Shivan arsenal, and reducing their numbers is always a high priority. Nevertheless, you achieved your primary objective." 258, "Although you neutralized the Nosferatu's fighter complement, you failed to achieve your primary objective. Consequently, the Nosferatu remains a formidable threat to our forces in the Gamma Draconis system. Needless to say, Command will be disappointed with this outcome." 259, "Be sure to take along at least two bombers to destroy the Nosferatu." 260, "Command will not be pleased with your failure to destroy the Nosferatu or its fighters. You were selected for this mission because the Allied leadership had faith in your ability to perform under pressure. Unfortunately, our assessment of your skills is significantly off the mark. The Nosferatu remains a formidable threat to our forces in the Gamma Draconis system." 261, "Disable Nosferatu" 262, "Destroy Nosferatu" 263, "Destroy the Nosferatu" 264, "Disable the Nosferatu." 265, "Check the status of their navigation subsystem, Alpha. Do not let that ship get away!" 266, "Excellent work, Alpha wing. The Nosferatu is history. Destroy the remaining fighters and return to base." 267, "Excellent work, Alpha wing. The Nosferatu is history. You may now return to base." 268, "The Nosferatu is powering up its subspace drive. Mission aborted. Secure the area and return to base." 269, "Good work, pilots. Return to base." 270, "Forward Edge Battle Area" 271, "The GTVA must prevent the Shivans from using a jump node. (Max Respawns: 10)" 272, "Welcome to the $f GVD $f Zednanreh, pilots. Our mission here is simple. We are to guard the jump node to Epsilon Pegasi. Shivan battle groups continually try to gain control of this node and enter the system beyond. We cannot let them. The $f 32nd $f Battle $f Group is engaged with the Shivans on the other side of the node. Our patrol begins in 15 minutes. That is all, pilots." 273, "You succeeded in stopping the Shivans. The 32nd will have you to thank for making their lives much easier. Well done. " 274, "The Shivans have broken through to the Epsilon Pegasi system. You could have prevented this, if you had performed better. The 32nd has failed to report in. We are assuming they have been neutralized by the Shivans. Only you know how much better you might have flown today, pilot. I hope you sleep well tonight." 275, "The Shivans have broken through to the Epsilon Pegasi system. You could have prevented this, if you had performed better. The 32nd has failed to report in. We are assuming they have been neutralized by the Shivans. We also lost the Zednanreh, a loss that you perhaps could have prevented. Only you know how much better you might have flown today, pilot. I hope you sleep well tonight." 276, "Prevent the Shivans from using the jump node" 277, "Protect the Zednanreh" 278, "This mission is over. It is time to leave now." 279, "This mission has failed. Return to base." 280, "Blockade Run" 281, "The NTF attempts to penetrate a GTVA blockade of a jump node." 282, "We have just received a communication from Admiral Bosch. His orders are for every $f NTF battle group to send half its strength to the Deneb system immediately. There's an offensive planned and Bosch wants to gather forces before striking. Our group will send the three warships you helped us capture in your previous mission." 283, "The ships have been repaired and re-commissioned as the $f Retribution, $f Righteous, and the $f Vindication. I've called you here today because there's a problem. The $h GTVA has apparently gotten wind of Bosch's plans and has moved to prevent him from gathering more force." 284, "A $h GTVA battle group is now blocking our path to the Deneb jump node. Our scouts confirmed the presence of a strong force, but could not penetrate the screening cover of fighters to get an accurate ship count. " 285, "We have to go in to clear the way for our warships to reach the jump node. Since we're not sure what we'll encounter, individual assignments will be made by me once we arrive. We need to do our job no matter what's out there. The $f Retribution, $f Righteous, and $f Vindication must make it through the blockade. Everything else is secondary." 286, "The cargo we acquired from the $h GTVA held the parts we needed to repair a few Erinyes-class fighters. You'll find them on the flight deck when you're selecting your ships. Be ready to fly in 15 minutes." 287, "That was excellent flying, pilots! It was a tough assignment, but you came through with a great performance. Getting our warships past the GTVA blockade is a tremendous boost to NTF morale and can't help but further your career. Stand down, pilots. You've earned a good rest." 288, "No recommendation available." 289, "This mission was a complete disaster. Though it was a tough assignment, you should have done much better. Thousands of lives were lost today, and you're at least partly to blame. I'll decide later whether you'll ever fly for us again. Dismissed." 290, "Try the mission again. If you can't complete it, perhaps the difficulty setting is too high." 291, "This mission was a partial success, but we should have done much better. We should eradicate every Vasudan target that presents itself. By letting the Murakami escape, we ensured that it'll make our lives miserable another day. Next time, let's have a clean mission with no loose ends. Dismissed." 292, "Merely disabling the blockade isn't enough. If the Murakami had been destroyed, the ensuing explosion might have caused major damage to the cruisers and the corvette." 293, "Destroy Hakiki" 294, "Destroy Murakami" 295, "Protect Retribution" 296, "Protect Vindication" 297, "Escort Retribution, Righteous, and Vindication" 298, "Destroy the GTC Hakiki" 299, "Destroy all fighters and bombers" 300, "Destroy the GVD Murakami" 301, "Listen up, pilots. Beta wing, neutralize that cruiser ahead. Alpha, cover Beta and take out any fighters that come up. Let's move!" 302, "We're starting our run now. That blockade had better be down by the time we get there." 303, "This is the GVC Hakiki. This jump node is sealed to all traffic. Stand down or be destroyed." 304, "NTF vessels, you will not be allowed access to the jump node. Stand down and surrender." 305, "I would rather die." 306, "As you wish." 307, "Beta wing, take out the beam turrets on the Murakami." 308, "Alpha, engage any fighters that launch from the Murakami." 309, "Righteous and Vindication, remove the overload safeties from your main turrets." 310, "Righteous here. Are you sure? We might destroy our weapons system or cause a core reactor spike!" 311, "I'm well aware of the risks, Righteous. We need all the firepower we can muster to take out the Murakami. Prepare to fire!" 312, "Righteous's weapon systems are hot and waiting, sir." 313, "Vindication here. Weapons ready and the Murakami targeted. Awaiting order to fire." 314, "Open fire!" 315, "We're suffering a massive system meltdown! Main batteries are overheating." 316, "Shut down your weapon systems, Righteous." 317, "We can't! The controls have fused!" 318, "Everyone scatter! The Righteous is about to blow!" 319, "This mission is over, pilots. Return to base." 320, "Rebel Intercept" 321, "Alpha wing tries to hold off a rebel incursion at the Regulus jump node. " 322, "As we speak, $f Allied forces are battling the $h Neo-Terran $h Front for control of the planet Sirius III. $f Allied troops are encountering heavy resistance on the surface, and our warships are engaged in a fierce struggle with rebel vessels beyond the planet's orbit." 323, "Our sensors have detected an $h NTF fighter wing, designated $h Virgo, entering the system through the Regulus jump node. Command suspects this wing is running interference for rebel reinforcements. However, because of heavy fighting in the Regulus system, we do not anticipate a major incursion." 324, "Your mission is to destroy the rebel fighter wing and patrol the Regulus jump node. Intercept any incoming hostiles and destroy as many as possible before they can jump to Sirius III. Unfortunately, we can spare no reinforcements for this mission. Good luck, Alpha." 325, "Outstanding work, pilot. Because you held off rebel reinforcements at the Regulus jump node, our forces achieved a decisive victory on Sirius III. The NTF has been pushed entirely off the planet." 326, "Good work, Alpha. You prevented all but a handful of rebel ships from reinforcing NTF troops on Sirius III. The GTVA won a major victory with only minor casualties. Small pockets of NTF resistance are being cleared out as we speak." 327, "Command regrets that you failed to destroy more hostiles at the Regulus jump node. Allied forces suffered heavy casualties on Sirius III and achieved only a minor victory. NTF strongholds on Sirius III will remain a danger until another offensive can be mounted." 328, "The NTF remains firmly entrenched on Sirius III. Allied forces suffered major casualties during our retreat. Perhaps if you had intercepted those rebel warships at the Regulus node, the outcome of this battle would have been very different." 329, "You did not have authorization to leave the Regulus jump node. As a result, the rebels were able to reinforce their troops on Sirius III and decimate our ground forces. Your act of insubordination may have cost us hundreds of casualties." 330, "Marines" 331, "Heavy Weapons" 332, "Armor Units" 333, "Intercept all NTF ships" 334, "A Fenris-class cruiser has just jumped in from Regulus. It's the NTC Napoleon, Alpha. Intercept and destroy." 335, "Incoming personnel transports. Designation Lambda 1 and Lambda 2. Here come the Marines. Neutralize them." 336, "Sensors picking up a wing of hostile Zeus bombers." 337, "New target, Alpha wing! A Deimos-class corvette, designation NTC Amakuni. Looks like our friends in Regulus hit them pretty hard. Let's finish the job!" 338, "The NTC Vengeance now coming through the Regulus node." 339, "Two Poseidon-class freighters have entered the system. Designation Kappa 1 and Kappa 2." 340, "The Amakuni is jumping to Sirius III. Better luck next time, Alpha." 341, "Kappa 1 has jumped out." 342, "There goes Kappa 2." 343, "Bad news, Alpha. The Napoleon got away!" 344, "The Vengeance is now engaging its subspace drives!" 345, "Taurus wing has jumped to Sirius III." 346, "Lambda 1 has escaped!" 347, "Lambda 2 has made the jump." 348, "That'll do, Alpha. Mission accomplished. Return to base." 349, "Abort mission and return to base, Alpha. We're pulling you out." 350, "Nice job, Alpha! We got the Amakuni!" 351, "Kappa 1 has been destroyed!" 352, "Kappa 2 is down!" 353, "The Napoleon has been destroyed." 354, "So much for the Vengeance. Nice shooting, Alpha." 355, "All Zeus bombers have been neutralized." 356, "Lambda 1 has been destroyed!" 357, "That's it for Lambda 2." 358, "Installation Dogfight- Heavy" 359, "Heavy fighter havoc! 12-player dogfight around an Arcadia-class Terran installation." 360, "In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score." 361, "Score as many kills as possible during mission" 362, "Heavy Asteroid Dogfight" 363, "12-player heavy fighter dogfight within an asteroid field." 364, "Demon Dogfight- Heavy" 365, "12-player heavy fighter dogfight around a Shivan Demon-class destroyer. " 366, "Orion Dogfight- Heavy" 367, "12-player heavy fighter dogfight around an Orion-class Terran destroyer." 368, "Shivan Playground- Heavy" 369, "12-player heavy fighter dogfight around three Shivan warships. " 370, "Vasudan Playground- Heavy" 371, "12-player heavy fighter dogfight around four Vasudan warships." 372, "Hades Dogfight- Heavy" 373, "12-player heavy fighter dogfight around a Hades-class Terran destroyer." 374, "Heavy Fighter Nebula" 375, "12-player heavy fighter dogfight around an Arcadia-class Terran installation, within a nebula." 376, "In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score." 377, "Dense Nebula, Heavy Fighters" 378, "12-player heavy fighter dogfight within a dense nebula. " 379, "In this combat simulation, you will engage 11 other Allied pilots in a dogfight. Your objective is to achieve as many kills as possible during the mission. This exercise will end when the time limit is reached or at the host's discretion. The simulator will then display scores for each player. AI kills do not count toward your final score." 380, "Installation Dogfight- Light" 381, "Light fighter action! 12-player dogfight around an Arcadia-class Terran installation." 382, "Asteroid Dogfight - Light" 383, "12-player light fighter dogfight within an asteroid field." 384, "Demon Dogfight- Light" 385, "12-player light fighter dogfight around a Shivan Demon-class destroyer. " 386, "Orion Dogfight- Light" 387, "12-player light fighter dogfight around an Orion-class Terran destroyer." 388, "Shivan Playground- Light" 389, "12-player light fighter dogfight around three Shivan warships. " 390, "Vasudan Playground- Light" 391, "12-player light fighter dogfight around four Vasudan warships." 392, "Hades Dogfight- Light" 393, "12-player light fighter dogfight around a Hades-class Terran destroyer." 394, "Light Fighter Nebula" 395, "12-player light fighter dogfight around an Arcadia-class Terran installation, within a nebula." 396, "Dense Nebula, Light Fighters" 397, "12-player light fighter dogfight within a dense nebula. " 398, "Installation Dogfight- Medium" 399, "Medium fighter mayhem! 12-player dogfight around an Arcadia-class Terran installation." 400, "Medium Asteroid Dogfight" 401, "12-player medium fighter dogfight within an asteroid field." 402, "Demon Dogfight- Medium" 403, "12-player medium fighter dogfight around a Shivan Demon-class destroyer. " 404, "Orion Dogfight- Medium" 405, "12-player medium fighter dogfight around an Orion-class Terran destroyer." 406, "Shivan Playground- Medium" 407, "12-player medium fighter dogfight around three Shivan warships. " 408, "Vasudan Playground- Medium" 409, "12-player medium fighter dogfight around four Vasudan warships." 410, "Hades Dogfight- Medium" 411, "12-player medium fighter dogfight around a Hades-class Terran destroyer." 412, "Medium Fighter Nebula" 413, "12-player medium fighter dogfight around an Arcadia-class Terran installation, within a nebula." 414, "Dense Nebula, Medium Fighters" 415, "12-player medium fighter dogfight within a dense nebula. " 416, "Aeolus Duel" 417, "Team vs. team mission in which two cruisers and their escorts tangle in a battle to the finish. Max respawns 10. Recommended respawns 6." 418, "Your primary mission is to defend the $f Ashaton from the attacking force of the $h Zanthar. Destroy $h Zeta wing and any other enemy forces you encounter. Your secondary objective is to destroy the $h Zanthar. $f Omicron wing will assist in guarding the $f Ashaton." 419, "Your primary mission is to defend the $f Zanthar from the attacking force of the $h Ashaton. Destroy $h Alpha wing and any other enemy forces you encounter. Your secondary objective is to destroy the $h Ashaton. $f Theta wing will assist in guarding the $f Zanthar." 420, "Congratulations! Your superior teamwork and skills enabled you to win this mission. Good work, pilots! " 421, "Your team lost this engagement. Try to improve your skills and teamwork so that the outcome might be different next time. " 422, "This battle was indecisive and neither side now controls this sector. We must redouble our efforts. " 423, "Congratulations! Your superior teamwork and skills enabled you to win this mission. Good work, pilots!" 424, "Protect the Ashaton from enemy forces" 425, "Protect the Zanthar from enemy forces" 426, "Destroy the Zanthar" 427, "Destroy the Ashaton" 428, "We've taken too much damage. Powering up our subspace drive." 429, "The Zanthar has been destroyed." 430, "The Ashaton has been destroyed." 431, "Mentu Duel" 432, "Your primary mission is to defend the $f Kemwer from the attacking forces of the $h Zenenet. Destroy $h Zeta wing and any other enemy forces you encounter. Your secondary objective is to destroy the $h Zenenet. $f Omicron wing will assist in guarding the $f Kemwer." 433, "Your primary mission is to defend the $f Zenenet from the attacking forces of the $h Kemwer. Destroy $h Alpha wing and any other enemy forces you encounter. Your secondary objective is to destroy the $h Kemwer. $f Theta wing will assist in guarding the $f Zenenet." 434, "Your team lost this engagement. Try to improve your skills and teamwork so that the outcome might be different next time." 435, "This battle was indecisive and neither side now controls this sector. We must redouble our efforts." 436, "Protect the Kemwer from enemy forces" 437, "Protect the Zenenet from enemy forces" 438, "Destroy the Zenenet" 439, "Destroy the Kemwer" 440, "The Zenenet has been destroyed." 441, "The Kemwer has been destroyed." 442, "Deimos Duel" 443, "Team vs. team mission in which two corvettes and their escorts tangle in a battle to the finish. Max respawns 10. Recommended respawns 6." 444, "Your primary mission is to defend the $f Heraklion from the attacking forces of the $h Tomkin. Destroy $h Zeta wing and any other enemy forces you encounter. Your secondary objective is to destroy the $h Tomkin. $f Omicron wing will assist in guarding the $f Heraklion." 445, "Your primary mission is to defend the $f Tomkin from the attacking forces of the $h Heraklion. Destroy $h Alpha wing and any other enemy forces you encounter. Your secondary objective is to destroy the $h Heraklion. $f Theta wing will assist in guarding the $f Tomkin." 446, "Protect the Heraklion from enemy forces" 447, "Protect the Tomkin from enemy forces" 448, "Destroy the Tomkin" 449, "Destroy the Heraklion" 450, "We've taken too much damage. Powering up our subspace drive." 451, "The Tomkin has been destroyed." 452, "The Heraklion has been destroyed." 453, "Cruiser Race" 454, "The first team to get its cruiser to the other team's jump node wins!" 455, "Greetings, pilots. In this simulation, you are $f Alpha wing and your opponents are designated $h Zeta wing. Both wings have been given a cruiser to escort to the other team's jump node. Your job is to both protect your cruiser and destroy theirs. First team to get its cruiser to jump out through the other node wins. Good luck, pilots." 456, "Greetings, pilots. In this simulation, you are $f Zeta wing and your opponents are designated $h Alpha wing. Both wings have been given a cruiser to escort to the other team's node. Your job is to both protect your cruiser and destroy theirs. First team to get its cruiser to jump out through the other node wins. Good luck, pilots." 457, "Get the GTC Alpha to the other node" 458, "Get the GTC Zeta to the other node" 459, "This mission is over. Return to base." 460, "Close Quarters" 461, "Destroy the other team's Shivan corvette before they destroy yours." 462, "Your team's base is inside a jump node, guarded by five sentry guns. Nearby are two simulated Shivan corvettes. One is under your control, the other belongs to your opponents. The goal of this mission is to destroy their corvette before they destroy yours. Your team has been provided with two fighters and two bombers and an appropriate weapon loadout." 463, "Kill Alpha's SCv" 464, "Kill Zeta's SCv" 465, "Protect Alpha's Target" 466, "Protect Zeta's Target" 467, "Destroy Zeta's corvette" 468, "Destroy Alpha's corvette" 469, "Destroy Zeta perimeter guard" 470, "Destroy Alpha perimeter guard." 471, "Alpha team has destroyed its target first. Alpha team wins! All pilots return to base." 472, "Zeta team has destroyed its target first. Zeta team wins! All pilots return to base." 473, "Zeta team, your perimeter guard has been destroyed!" 474, "Alpha team, your perimeter guard has been destroyed!" 475, "Zeta team, your AWACS ship has been destroyed!" 476, "Alpha team, your AWACS ship has been destroyed!" 477, "Zeta team, a wing of bomber reinforcements is now available." 478, "Alpha team, a wing of bomber reinforcements is now available." 479, "Nowhere to Run" 480, "Team vs. team mission -- no obstacles, no nebula, no excuses." 481, "Destroy $h Zeta wing." 482, "Destroy $h Alpha wing." 483, "You left before the mission was over. This doesn't help your team's chances." 484, "In order for points to be awarded, you must engage the enemy for at least two minutes." 485, "Defeat Zeta team in a dogfight of at least two minutes" 486, "Defeat Alpha team in a dogfight of at least two minutes" 487, "Ganymede Redux" 488, "Team vs. team furball in and around a Ganymede installation." 489, "This team vs. team mission pits your team against $h Zeta team, separated by a Ganymede facility with a disabled Vasudan destroyer in for repairs. Good luck, pilots!" 490, "This team vs. team mission pits your team against $h Alpha team, separated by a Ganymede facility with a disabled Vasudan destroyer in for repairs. Good luck, pilots!" 491, "Stealth vs. AWACS" 492, "Team vs. team stealth mission with AWACS." 493, "In this team vs. team mission, you face $h Zeta team. Each side receives an AWACS ship and the option to choose stealth fighters." 494, "In this team vs. team mission, you face $h Alpha team. Each side receives an AWACS ship and the option to choose stealth fighters." 495, "Team Chaos" 496, "Team vs. team mission in an electrostatically charged nebula." 497, "Your task is to hunt down and destroy $h Zeta wing in a lightning-torn nebula." 498, "Your task is to hunt down and destroy $h Alpha wing in a lightning-torn nebula." 499, "Ganymede Showdown" 500, "Team vs. team mission around a Ganymede repair facility." 501, "This team vs. team mission pits your team against $h Zeta team with a Ganymede installation in between. Good luck, pilots!" 502, "This team vs. team mission pits your team against $h Alpha team with a Ganymede installation in between. Good luck, pilots!" 503, "Old School Dogfight" 504, "12-player dogfight around an Arcadia-class Terran installation, with only old ships. " 505, "Surrender, Belisarius!" 506, "The 53rd Hammerheads, GTD Aquitaine, must defend a convoy of Vasudan transports escaping Cygnus Prime. " 507, "Welcome to the Aquitaine This is Admiral Petrarch, commanding officer of the GTD Aquitaine. For those squadrons joining us here in Vega, welcome aboard. With a complement of 150 combat spacecraft, the Aquitaine serves as flagship of the GTVA 3rd Fleet, based in the Capella system. You join an elite crew of 10,000, the finest officers and enlisted personnel serving the Alliance today." 508, "The Neo-Terran Front After 18 months of fighting, Admiral Bosch's Neo-Terran Front has become the most significant threat to regional security since the Great War ended 32 years ago. The NTF demands the independence of their systems and the revocation of the Beta Aquilae Convention, or BETAC. The BETAC treaty centralized power in the GTVA as the supreme authority in Terran-Vasudan space." 509, "The Ideology of Neo-Terra Integral to NTF ideology is Bosch's vision of Neo-Terra, a utopian society where the lost grandeur of Earth will be restored. Bosch and his followers oppose any alliance with the Vasudans as a threat to the future of the human race. The rebels are entrenched in Polaris, Regulus, and Sirius. But before we hit these strongholds, we must secure Epsilon Pegasi, Alpha Centauri, and Deneb. These contested systems are now the focal point of allied operations." 510, "The Battle of Deneb Allied Command has ordered the Aquitaine into the Deneb system. There we will reinforce the 13th Vasudan Battle Group, led by the GVD Psamtik. Both the NTF and the GTVA have sustained heavy casualties in the battle for Deneb. In the past seventy-two hours, we have lost the GVC Andromeda, the GTC Trafalgar, and over 15 fighter wings. Command anticipates the arrival of the Aquitaine and the Psamtik will shift the battle for Deneb in our favor and force the NTF to withdraw to Sirius." 511, "This is Captain Loukakis, squadron leader of the 53rd Hammerheads. At 0320 hours, the $f Aquitaine entered the Deneb system. Admiral Petrarch launched fighter and bomber wings as part of an all-out attack against $h NTF positions throughout the system. He has kept the Hammerheads on standby, until now." 512, "A situation is developing near the inhabited planet of Cygnus Prime. We have over 100,000 Vasudan refugees fleeing their colonies in transports. Allied ships are rescuing the Vasudans as quickly as possible, though the logistics of this operation leave many refugees still vulnerable to rebel attack." 513, "At 0545, we received a distress signal from a refugee convoy 900 clicks, or kilometers, from the outer orbit of Cygnus Prime. The Vasudans responded with a wing of Serapis fighters, designated Epsilon, which have just called in for reinforcements. Alpha wing, you're going in." 514, "Because these transports do not have jump drives, you must protect the convoy until a recovery ship arrives. With all warships engaged and other convoys in dire need of protection, we do not know when a craft will become available. Command will keep you updated and send in reinforcements as needed." 515, "Good work, pilot. You held off the rebel attack and saved both Vasudan transports from destruction. Your squadmates and I all agree: you'll make a fine addition to the 53rd Hammerheads. Command reports that 75 percent of the refugees have been recovered with few casualties. The remaining 25 percent are under allied protection and will be rescued shortly. We have also won major victories against the NTF. The NTD Jacobus and the NTC Hengst have been destroyed, and our blockades of the Alpha Centauri and Sirius jump nodes has isolated the rebel fleet. Furthermore, 600,000 ground troops will soon land on the surface of Cygnus Prime in our effort to retake the planet. Prepare for your next mission, pilot. The battle for Deneb is not over yet." 516, "As officers of the GTVA, we have sworn to protect all citizens of the Alliance. The destruction of the Iota transport is unfortunate, pilot. If this were not your first sortie, I would recommend your immediate transfer out of the fighter corps. We'll give you another chance. Command reports heavy casualties among the Vasudan refugee convoys. Only 50 percent have been recovered, and the survivors remain at great risk. Our efforts to drive the rebels out of Deneb have stalled. Though we destroyed the NTC Hengst, we have lost the GTC Coriolanus and the GVC Mirage. Blockade runners continue to supply the rebel fleet, and the operation to liberate Cygnus Prime has been delayed. The Alliance remains committed to this counter-insurgency effort, though the battle for Deneb will not be won without sacrifice." 517, "Engage the rebel fighters before they reach the transports. Use your missiles to take them down quickly, and stay close to the convoy." 518, "As officers of the GTVA, we have sworn to protect all citizens of the Alliance. The destruction of both Iota transports is a travesty, pilot. You have disgraced the 53rd Hammerheads, and I will recommend your immediate discharge from the fighter corps. The Alliance's offensive is now in shambles. Only 25 percent of the Vasudan refugees have been recovered, while the NTF continues to massacre thousands without mercy. Command reports we have lost the GTD Aeneas, the GTC Coriolanus, and the GVC Mirage. Our efforts to blockade the Alpha Centauri and Sirius jump nodes have failed. The Security Council will order the fleet to withdraw from Deneb and negotiate terms with the NTF." 519, "Refugees" 520, "Press $alt-j$" 521, "Escort Iota" 522, "Protect Iota until you are relieved of duty" 523, "Alpha wing, we have lost three transports to the rebel attack. The surviving vessels have sustained moderate damage. We anticipate the rebels will return in greater force." 524, "Hang in there, Iota. Command will send a recovery craft as soon as possible. All right, Alpha, let's get to work. We must defend these transports until the recovery ship arrives." 525, "We have transmitted your coordinates to the GVD Psamtik. The vessel should be exiting subspace momentarily." 526, "Gunnery control, power up photon beam cannons. Commence plasma core insertion." 527, "Roger that, Psamtik. Moving into position now." 528, "This is Iota 1. We have secured the dock point. Now transferring refugees and crew." 529, "Iota 1, we must abandon your transport to clear that dock point. Prepare to activate autopilot." 530, "Iota 1 is clear. No personnel remain on board. You may proceed." 531, "This is Iota two. Transfer complete. All refugees and crew are now on board the Psamtik." 532, "Engage Iota 2 autopilot and clear the dock point." 533, "Engaging autopilot now." 534, "Belisarius objective has been neutralized." 535, "We've lost Iota 1!" 536, "Iota 2 has been destroyed! This massacre must end now!" 537, "Allied Command, this is the Psamtik. All survivors have been recovered. Awaiting further orders." 538, "Psamtik, we need more firepower at the Alpha Centauri jump node. Transmitting jump coordinates now." 539, "Coordinates received. Engaging subspace drive." 540, "Alpha 2 here. I have a visual on the convoy. Fifteen hundred meters dead ahead. The escort wing is down two fighters." 541, "Iota transports, this is Alpha wing of the 53rd Hammerheads, GTD Aquitaine. We have orders to protect your convoy. What's your status, over?" 542, "Sensors picking up incoming hostiles. A wing of Hercs closing in." 543, "Alpha 1 and 2, intercept those fighters. We will defend the transports." 544, "All units stand clear of the Psamtik and Belisarius!" 545, "Gunnery control, open fire!" 546, "Now deploying wings Zeta and Theta. You are relieved of your escort, Alpha wing." 547, "Mission accomplished, Alpha. Return to base. Well done, pilots." 548, "This is mission is over, Alpha. Return to base." 549, "Iota, you are cleared for docking." 550, "Alpha 1, return to base. You must rendezvous for your next sortie." 551, "Is there a problem with your jump drive, Alpha 1?" 552, "The rebels are retreating! They broke off their attack!" 553, "The NTCv Belisarius, a Deimos-class corvette, has run our blockade of the Sirius jump node. We are now tracking the vessel through subspace. We have vectored its course to your immediate vicinity." 554, "Acknowledged, Command. We will intercept the target." 555, "Incoming jump signature! It's the Belisarius!" 556, "Command, this is the GVD Psamtik. We have arrived at the designated coordinates." 557, "Belisarius, this is the GVD Psamtik. You are ordered to power down and surrender!" 558, "Negative, Vasudan! The NTF is the only legitimate authority in this system!" 559, "Surrender or be destroyed, Belisarius. This is your final warning." 560, "Your posturing insults us both, Vasudan. I will not give up my ship!" 561, "Zeta and Theta, return to the Psamtik." 562, "Acknowledged, Psamtik." 563, "The Place of Chariots" 564, "The 53rd are ordered to destroy an NTF depot hidden in the Deneb asteroid belt. " 565, "Command has ordered the 53rd Hammerheads to secure an $h NTF depot in the Deneb asteroid belt. Six sentry guns are positioned around the depot, and rebel freighters are now moving the cargo out of the area. The $h NTF has gone through a lot of trouble to hide these materials." 566, "Alpha 1, your mission is to seek and destroy all targets of opportunity, including freighters, cargo, and sentry guns. $f Beta wing will scan the cargo. Recon sighted a wing of $h Lokis guarding the depot, so prioritize these bandits." 567, "Do not underestimate the importance of this mission, pilot. A depot raid won't win you any medals, but it can be just as vital as taking down a cruiser or corvette. We must sever rebel supply lines if we want to achieve a decisive victory." 568, "Command has issued no official explanation for Admiral Bosch's presence in the Deneb system. The hidden base and the shielded cargo units only compound the mystery of the admiral's agenda. Under the circumstances, there was nothing you could have done to stop the escape of Bosch's command frigate, designated the NTF Iceni." 569, "Intelligence has also learned the Neo-Terran Front is working on a secret project known only as ETAK, possibly a weapon of mass destruction. By destroying all cargo units in the depot, we disrupted Bosch's research." 570, "Three rebel freighters escaped the depot with shielded cargo. If they try to flee the system, our blockades will intercept them." 571, "Unable To Scan" 572, "Munitions" 573, "Fighter Parts" 574, "Destroy Sentries" 575, "Destroy Installation" 576, "Investigate Asteroid" 577, "Destroy all NTF fighters" 578, "Destroy rebel installation" 579, "Destroy all cargo" 580, "Destroy all freighters and sentry guns" 581, "Destroy NTF reinforcements" 582, "Okay, Alpha wing. Let's take out the fighters and freighters. Beta will scan the cargo. Watch those sentry guns!" 583, "Beta wing, target cargo units and close in to scan. Optimal distance is 150 meters." 584, "Alpha 1 and Alpha 3, you target the fighters. Stay focused on those Lokis." 585, "Command, we've got a problem here. We can't scan the cargo!" 586, "Run a diagnostic, Beta. Are your sensors malfunctioning?" 587, "Negative. There's some kind of shielding on these units. Our sensors can't penetrate!" 588, "Acknowledged, Beta. Abort the scan and engage the enemy." 589, "What about a recovery op?" 590, "Negative, Beta. Command will not risk recovery in that asteroid belt." 591, "We're facing multiple bandits here. That cargo must be vital." 592, "We have secured the depot, Command. All bandits have been neutralized. Alpha and Beta, destroy the cargo units." 593, "Hold on, Alpha. Long-range sensors are picking up another hostile target three kilometers from your position." 594, "I'm reading nothing here, Command." 595, "We're detecting a faint EM signature from one of the asteroids. Transmitting coordinates now." 596, "I'm still not getting a clear reading. There's too much interference." 597, "There should be a flashing red blip on the radar screen of your HUD. Maneuver your fighter until this blip is centered in the radar. This will point you in the right direction." 598, "It's a large asteroid, Command, with some kind of structure built into the surface." 599, "Let's take a closer look. Proceed with caution, pilots." 600, "Command, the target has turrets and a fighterbay. It must be a rebel installation!" 601, "We're scrambling bomber wings now! Destroy that base, pilots!" 602, "Command, I'm picking up incoming hostiles." 603, "Engage and destroy those fighters. We need to clear a path for Delta wing." 604, "This is Admiral Bosch of the Neo-Terran Front. Allied fighters, break off your attack!" 605, "Command, the rebel leader is on that base!" 606, "Disregard that transmission, Alpha. Admiral Bosch is in the Polaris system. This must be a decoy." 607, "Pilots, destroy that installation. You have your orders." 608, "That's NOT an installation! Disable the engines of that warship! Do not let them escape!" 609, "There's no time, Command! The vessel is powering up its subspace drive." 610, "Bosch and his warship have jumped!" 611, "If you destroy this installation, you sign the death warrant of our race! I demand unfettered access to the Sirius jump node!" 612, "There will be no negotiations, Bosch." 613, "Listen to me! If my safety is guaranteed, I'll withdraw my forces from Deneb." 614, "We have secured the depot, Command. All bandits have been neutralized. Alpha and Beta stand by." 615, "The asteroid is breaking apart, Command!" 616, "All hostile fighters have been neutralized, Command." 617, "The Romans Blunder" 618, "The 53rd pursue Admiral Aken Bosch to the Sirius jump node." 619, "Intelligence has tracked Admiral Bosch's command frigate, the $h NTF $h Iceni, through subspace. We have vectored its course to the Sirius jump node. The 53rd is being scrambled to seek and destroy the $h Iceni before it escapes Deneb. We have pre-assigned your loadout, and your fighters are now standing by. Report to the flight deck pronto." 620, "Admiral Bosch's command frigate reached the Sirius jump node. I have received no explanation, neither on nor off the record, for what happened out there. I assume we'll be informed on a need-to-know basis. Good job neutralizing those fighters and freighters. You've served the 53rd Hammerheads well. Your performance in this last mission proves you have what it takes to be an ace pilot. I have recommended your transfer to the 107th Ravens. They lost many good officers in Deneb, and they could use someone with your talents. They're a top-notch unit. I know you'll make us proud. Good luck with your new assignment, pilot. Command has ordered the Aquitaine to return to the Capella system. Admiral Petrarch will address the crew at 0630." 621, "You have successfully completed this mission." 622, "Admiral Bosch's command frigate reached the Sirius jump node. I have received no explanation, neither on nor off the record, for what happened out there. I assume we'll be informed on a need-to-know basis. Though you performed well under difficult circumstances, we should have destroyed that rebel freighter before it departed the system. You will no longer be flying with the 53rd Hammerheads. I have recommended your transfer to the 107th Ravens. Eighty percent of their unit was wiped out in Deneb, so they're desperate for new pilots. Command has ordered the Aquitaine to return to the Capella system. Admiral Petrarch will address the crew at 0630." 623, "Avoid the rebel cruisers and their beam cannons. Let the allied capital ships contend with them." 624, "Admiral Bosch's command frigate reached the Sirius jump node. I have received no explanation, neither on nor off the record, for what happened out there. I assume we'll be informed on a need-to-know basis. You faced overwhelming odds, and you were lucky to survive. However, your performance fell short of our goals. We should have destroyed those rebel freighters before they departed the system. " 625, "Do not jump out until ordered to do so." 626, "Unscannable" 627, "Destroy the Iceni" 628, "Destroy freighters" 629, "Destroy the NTF Iceni" 630, "Destroy the Glorious" 631, "Destroy the Impervious" 632, "Destroy NTF freighters" 633, "Destroy NTF fighters" 634, "Engage full burners and intercept the Iceni. They are two kilometers from the Sirius jump node." 635, "Do not let those freighters escape!" 636, "Two NTF cruisers have jumped in. The NTC Glorious and the NTC Impervious. They are heading for the node. Eliminate the fighter escort, pilots. We'll deploy the Psamtik to handle the cruisers." 637, "Return to base, pilots. The Aquitaine is shipping out." 638, "Delta wing has been sortied." 639, "Command, we're five clicks from that corvette! Those coordinates you gave us were bogus! We don't stand a chance of catching that ship!" 640, "You have your orders, pilot." 641, "Command, where's the blockade? Why isn't the Alliance guarding this node?" 642, "Our line of defense has been reprioritized for engagements elsewhere in the system." 643, "I regret your efforts to intercept us have failed, pilots. You would be well advised to question the wisdom of your leaders. Helm, engage subspace drive." 644, "The Iceni has jumped! I repeat. The Iceni has jumped!" 645, "Acknowledged, pilot. " 646, "Request a status brief, Command! What the hell is going on here?" 647, "You're out of line, pilot!" 648, "Out of line? I don't think so. We're risking our lives out here! We deserve a straight answer!" 649, "You can discuss this at your debriefing. We now have reports that rebel vessels are heading for the jump node. Stand by for mission update. Command out." 650, "Damn it! Command let Bosch escape!" 651, "What are you talking about?" 652, "They pulled the blockade. They gave us the wrong coordinates. There's no other explanation." 653, "Why? Why would they let him go?" 654, "You tell me, pilot. I'm informed on a need-to-know basis." 655, "Stand down. We're on your side here." 656, "Why did we attack the Iceni? Why did we destroy that cargo? I can live with being a pawn if the game makes sense." 657, "Inbound freighters with Loki escort. These targets escaped the asteroid depot. Destroy those ships before they reach the node." 658, "Beta wing here. Target acquired and closing in." 659, "Capricorn 2 is down!" 660, "There's one freighter left! Let's finish the job!" 661, "We have pulverized the Glorious!" 662, "Impervious objective has been neutralized." 663, "The Psamtik is now on station." 664, "Those cruisers have anti-fighter beams with an effective range of 1500 meters. Lure the escort away from the cruisers before you engage." 665, "A Lion at the Door" 666, "After the Shivans attack an allied warship in Capella, the 107th Ravens are deployed to secure a mysterious subspace portal in the Gamma Draconis system." 667, "Shivan Attack To the officers and crew of the GTD Aquitaine, this is Admiral Petrarch. At 0115 hours, we received a transmission from 3rd Fleet Headquarters. A Shivan cruiser and three fighter wings ambushed and destroyed the GTC Vigilant as it patrolled the Gamma Draconis jump node in the Capella system. Command deployed the GTD Carthage and GVCv Dahshor. Though these vessels neutralized the immediate threat, all allied units are now in a state of enhanced vigilance." 668, "Gamma Draconis Command has ordered the Aquitaine to spearhead the operation in Gamma Draconis as we investigate the origin and extent of this incursion. Gamma Draconis is a remote, uninhabited system discovered shortly before the outbreak of the Great War. The system has no planets and no viable resources. The GTSC Erikson visited the system 15 years ago and reported nothing out of the ordinary." 669, "A Subspace Portal? Recon flights in Gamma Draconis detected activity near an uncharted jump node. Closer examination has revealed this node is not a natural phenomenon but a massive subspace portal of unknown origin. We do not know why the Erikson failed to detect the portal when it last visited the system. This device may have been inactive and therefore invisible to long-range sensors, or it may be of recent construction." 670, "The Shivans The Shivan vessels that destroyed the Vigilant were not of any class encountered in the Great War. The light cruiser, designated Rakshasa, and the fighters, designated Mara, have been added to your on-board database. This is our first contact with this species in over three decades. Our objectives are clear. We must secure Gamma Draconis or face annihilation a second time." 671, "This is Lieutenant Samsa, squadron leader of the 107th Ravens. Here's the situation. The $f GTD $f Aquitaine entered Gamma Draconis at 1640. The flagship will defend the Capella node as we advance to secure the system. Recon discovered a Shivan supply depot near the subspace portal, and this will be our target." 672, "Command believes the Shivans are preparing for a more aggressive attack on Capella. The $h SC $h Behemoth, a Rakshasa-class cruiser, guards the depot with a wing of Mara fighters. Enemy freighters are entering the system, dropping their cargo, and departing through the portal. Your mission, pilot, is to execute a clean sweep of the area." 673, "Your primary target will be the Mara fighters. Once the escorts are down, destroy the $h Behemoth and any freighters in the vicinity. You'll need to hold down the fort until we deploy the $f Carthage and $f Dahshor. After you secure the area, we'll send wings Delta and Epsilon to relieve you." 674, "You survived your first sortie against the Shivans. Though we had only a small opposing force to contend with, survival is half the battle. The C.O.s of both the Carthage and Dahshor commend our squadron for the outstanding cover we provided. The Shivan Cain cruiser and its complement of fighters might have destroyed these vessels had we not intervened. Well done, pilot. A joint Terran-Vasudan task force, under the direction of Dr. Mina Hargrove, is now studying the subspace portal. We expect a preliminary report in a few hours." 675, "You survived your first sortie against the Shivans. Though we had only a small opposing force to contend with, survival is half the battle. Tragically, the 10,000 men and women on board the Carthage were not so lucky. As a unit, we must accept the blame for this catastrophe. Had we fought harder, we could have saved that destroyer. A service for the dead will be held at 0100 hours on Deck 36. A joint Terran-Vasudan task force, under the direction of Dr. Mina Hargrove, is now studying the subspace portal. We expect a preliminary report in a few hours." 676, "Stay focused on the Shivan bombers." 677, "You survived your first sortie against the Shivans. Though we had only a small opposing force to contend with, survival is half the battle. Tragically, the 6,000 Vasudan officers and crew on board the Dahshor were not so lucky. As a unit, we must accept the blame for this catastrophe. Had we fought harder, we could have saved that cruiser. A Vasudan service for the dead will be held at 0100 hours on Deck 36. A joint Terran-Vasudan task force, under the direction of Dr. Mina Hargrove, is now studying the subspace portal. We expect a preliminary report in a few hours." 678, "Over 16,000 Terrans and Vasudans perished in this engagement. That our squadron failed to stop this massacre is a disgrace. As officers and pilots of the 107th Ravens, our honor will be stained with the blood of our comrades. Had we fought harder, we could have saved the Carthage and the Dahshor." 679, "For preserving the systems of the Galactic Terran-Vasudan Alliance from Shivan invasion, you are hereby awarded the Allied Defense Citation." 680, "Warheads" 681, "Shielding Components" 682, "Guidance Systems" 683, "Sensor Arrays" 684, "Shivan Personnel" 685, "Sentry Guns" 686, "Propulsion Units" 687, "Missiles" 688, "Destroy Behemoth" 689, "Destroy Goliath" 690, "Destroy Semyaza" 691, "Destroy Maul" 692, "Destroy Neqael" 693, "Destroy Baraqel" 694, "Neutralize all hostiles" 695, "Protect the Carthage" 696, "Protect the Dahshor" 697, "Command! We've got 4 or 5 hostile wings coming through the portal!" 698, "We've lost the Carthage! All Allied ships return to base! Repeat. Return to base! Mission aborted!" 699, "Command, this is Alpha 2. We're in. I've got a visual on the subspace portal." 700, "How many hostiles in sensor range?" 701, "One wing of Maras closing in fast. The Behemoth is 2.5 clicks out. Two freighters and half a dozen cargo units are in the depot area." 702, "Destroy those fighters. The Shivans will send reinforcements, so let's secure this area as quickly as possible." 703, "The Maras are too fast! I can't get a lock!" 704, "I've never seen anything like it! These fighters are unbelievable!" 705, "Command, all bandits are down. Now targeting the Behemoth." 706, "Proceed with caution, pilots! Stand clear of those anti-fighter beams. The capabilities of that warship have yet to be determined." 707, "Excellent work, pilots! Behemoth objective neutralized." 708, "Area secure, Command. Standing by for further orders." 709, "Hold your position, pilots. We are now deploying the Carthage and the Dahshor." 710, "We've got a new fighter class here! Designation Astaroth!" 711, "Where's the Carthage? We need reinforcements ASAP, Command!" 712, "Take evasive action, pilots! Help is on the way!" 713, "There's too many of them! Send in the Carthage, or get us out of here!" 714, "The Carthage and Dahshor will emerge from subspace momentarily. Stand by." 715, "This is the GTD Carthage. What's your status, pilots?" 716, "The Shivans have broken off their attack! They're heading for the Carthage!" 717, "A Cain-class warship has entered the system! SC Goliath!" 718, "All hostiles have been neutralized. Now deploying Delta and Epsilon wing. Alpha, you may return to base." 719, "We are detecting incoming jump signatures through the subspace portal." 720, "Mystery of the Trinity" 721, "The 107th patrols the nebula beyond the subspace portal in Gamma Draconis." 722, "Research Task Force With the Gamma Draconis system secure, a task force of Terran and Vasudan scientists is now examining the subspace portal. At this point, the scientists have ruled out the possibility the device is of Shivan origin. Dr. Mina Hargrove, leader of the research team, has issued a report of its preliminary findings. An excerpt of this report follows." 723, "Dr. Hargrove, Task Force Preliminary Findings (Excerpt) The subspace portal is unlike any Shivan construction we have yet encountered. Though Shivans demonstrate considerable diversity as a species, all Shivan technology possesses certain distinctive properties. None is present in the subspace device, which means we must look elsewhere for the portal's origin. We do know that the device is very, very old, on the order of several thousand years." 724, "Subspace Vortices The field generated by the interlocking movement of the portal's components creates a subspace vortex, connecting one part of the universe to another. Dr. Hargrove theorizes that whoever built this device may have used it to stabilize a jump node on the verge of collapse. If Dr. Hargrove is correct, this technology is a tremendous discovery." 725, "A Way Home? By constructing our own portal, we might be able to reopen the Sol jump node in Delta Serpentis. Since the destruction of the Lucifer caused the node to collapse thirty-two years ago, Earth has remained isolated from the GTVA. We might also be able to stabilize subspace nodes that are currently too volatile for travel, thus creating routes to systems previously unexplored." 726, "Beyond the Portal Our military operation will focus on what lies on the other side of the subspace portal. We must determine where the node leads and the extent of the Shivan presence there. Above all, we must prevent the Shivans from returning to Gamma Draconis. Because the portal will remain active while the research team studies the technology, our systems are vulnerable to attack. Allied Command has deemed this an acceptable risk given the potential benefits." 727, "At 1540 hours, the $f GTD $f Aquitaine entered the subspace portal in Gamma Draconis and jumped to our current position. We have entered a nebula, a vast and dense ionized field, and possibly the remnant of a supernova. We have travelled farther than any Terrans in the history of subspace travel. " 728, "The nebula has severely limited the Aquitaine's long-range sensors. We are deploying our fighter wings to explore the immediate vicinity and determine the extent of the enemy presence. Each fighter squadron will deploy a flight of four wings. " 729, "Alpha, Zeta, Iota, and Kappa will patrol a series of four waypoints. Zeta wing will lead this sortie, so follow Zeta 1 and do not stray. Be advised the nebula could interfere with your on-board systems. The ionized field will compromise your sensors, even within combat range. " 730, "You confronted an overwhelming Shivan force in a hostile environment. Under these circumstances, there was nothing you or anyone else could have done to save the Trinity and our boarding party. You were lucky to survive this sortie, pilot. We have heard nothing from Kappa wing since they vanished from our sensors. Unfortunately, we must presume the worst. They will be listed MIA unless we find evidence to the contrary. Our search parties have found no trace of these fighters. The presence of the Trinity deepens the enigma of the NTF's secret agenda. What was the Trinity doing out here, and what does Bosch know about the subspace portal? All patrols have uncovered an extensive Shivan force in the nebula. Command will deploy more warships through the subspace portal to assist with our mission of exploration and containment. Iota and Epsilon wings encountered two Shivan cruisers near our current location. When our reinforcements arrive, we will move against them." 731, "Do not jump out unless ordered to do so." 732, "Protect Discovery" 733, "Protect Trinity" 734, "Follow Zeta 1" 735, "Patrol nebula with Zeta wing" 736, "Protect the Trinity" 737, "Protect the Discovery" 738, "Zeta wing, go." 739, "Kappa wing, you have clearance. " 740, "Iota wing, you are cleared to take off." 741, "Alpha wing, go." 742, "Alpha, form up on Zeta. Follow Zeta 1's lead to the waypoints." 743, "Okay, Alpha. Target my fighter and try to keep up. Boost your engine power and be ready to hit your burners because we're gonna get through this one fast and clean." 744, "Hostile targets confirmed! A wing of Manticores closing fast!" 745, "I'm picking up something on sensors. I can't get a lock!" 746, "Hold on. I've got a visual on something big. A cruiser or corvette." 747, "Do you recognize the configuration? Is it a Rakshasa or a Cain?" 748, "Negative, Command. It's a Terran cruiser! Fenris-class!" 749, "Discovery here. Initiating docking procedure. Watch our backs, little friends." 750, "Prepare to be boarded, Trinity." 751, "Docking point secure. Okay, Roemig. We're taking you and your crew into custody. Follow the drill and no one gets hurt." 752, "We've lost the Trinity! All wings return to base! We're aborting this mission!" 753, "All flights report in." 754, "This is Iota 1. Sensors are picking up zilch, Command. We're flying blind out here." 755, "Alpha 2 here. Nothing to report." 756, "Zeta wing here. We're bugging out." 757, "Roger that, Command. Iota jumping out now." 758, "OK, let's get back on patrol. Alpha follow my lead." 759, "Alpha 1, return to base." 760, "Alpha, you have your orders." 761, "Alpha, we are preparing to vacate the recovery point. Jump out now, or we'll leave you behind!" 762, "All bandits are down, Command. Area secure." 763, "Kappa wing, what's your status, over?" 764, "Kappa wing, this is Allied Command. Please respond." 765, "Iota wing, investigate Kappa's last waypoint. The ionized field is interfering with our transmission." 766, "Good luck, pilots. Keep a tight formation, and look out for each other. Let's all get home alive." 767, "This is Zeta 1. All clear. " 768, "Pilots, destroy those fighters, and stay alert. Watch for a flanking maneuver." 769, "No problem, Command. We'll take 'em down." 770, "Resume your patrol, pilots." 771, "There's got to be a base or destroyer in this nebula somewhere. Those fighters couldn't survive out here on their own." 772, "This nebula could be ten or twenty light years in diameter. Finding a single ship would be impossible." 773, "Unless the Shivans find us first." 774, "Do we have a status update on Kappa wing?" 775, "Negative. No word from Kappa yet. We'll find out in debriefing. " 776, "How are we supposed to get a visual confirmation? I can't see a thing in this mess!" 777, "Rather be fighting the NTF if you ask me. I never signed on for hunting Shivans." 778, "Don't kid yourself. We're the ones being hunted, pilot. " 779, "Command should shut down that portal and send the Aquitaine back to Deneb. We've got no business being out here." 780, "If Command needs your opinion, they'll promote you to admiral. Now shut up and focus." 781, "Hostile indicators on radar!" 782, "Detecting at least one wing of Manticores. Let's make this quick." 783, "There's no allied ship authorized in your vicinity. Hail them, pilot." 784, "This is Zeta wing of the 107th Ravens, GTD Aquitaine. Please identify yourself." 785, "This is Captain Arthur Roemig of the GTC Trinity. We have sustained heavy damage, and our jump drive is inoperative. We need immediate assistance." 786, "Your designation is incorrect, Roemig. Your ship defected to the NTF ten days ago. You have been stripped of your rank and citizenship in the GTVA. Surrender the Trinity or be destroyed." 787, "As captain of the NTC Trinity, I surrender on the condition you get us the hell out of here." 788, "What's your status?" 789, "We repelled a Shivan attack but engines sustained critical damage. I powered down non-essential systems so the Shivans wouldn't detect us. We've been drifting ever since." 790, "What's your assessment of the damage?" 791, "Some components were destroyed in the attack, but my chief engineer thinks a field repair is possible." 792, "We will send a damage control team with the necessary components. Transmit your diagnostics." 793, "Transmitting now." 794, "What were you doing out here, Roemig?" 795, "As a prisoner of war, my rights are protected under the Beta Aquilae Convention. I will answer no questions, Command." 796, "I thought rebels didn't recognize BETAC." 797, "No, but we do, pilot. Damage control has been deployed. They should be arriving momentarily." 798, "Trinity standing by." 799, "More hostiles incoming!" 800, "Keep the Shivans away from the Trinity, pilots. That ship won't survive another attack. Give us a time estimate, Discovery." 801, "We can jury-rig a solution in 15 minutes, Command. " 802, "Can you bring the anti-fighter turrets on line?" 803, "Negative. We need all power on engines. " 804, "We can't hold them back forever, Trinity! Hurry up with those repairs!" 805, "You need to buy us more time, pilots!" 806, "Check your distance, Alpha." 807, "Alpha 1, you're falling behind. We can't wait for stragglers." 808, "Don't stray too far, Alpha 1, or you might lose me in this soup." 809, "Use your burners to keep up, Alpha." 810, "Alpha 1, divert extra power to your engines if you need more speed." 811, "Check your formation, Alpha 1." 812, "Zeta 1 is on your escort list. You can select the fighter with your escort targeting control. [Press $e$] " 813, "Target Zeta 1, pilot. [Press $e$] Stay close to the leader." 814, "Form up on Zeta 1, Alpha. That's an order." 815, "The Great Hunt" 816, "The 107th assists the GTCv Lysander and GTCv Actium on a search-and-destroy mission in the nebula." 817, "With recent victories on the civil war front, the GTVA Security Council has authorized the deployment of two Deimos-class corvettes into the nebular theatre of operations. The $f Lysander and the $f Actium crossed the subspace portal in Gamma Draconis at 2335 hours and joined up with the $f Aquitaine's battle group." 818, "On their last sortie, $f Epsilon and $f Iota wings encountered two Shivan warships: a Rakshasa-class cruiser designated the $r Iblis and a Lilith-class cruiser designated the $r Asuras. Admiral Petrarch has instructed our corvettes to hunt down and destroy these vessels. The 107th will provide fighter cover." 819, "Alpha wing, your mission is to escort the Lysander and the Actium as they carry out this assault. Your first priority will be to eliminate all hostile fighters and bombers. Only then will you assist the corvettes with their strike against the Shivan warships. If we lose either corvette, you will abort the mission and withdraw from the field immediately." 820, "Our primary objective was to defend those corvettes, and we as a unit failed. Our blunders resulted in thousands of casualties and the destruction of an allied corvette. This is no simulator, pilot. When we make mistakes, lives are lost. Command will have no choice but to re-evaluate our objectives in the nebula. Regardless of whether this debacle was our fault or the result of Command's miscalculation, our squadron will play the scapegoat." 821, "Monitor the hull integrity of the ships you are assigned to protect, and destroy the Shivan bombers first. Do not let the enemy lure you away from the corvettes." 822, "The Shivan warship we encountered has been designated the SD Ravana. Allied forces have been deployed to engage this vessel. Given the number of Shivan fighters our wings have encountered, we knew an enemy destroyer had to be lurking somewhere within the nebula. Our impaired visibility and diminished sensor range made locating their base of operations difficult. Command hoped our offensive against the two Shivan cruisers would lure the destroyer from its hiding place. Under these circumstances, there was nothing you could have done to save the corvettes from destruction. Admiral Petrarch has informed me that the 107th may be called in to reinforce the vessels attacking the Ravana. Suit up for your next sortie, pilot." 823, "Our primary objective was to defend those corvettes, and we as a unit failed. Our blunders resulted in thousands of casualties and the destruction of the Lysander and the Actium. This is no training module, pilot. When we make mistakes, lives are lost. Command will have no choice but to re-evaluate our objectives in the nebula. Regardless of whether this debacle was our fault or the result of Command's miscalculation, our squadron will play the scapegoat." 824, "The Shivan warship we encountered has been designated the SD Ravana. Allied forces have been deployed to engage this vessel. Given the number of Shivan fighters our wings have encountered, we knew an enemy destroyer had to be lurking somewhere within the nebula. Our impaired visibility and diminished sensor range made locating their base of operations difficult. Command hoped our offensive against the two Shivan cruisers would lure the destroyer from its hiding place. Under these circumstances, there was nothing you could have done to save that corvette from destruction. Admiral Petrarch has informed me that the 107th may be called in to reinforce the vessels attacking the Ravana. Suit up for your next sortie, pilot." 825, "Protect Corvettes" 826, "Return To Base 2" 827, "Destroy Asuras" 828, "Destroy Iblis" 829, "Protect Actium and Lysander" 830, "We have destroyed the Asuras, Command. That's one more Shivan cruiser out of circulation." 831, "Abort mission, pilots! Get out of there now!" 832, "The Lysander is down! The Lysander is down!" 833, "Steady as she goes. Those cruisers are somewhere in this vicinity. We're now converging on their last known position." 834, "Are you reading anything on sensors, Actium?" 835, "Negative, Lysander." 836, "If we don't find them, they'll find us. I don't expect we'll be disappointed." 837, "The Shivans fought nothing but Great War relics. We'll show them what firepower is all about." 838, "I'm picking up something! A wing of enemy fighters closing in!" 839, "Alpha and Beta, intercept those bandits! Keep them off the Lysander and Actium!" 840, "A Cain-class cruiser now coming into view!" 841, "Confirmed. It's the Asuras! Firing all guns!" 842, "Damn it, Actium, watch that friendly fire!" 843, "Avoid the beam and you won't get hit, pilot!" 844, "All hostile fighters eliminated. Those Shivans put up a good fight!" 845, "Well done, pilots. Help the corvettes finish off the Asuras, but don't get too close!" 846, "Okay, let's find that Rakshasa. Continue on your current heading. If you need to rearm, pilots, now would be a good time." 847, "With the technology they had 30 years ago, it's a miracle we won the Great War." 848, "No shields. No flak guns. No beam cannons." 849, "Hey, Command. You gonna tell us what the rebels are doing out here?" 850, "You'll be informed on a need-to-know basis, pilot. Now kill the chatter and focus on your mission!" 851, "New readings coming up on sensors! Incoming fighters!" 852, "Iblis now within in range! All guns, fire for effect." 853, "Stay focused, pilots! We need more fighter cover! Do not let them lure you away!" 854, "A wing of Seraphim is approaching fast! Intercept those bombers!" 855, "The hull integrity of the Iblis has fallen below critical! We're almost there!" 856, "Command, something massive has jumped in! The database does not recognize the configuration!" 857, "Where? What is it? I can't get a visual!" 858, "Command, we have a situation here!" 859, "Can you get a closer look, Lysander?" 860, "We've lost the Actium!" 861, "All vessels return to base! We need to regroup! Get out of there, pilots!" 862, "The Seraphim are history! Well done, pilots!" 863, "You hear about Kappa wing? Vanished without a trace five clicks from the Aquitaine." 864, "Their patrol found the NTC Trinity, right? " 865, "Yeah, that was Arthur Roemig's ship. Hard to believe he turned traitor." 866, "Slaying Ravana" 867, "The 107th leads a bombing action against the Shivan destroyer Ravana. " 868, "This is Lieutenant Samsa. The allied attack against the $h SD $h Ravana has deteriorated. We've lost the $f GTD $f Delacroix, and the surviving warships in the battle group are damaged. Petrarch is scrambling the 107th to assist. Command will also sortie the $f GVC $f Somtus and the $f GTC $f Yakiba. Once they cross the subspace portal, we will move them into position." 869, "For this mission, we'll fly the GTB Boanerges, the Alliance's new attack bomber. The Boanerges maximizes shielding and payload, while offering enough manueverability to make it a viable tactical unit. The bomber won't handle as well as the Herc II, so stay on the move. Bombers make easy targets." 870, "With our Cyclops torpedoes, we'll have the firepower to take out the $h Ravana. If you're too far from the target, the flak guns will neutralize your bomb, so get as close as possible. Once you fire your salvo, hit your burners to get clear of the blast. The Cyclops has an extensive lock time and countdown." 871, "If we succeed, we will have secured the jump node between the nebula and Gamma Draconis. If we fail, we pave the way for a Shivan invasion of our systems. Good luck, pilot. We know you can do it." 872, "The destruction of the Ravana is the most significant victory over the Shivans since the end of the Great War. We have secured the subspace node linking the nebula with Gamma Draconis, and we have demonstrated our technological superiority over our Great War nemesis. We have proven without a doubt that we have the firepower to neutralize any Shivan threat. A new class of intercept fighter will be stationed on board the Aquitaine. I have recommended that you be transferred to this unit. Interceptors are fast, high-performance fighters requiring pilots with good reflexes. You've got the talent for it, and you'll represent the Ravens well. Command has ordered the Aquitaine to return to the Capella system. Admiral Petrarch will brief the crew about our upcoming operation." 873, "In the aftermath of this debacle, we are faced with the prospect of fighting an all-out war on multiple fronts. Somebody will have to take the fall for this, and it's going to be the 107th. Command has disbanded our unit and will reassign its survivors to new posts in the allied fleet. Frankly, I think we'll be lucky if they let us fly support ships. Dismissed." 874, "Monitor the hull integrity of your allied ships. It helps to disarm the Ravana early in the mission." 875, "We destroyed the Ravana and secured the subspace node linking the nebula with Gamma Draconis. However, with our losses, this victory is Pyrrhic at best. The Delacroix, the Champion, the Khenmu, the Heisenberg, the Yakiba, and the Somtus all perished in this engagement. With the heavy casualties we have suffered, Admiral Petrarch will reorganize the Aquitaine's fighter squadrons. As captain of the 107th Ravens, it is my sad duty to report that after forty years of service, our unit will be disbanded. Command has ordered the Aquitaine to return to the Capella system, and there we will receive our new assignments." 876, "Destroy Ravana" 877, "All allied warships have been destroyed. Return to base." 878, "I've acquired sensor lock on the Ravana. The destroyer is currently out of range." 879, "No visual on allied ships, but we can see their cannon signature." 880, "Bombers, close in on the Ravana. We must end this now." 881, "Roger that, Command. Warheads are armed and ready." 882, "Watch the friendly fire! You get hit, and you won't make it to your own service!" 883, "Command, this is the GTC Yakiba. We are engaging the Ravana now." 884, "Command, this is the GVC Somtus. Bringing turrets to bear. Firing for effect." 885, "We need more firepower, Command!" 886, "No allied vessels are currently able to assist. We must accomplish our objectives with the resources we have committed to this mission." 887, "The Ravana's hull integrity has fallen below critical. Destruction of primary target is imminent." 888, "Ravana objective neutralized! All units, return to base!" 889, "We've lost the Heisenberg!" 890, "The Shivans destroyed the Yakiba!" 891, "The Khenmu has been lost!" 892, "The Somtus has gone down!" 893, "The Sixth Wonder" 894, "The 242nd Suicide Kings repel a rebel assault on Enif Station, the GTVA's base of operations in the Epsilon Pegasi system." 895, "Enif Massacre 36 hours ago, the NTF launched a full-scale offensive in Epsilon Pegasi, taking the GTVA 6th Fleet by surprise. Commanding his forces from the NTD Repulse, Rear Admiral Koth leads the rebel advance. With 75 percent of our forces in this system decimated, the regional death toll since the incursion now exceeds 80,000. Unless we act quickly, a decisive rebel victory is imminent." 896, "Stalemate in Sirius The GTD Aquitaine will lead the allied counterstrike against Koth and his warships. We will resupply in Capella before shipping out to the front. We have also learned our campaign in Sirius has failed. A two-pronged offensive launched from Alpha Centauri and Deneb encountered fierce resistance. Unless we can devise a military solution for dealing with the rebels, the GTVA will be forced to recognize the NTF's authority in Sirius, Regulus, and Polaris." 897, "On the Vanguard Allied engineers in the meantime are developing and adapting technologies that will enable us to fight more effectively in the nebula. Dr. Hargrove and her research team continue to study the subspace portal. Their findings have been classified level Phi. Until the situation in Epsilon Pegasi has been normalized, the GTVA will suspend its operations in the nebula." 898, "This is Lieutenant Commander Cordova, leader of the 242nd Suicide Kings. Welcome to Epsilon Pegasi, pilots. $f Enif $f Station, the Alliance's base of operations in this system, is now under attack. Though we have destroyed the $h NTC $h Outrage, the $h Cato continues to bombard the installation with heavy beam fire." 899, "Evacuation of civilian personnel on board $f Enif $f Station is now in progress. As you know, civilians are protected under the Beta Aquilae Convention, but the $h NTF has rejected that treaty and its provisions. Fortunately, most of the civilian convoy has jumped safely to the Capella jump node." 900, "Your mission is to defend $f Enif $f Station. As leader of Alpha wing, you will command your squadmates to destroy the fighters and warships besieging our installation. If the rebels sortie their Zeus bombers, intercept the warheads before they impact the base. " 901, "Allied forces are engaging the rebels throughout the system. As resources become available, they will be deployed to assist you. Until we get these reinforcements, however, holding down the fort is all up to you. This sortie will be the first combat field test of the Perseus intercept fighter, so let's put on a good show." 902, "When you were selected for the 242nd Suicide Kings, you were singled out as a promising candidate for a command position. The officers who recommended you had faith in your potential to make an outstanding leader. Unfortunately, this assessment seems premature, at the very least. I am disappointed in you, pilot. Though you probably fought well as an individual, you did not use your squadmates to the best advantage in this scenario. We lost Enif Station because you were placed in a situation you were ill-equipped to handle. That's not your fault. However, if you want to fly with a top-notch unit, you must learn the difference between doing an adequate job and going above and beyond the call of duty." 903, "Destroy beam turrets on hostile warships, and intercept enemy bombers. Order your squadmates to attack or protect targets you cannot cover." 904, "In your courageous defense of Enif Station, you were eyewitness to an historic moment: the first combat deployment of the GTVA Colossus. You and your wing also showed us what the Perseus intercept fighter can do. Against overwhelming odds, you repelled an attack against a facility of the utmost strategic importance for the Alliance. The commander of Enif Station personally extends his gratitude, pilot. I can see you'll make a fine addition to the Suicide Kings. The Alliance has won battle after battle throughout the system, crushing the NTC Rapier, the NTC Explorer, and the NTD Normandy. These victories have stalled the rebel advance, and now with the help of the Colossus, we will push them back into the Polaris system, securing Epsilon Pegasi once and for all." 905, "For demonstrating exceptional skill in combat, you are hereby awarded the Distinguished Flying Cross." 906, "Protect Transports" 907, "Destroy Cato" 908, "Destroy Conquest" 909, "Destroy Hawkwood" 910, "Protect Enif Station" 911, "Enif Station here. NTF bombers are closing in!" 912, "More rebel bombers inbound! Seek and destroy!" 913, "All civilian transports have departed safely." 914, "Return to base pilots. Mission accomplished." 915, "We have lost Enif Station! Repeat. We have lost Enif Station!" 916, "This is the GTFr Calypso. We have cleared Enif Station. Now engaging subspace drive." 917, "NTF fighters, you are firing upon a civilian vessel! Break off your attack!" 918, "Alpha, we need some fighter cover on the Calypso! Hold back the rebels so the civilians can escape!" 919, "The Calypso has been destroyed!" 920, "This is the Mannheim. We have set course for the Capella jump node. Activating jump drive now." 921, "Our transport is carrying civilian passengers! Your attack is in violation of the Beta Aquilae Convention!" 922, "Pilots, protect the Mannheim! The transport is under attack!" 923, "We've lost the Mannheim! Two hundred civilians were on board that transport!" 924, "Intercept the bombs before they hit the installation! We must not lose that base!" 925, "Command, this is Enif Station! A new wing of bombers has jumped in! Request immediate fighter cover!" 926, "This is Enif Station. We have sustained moderate damage. All breached levels have been sealed off. Engineering reports the situation is under control." 927, "Enif Station here, Command. Hull integrity is falling, and all decks report heavy casualties. General evacuation now in progress. Deploying escape pods." 928, "This is Enif Station! All systems going critical!" 929, "Well done. The NTC Cato has been destroyed!" 930, "We have defeated the Hawkwood!" 931, "The Conquest has been obliterated!" 932, "Our forces have eliminated the Decatur!" 933, "This is Enif Station. We thank you for your help, pilots. You've done a commendable job out here." 934, "All allied ships return to base. This operation is a total failure." 935, "I'm reading an incoming jump signature! Configuration unknown!" 936, "Command! There's a massive warship now emerging from subspace!" 937, "Verify IFF status, Command!" 938, "IFF status is friendly. Meet the Colossus, the largest space-faring warship ever constructed." 939, "This is the GTVA Colossus. Fighters stand clear of hostile warships. All batteries, fire at will." 940, "Colossus, maintain your current position. You will defend Enif Station until relieved." 941, "Into the Maelstrom " 942, "The 242nd escorts a supply convoy through a rebel-infested asteroid field as they rendezvous with the Colossus." 943, "The 242nd will escort a supply convoy as it makes its rendezvous with the $f GTVA $f Colossus. As we prepare the $f Colossus for the allied counterattack, we must handle the logistics of supplying and maintaining this warship. Convoys of transports, gas miners, and freighters have been deployed for this purpose." 944, "The $f Colossus will jump in and rendezvous with your convoy at the Capella jump node, located on the far side of an asteroid field. The area has been the site of intense fighting and rebel activity. Intelligence believes the rebels might attempt to attack our supply convoys rather than challenge the $f Colossus directly." 945, "You will be leading Alpha wing, the main escort component. Your mission is to defend the $f GTFr $f Parracombe, the $f GTG $f Avila, and the $f GVG $f Jooyun. The $f Avila and $f Jooyun are mining vessels designed to collect fuel from gas giants for the reactors that power the $f Colossus." 946, "The Vasudans have dispatched a wing of Serapis fighters to guard the $f Jooyun. You do not have command over this unit. However, the 242nd Suicide Kings are responsible for the $f Jooyun's safety. Eighteen months of civil war are beginning to strain Terran-Vasudan relations, especially in contested systems. See to it the $f Jooyun survives." 947, "Excellent job, pilot. The convoy made its rendezvous with the Colossus without losing a single ship. As the other freighters and gas miners transfer their payload to the Colossus, the Alliance is making final preparations for our attack against Admiral Koth and the NTD Repulse. A demonstration of our ultimate weapon should force the rebel leadership to reconsider their territorial ambitions. GTVA units throughout the system report a successful, coordinated strike against NTF targets. Command is confident the long stalemate in Epsilon Pegasi will soon come to a favorable resolution. " 948, "Admiral Petrarch and the 242nd have issued a formal apology to the Vasudans for the loss of the Jooyun. Be thankful, pilot, that we no longer live in an era in which an incident such as this could ignite an all-out war between our species. The GTVA is strong, and we have moved beyond the misunderstandings of the past. However, the destruction of an allied ship under our protection is an embarrassment to the squadron. That this happened under your leadership should give you pause. Ask yourself what you could have done to avoid this outcome, and what you will do in the future to ensure it never happens again. Our offensive against the NTF has achieved limited success. Only the Colossus has enough firepower to break this stalemate. If we fail, the Alliance will have no choice but to agree to Bosch's demands." 949, "Keep a close watch on all your escort targets using the 'E' key, and don't let the fighters distract you. The bombers must be your first priority. To take out turrets, the Harpoon missile is your best choice. The Hornet works best against fighters. Make sure your missile has a clean line of sight. " 950, "Though our mission was overall a success, we lost the Parracombe. The destruction of a single freighter will not delay the deployment of the Colossus, but our squadron must accept responsibility for vessels lost on our watch. You're in a leadership position, pilot. Ask yourself what you could have done to avoid this outcome, and what you will do in the future to ensure it never happens again. Our offensive against the NTF has achieved limited success. Only the Colossus has enough firepower to break this stalemate. If we fail, the Alliance will have no choice but to agree to Bosch's demands." 951, "Though our mission was overall a success, we lost the Avila. The destruction of a single gas miner will not delay the deployment of the Colossus, but our squadron must accept responsibility for vessels lost on our watch. You're in a leadership position, pilot. Ask yourself what you could have done to avoid this outcome, and what you will do in the future to ensure it never happens again. Our offensive against the NTF has achieved limited success. Only the Colossus has enough firepower to break this stalemate. If we fail, the Alliance will have no choice but to agree to Bosch's demands." 952, "The NTF decimated our supply convoys, forcing Command to withdraw the Colossus and postpone our offensive against Admiral Koth and the Repulse. Your convoy lost all three vessels, a dismal failure by any measure. The news from the captial in Beta Aquilae is not good. Support for a negotiated settlement is growing in the Security Council, even with the Colossus now operational. Opponents of the Colossus program denounce the project as a monstrosity prone to logistical failure. For Admiral Petrarch and the Aquitaine, this outcome could not be more disastrous." 953, "Keep a close watch on all your escort targets using the 'E' key, and don't let the fighters distract you. Prioritize bombers, then fighters, then turrets. When the Maelstrom appears, you have a limited amount of time before it is within beam range of the convoy. Use the 'K' key to target turrets. To take out turrets, the Harpoon missile is your best choice. The Hornet works best against fighters. Make sure your missile has a clean line of sight. " 954, "The NTF decimated our supply convoys, with only a handful of freighters and gas miners surviving the well-orchestrated attack. Your convoy lost two out of three vessels, a failed outcome by any measure. The news from the capital in Beta Aquilae is not good. Support for a negotiated settlement is growing in the Security Council, even with the Colossus now operational. Opponents of the Colossus program denounce the project as a monstrosity prone to logistical failure. For Admiral Petrarch and the Aquitaine, this outcome could not be more disastrous. " 955, "The survival of the Jooyun may be good news for our Vasudan allies, but the loss of the Parracombe and the Avila are nothing less than catastrophic. The news from the capital in Beta Aquilae is not good. Support for a negotiated settlement is growing in the Security Council, even with the Colossus now operational. Opponents of the Colossus program denounce the project as a monstrosity prone to logistical failure. For Admiral Petrarch and the Aquitaine, this outcome could not be more disastrous." 956, "By clearing out the rebel sentry guns in the asteroid field, you have significantly reduced the danger posed to future convoys on this route. Your initiative may save many lives." 957, "You destroyed the Maelstrom but failed to neutralize its forward beam turret first. Had you followed orders, you would have reduced the damage inflicted upon the convoy vessels. Though you have been granted responsibility as a wing leader, this does not privilege you to ignore Command's directives. This incident will be noted in your record." 958, "Fuel" 959, "Foodstuffs" 960, "Defend convoy" 961, "Destroy Beam Turret" 962, "Destroy Maelstrom" 963, "Destroy Capricorn" 964, "Protect the Parracombe, Jooyun, and Avila" 965, "Destroy all sentry guns" 966, "Destroy all enemy fighters" 967, "Destroy all enemy bombers" 968, "The NTC Maelstrom has entered the asteroid field! When it gets in range, the cruiser will fire its forward beam cannon at the convoy! Alpha 1, you are ordered to neutralize that turret." 969, "Your primary objective is to escort the convoy. Do not let the rebels lure you away." 970, "This is the GTC Parapet. We have orders to blockade the Capella jump node, and we must not leave our position. We will sortie a wing of Perseus fighters to assist. Good luck, pilots." 971, "This is the GTVA Colossus. We have reached the rendezvous point. Now deploying transports. Theta wing, stand watch. " 972, "Thank you for your escort, Alpha wing." 973, "The rebels destroyed the Parracombe!" 974, "We've lost the Avila! I repeat. We've lost the Avila!" 975, "The Jooyun has been destroyed. The Vasudans will not be pleased." 976, "Well done, pilot. The Maelstrom's main gun has been neutralized." 977, "Check your distance from the convoy, pilot." 978, "All units in the vicinity of the Capella jump node! Mayday! Our convoy is under attack! Repeat! Our convoy is under attack!" 979, "We're heading into the asteroid field now, Command. We're approximately twenty-three kilometers from the Capella jump node." 980, "I'm picking up hostile indicators on my radar. I can't get a lock. Might be nothing but asteroid interference." 981, "That's wishful thinking, pilot. Proceed with caution, and stay close to the convoy." 982, "Command, a rebel sentry gun has activated one thousand meters from the convoy!" 983, "Destroy it, but be careful, Alpha. The NTF seem to have an ambush in the works. Keep an eye out for hostile fighters." 984, "The rebels have sortied their Medusa bombers! Intercept them before they fire their missiles! We must protect that convoy!" 985, "Excellent work, pilots! We have destroyed the Maelstrom! " 986, "This is the GVG Jooyun. We are in dire need of fighter cover! All allied ships in the vicinity, please assist!" 987, "Avila here! Help us out, pilots! Hull integrity is below critical! " 988, "This is the Parracombe! We're taking a pounding here! Our hull cannot withstand a direct hit!" 989, "The convoy is lost! Return to base immediately." 990, "Alpha, the situation is now under control. You may return to base." 991, "Feint! Parry! Riposte!" 992, "The 242nd attacks two rebel cruisers and their escorts in an attempt to lure the NTD Repulse into position. " 993, "The Alliance will now take the $f Colossus on the offensive. We intend to break the back of the rebel fleet in Epsilon Pegasi, and the 242nd will play a pivotal role. Rear Admiral Koth is somewhere in this system. He will not commit the $h Repulse unless it's absolutely necessary. Your job is to create that necessity. " 994, "To lure Koth into our trap, the first phase of the mission will involve an attack against the rebel cruisers $h Majestic and $h Refute. They are defended by a complement of twelve Hercules-class fighters. With the speed and agility of the Perseus, you should be able to outmaneuver the Hercs and take them down." 995, "Your primary objective will be to eliminate the fighter escort. This will pave the way for the $f GTC $f Rampart and our bomber wings, which will deliver the main thrust of the strike. Our plan is to damage the rebel cruisers while presenting the smallest credible threat. " 996, "If the rebels think our force consists of nothing more than a Leviathan and a few errant bombers, they may capitalize on this advantage and sortie their fleet. For this reason, the cruisers must not be destroyed before their reinforcements enter the field of engagement. " 997, "If Koth sends in the $h Repulse to finish the job, Command will deploy the $f Colossus to strike the final blow. Your secondary objective will be to defend the $f Rampart during this phase of the battle. The cruiser will probably sustain damage from the earlier exchange. Good luck, Alpha." 998, "The Alliance has declared a decisive victory in Epsilon Pegasi. With our blockade of the Polaris jump node, all rebel forces in the system have surrendered. In recognition of your contributions to the allied victory, you are hereby awarded the Epsilon Pegasi Liberation Medal. The GTVA Security Council and General Assembly extend their gratitude for your service. Admiral Petrarch has requested recommendations for the 134th Barracuda squadron, a combat evaluation unit. I have forwarded your name as an outstanding candidate. The primary role of the 134th is the field testing of new technologies. In my estimation, you will excel in this challenging position. However, I have also learned that Special Operations Command requires a volunteer for an extremely dangerous operation. If you choose to pursue this course, your assignment with the 134th will be waiting for you upon your return. The decision is yours, pilot." 999, "The Alliance has declared a decisive victory in Epsilon Pegasi. With our blockade of the Polaris jump node, all rebel forces in the system have surrendered. However, the 242nd Suicide Kings have little cause to celebrate. The destruction of the Rampart reflects poorly on our unit and on your leadership. Command relies on our intercept squadrons to defend our warships. As a wing leader, you must learn how to take initiative, how to evaluate a crisis, and how to manage your squadmates. I have recommended your immediate transfer to the 134th Barracudas, a combat evaluation unit. At least the consequences of failure in such a squadron are not so grim. I have also learned that Special Operations Command requires a volunteer for a suicide mission. Of course, that decision is entirely up to you. " 1000, "Stay focused on your objectives. Don't waste time chasing down lone fighters. Use the large ships for fire support to quickly eliminate hostile targets." 1001, "Destroy Escort Fighters" 1002, "Protect the Rampart" 1003, "Destroy the cruisers' fighter escort" 1004, "Defend the Rampart" 1005, "Help destroy Koth's battle group" 1006, "The fighter escort has been eliminated. Pull back to the Rampart and rearm if you need to, Alpha. Zeta wing will take it from here. We'll need you to stand by in case more rebel fighters jump in." 1007, "Alpha, your primary objective is to intercept the escort. The rebel cruisers have anti-fighter guns. Stay out of range to avoid them. " 1008, "This is the GTC Rampart. We are powering down our beam cannons to minimize damage against the cruisers. If we destroy them by accident, our ruse is finished." 1009, "This is Zeta wing. We have delivered the goods and are returning to base. " 1010, "Iota wing here. If we hit these cruisers any harder, there won't be any bait left for the trap. We're bugging out. " 1011, "Rampart now powering up primary batteries. Our beam cannons are back on line." 1012, "Sensors picking up a wing of rebel Lokis, designation Libra. Seek and destroy." 1013, "Proceed with caution, Alpha. Those anti-fighter beams have an effective range of fifteen hundred meters. Try to lure the escorts away from their cruisers." 1014, "This operation will mark the beginning of the end for the NTF. Well done, pilots. " 1015, "This is the GTVA Colossus. Admiral Koth, you are ordered to power down your vessel immediately and surrender. The Polaris jump node is blockaded. There is no escape!" 1016, "I have no intention of escaping, Colossus, nor will I surrender. Even if I send my crew to hell with you, this monstrosity will be destroyed!" 1017, "The Repulse has set a collision course for the Colossus!" 1018, "Admiral Koth's destroyer has jumped in! The NTD Repulse! The big fish has devoured our bait. Now sending in the Colossus." 1019, "Incoming jump signature! Friendly configuration! The Colossus is now on station!" 1020, "The Repulse is deploying its fighter wings. Alpha, we need to you to intercept! Destroy Aries wing!" 1021, "Don't be absurd, Koth! You are sacrificing ten thousand lives for nothing!" 1022, "Your cynicism appalls me, Colossus. I have ten thousand officers and crew willing to die for Neo-Terra! The tyranny of your regime is finished! Admiral Koth out!" 1023, "Evacuating forward decks four hundred through twelve hundred. Bringing turrets to bear. Auxiliary bridge, stand by. All hands brace for impact!" 1024, "Repulse objective neutralized. Colossus, what's your status?" 1025, "Damage is minimal here, Command. If only Koth had surrendered instead of playing martyr, his crew would still be alive." 1026, "The area is secure. All hostile targets have been neutralized. Return to base." 1027, "The NTC Majestic has been destroyed!" 1028, "We have eliminated the NTC Refute!" 1029, "This is the GTC Rampart! We have sustained heavy damage! All systems approaching critical!" 1030, "We've lost the Rampart! I repeat! We've lost the Rampart!" 1031, "The escort fighters are closing in on you, Alpha. Lure them back to the Rampart." 1032, "Battle of the Wilderness" 1033, "The 134th Barracudas escort two freighters in the first nebula deployment of the AWACS. " 1034, "News from the Front At 2150, the Colossus entered the Polaris system and neutralized the NTD Andronicus and the NTC Camisard, securing the jump node from Epsilon Pegasi. Meanwhile, the 13th Vasudan Battle Group has destroyed the NTD Cyrene and gained foothold in Sirius. Intelligence reports that Admiral Bosch and his elite guard have withdrawn to the rebel enclave of Regulus. Command anticipates a total allied victory in less than 30 days." 1035, "The Subspace Portal Dr. Hargrove's task force has determined that the subspace portal in Gamma Draconis was constructed by the Ancients, an extinct civilization discovered near the end of the Great War. Artifacts excavated in the Altair system contained data that enabled the GTA and PVN to destroy the SD Lucifer. Many Terran and Vasudan systems once belonged to the Ancients' empire, which the Shivans obliterated eight thousand years ago. The portal has been renamed Knossos, after the Earth's Minoan civilization." 1036, "The Deneb Connection Intelligence has learned that Bosch acquired Ancient materials from an excavation site in the Deneb system. These artifacts somehow enabled Bosch to locate and activate the Knossos portal. This explains the presence of the admiral's command ship in the Deneb asteroid belt. Bosch then sent the NTC Trinity into Gamma Draconis to activate the portal, which lured the Shivans into that system. We do not know Bosch's motives or what the Shivans are doing in the nebula." 1037, "Nostos Allied scientists studying the portal remain optimistic about the potential for this technology. In five to ten years, we might be able to restore contact with Earth or create new jump nodes to unexplored regions of the galaxy. For this reason, the portal must remain open for as long as possible. Command has issued a standing order to destroy the device should a full-scale invasion be imminent." 1038, "Our Objectives The destruction of the Ravana has intensified Shivan activity in the nebula. The Shivan fleet appears to be smaller than the armada we defeated three decades ago, and our improved technology gives us a tactical advantage. However, with the possibility of uncharted jump nodes leading to more Shivan-infested systems, we cannot know with any certainty the full extent of the enemy force. A miscalculation on our part could unleash the second Shivan invasion of our home systems." 1039, "New Technologies The Aquitaine will spearhead the next phase of our exploration and containment operation in the nebula. To help us achieve our objectives, the Alliance has developed new technologies, including Advanced Warning And Control Systems, or AWACS, and gas mining vessels to gather deuterium for our fusion reactors. Prototypes of these new tactical weapons and fighters will be deployed pending successful completion of field tests. The 134th Barracudas will be conducting these combat exercises near the Gamma Draconis jump node." 1040, "GTW ML-70 Morning Star Two next-generation weapons are now available: the Morning Star and the EMP missile. The GTW ML-70 Morning Star improves upon the Flail gun developed during the Great War. Recent advances in high-temperature optics enable the primary focusing chamber of the Morning Star to produce a more coherent charge. Though an energy weapon, the Morning Star has a powerful kinetic effect on its target." 1041, "EMP Missile The EMP missile interferes with the electronics systems of vessels caught within the blast radius of the warhead. The detonation scrambles targeting data and jams communications. Tactically, the EMP is an effective anti-bomber weapon. It prevents these craft from acquiring aspect lock and temporarily shuts down the guidance and propulsion systems of warheads in flight." 1042, "Welcome to the 134th Barracudas, pilot. I'm Commander Vincey, your squadron leader. The 134th is a combat evaluation unit, or CEU, which means we're among the first to test new ships and weapons in the field. While we carry out our missions, engineers will gather data on the systems we've been assigned to test." 1043, "In this mission, our primary objective is to escort two Triton-class freighters, the $f Erinpura and the $f Vauban. They will enter the nebula at the Gamma Draconis node and travel to their waypoint, where they will rendezvous with the $f GTCv $f Warspite. Their cargo is the new Target Acquisition and Guidance missile system. " 1044, "The $f GTA $f Lucidity will provide AWACS support for this mission. With its powerful sensor array, the $f Lucidity will transmit targeting data to your fighter, effectively increasing your sensor range. The 134th will be the first to test the system in the nebula." 1045, "Now keep in mind that the C in CEU stands for Combat. These aren't controlled laboratory experiments. Shivan activity has intensified, so you can expect to engage some $h Maras and $h Cains out there. If the action gets too intense, call in reinforcements at your discretion. Good luck, pilot." 1046, "Our squadron lost the Erinpura, the Vauban, and the TAG missile prototypes. Not only will the TAG exercise be cancelled, but Command has also ordered a full investigation. As we speak, analysts are reviewing the data from our flight recorders. The entire squadron has been grounded pending the conclusion of this inquiry. Command considers this deployment of the AWACS to be a total failure." 1047, "It is essential that you concentrate your efforts on enemy bombers. You also have reinforcements at your disposal. You would be well advised to make efficient use of them." 1048, "Though we lost a freighter in this engagement, the combat field test of the Target Acquisition and Guidance missile will proceed on schedule. The 134th will be working with the Warspite to conduct this exercise. The destruction of the AWACS reveals a critical flaw. Though the AWACS improved our sensor capabilities, its vulnerability limits the potential of the craft in combat scenarios. On the other hand, your unit's failure to protect the AWACS indicates that more effective leadership may be required here." 1049, "Both the Erinpura and the Vauban survived the Shivan attack. The combat field test of the Target Acquisition and Guidance missile will proceed on schedule. The 134th will be working with the Warspite to conduct this exercise. The destruction of the AWACS reveals a critical flaw. Though the AWACS improved our sensor capabilities, its vulnerability limits the potential of the craft in combat scenarios. On the other hand, your unit's failure to protect the AWACS indicates that more effective leadership may be required here." 1050, "Both the Erinpura and the Vauban survived the Shivan ambush. The combat field test of the Target Acquisition and Guidance missile will proceed on schedule. The 134th will be working with the Warspite on this exercise. Command rates the initial deployment of the AWACS a complete success. Our improved sensor capability gave us the tactical advantage we required to respond quickly and decisively to the Shivan attack. Prepare your wing for your next sortie, pilot. The TAG missile combat field test begins at 0315." 1051, "You have flown an excellent mission." 1052, "Our squadron lost the Erinpura, the Vauban, and the TAG missile prototypes. Not only will the TAG exercise be cancelled, but Command has also ordered a full investigation. As we speak, analysts are reviewing the data from our flight recorders. The entire squadron has been grounded pending the conclusion of this inquiry. The destruction of the AWACS also reveals a critical flaw. Though the AWACS improved our sensor capabilities, its vulnerability limits the potential of the craft in combat scenarios. On the other hand, your unit's failure to protect the AWACS suggests that more effective leadership may be required here." 1053, "Though we lost a freighter in this engagement, the combat field test of the Target Acquisition and Guidance missile will proceed on schedule. The 134th will be working with the Warspite on this exercise. Command rates the initial deployment of the AWACS a partial success. Our improved sensor capability gave us the tactical advantage we required to respond quickly to the Shivan attack. " 1054, "TAG Missiles" 1055, "Destroy Malor" 1056, "Protect the Lucidity" 1057, "Escort the Vauban to the Warspite" 1058, "Escort the Erinpura to the Warspite" 1059, "Command, this is Alpha wing. We are on-station at the Gamma Draconis node." 1060, "We are sending in the transports now, Alpha." 1061, "Lucidity here. The AWACS is coming online. We're picking up hostiles at long range." 1062, "Roger. Illuminating IFF now and heading your way." 1063, "Warspite, this is the Lucidity. We are nearing the rendezvous point. Please activate your IFF transponder." 1064, "Warspite, this is the Vauban. We've lost AWACS support. Request immediate assistance." 1065, "Beta wing is standing by. Reinforce at your discretion, Alpha." 1066, "The Shivans are targeting our AWACS system. We need fighter cover pronto!" 1067, "The AWACS is offline. We're now attempting to repair the sensor array." 1068, "This is the Lucidity. We now have limited AWACS capability. Repairs are still in progress." 1069, "AWACS is back at full strength." 1070, "We've lost sensors again! Probability of field repair is less than five percent." 1071, "Alpha, sensors have picked up a Cain-class cruiser. Call in Zeta wing if you require assistance." 1072, "Thanks Alpha. We'll take it from here." 1073, "All detected enemy craft have been neutralized. Alpha wing, return to base." 1074, "Alpha, help the Warspite secure the area. Eliminate all enemy craft within range." 1075, "The convoy you were assigned to protect has been destroyed. Alpha, return to base immediately." 1076, "The Erinpura and Vauban have been destroyed. Escort the Lucidity to the Warspite and return to base." 1077, "We're tracking a new inbound wing, designation Cancer. Take them out now, Alpha!" 1078, "Heads up! Enemy wing closing in!" 1079, "Bandits incoming!" 1080, "We've got company!" 1081, "A Game of TAG" 1082, "The 134th tests the new Target Acquisition and Guidance (TAG) missile. " 1083, "The 134th will now assist with the combat evaluation of the Target Acquisition and Guidance missile. Captain Forsythe of the Warspite has requested you specifically for this mission, so you must have made quite an impression on your last sortie. The Warspite will supervise this combined arms exercise." 1084, "The 134th will now assist with the combat evaluation of the Target Acquisition and Guidance missile. This will be the first deployment of this system in an actual combat exercise. Our laboratory simulations indicate it has significant potential as a tactical weapon. " 1085, "When you hit a target with the TAG warhead, the missile's beacon will illuminate the target for allied capital ships within range. All available firepower will be brought to bear for a quick resolution. This technology could be a decisive advantage for the $f GTVA. In this exercise, we will test the prototype TAG-A." 1086, "Command has deployed scout wings to Shivan positions. They will lure targets within range of our guns. Once the enemy approaches, get in behind the target quickly and launch your TAGs. Stay within 3000 meters of the corvette for maximum effectiveness. The $f Lucidity will provide AWACS coverage. " 1087, "Command has deployed scout wings to Shivan positions. They will lure targets within range of our guns. Once the enemy approaches, get in behind the target quickly and launch your TAGs. Stay within 3000 meters of the corvette for maximum effectiveness. " 1088, "For this mission, you'll be flying a refurbished Ulysses space superiority fighter, specially modified for this exercise. The Ulysses is a Great War antique, but the fighter still handles well, and the modifications will enable TAG engineers to monitor the progress of the exercise. " 1089, "Though this exercise did not proceed as planned, the 134th met the challenge head-on and defended our warships admirably. Overall, this field deployment of the TAG missile exceeded our expectations. Research and Development is now working on improvements to the TAG-A prototype, including an aspect-seeking warhead and a more maneuverable projectile. These enhancements should make the TAG a versatile weapon for our tactical wings." 1090, "The destruction of the Warspite was a senseless tragedy. The lives of Captain Forsythe and his crew should not have been sacrificed for the sake of a prototype exercise. The 134th was called upon to get our warships out of a difficult situation, and we failed. As leader of Alpha wing, re-evaluate this scenario carefully. What could you have done to save the Warspite?" 1091, "You must make careful use of every TAG missile you are alotted. Since they are unguided missiles you are advised to get as close to your target as possible. Once an enemy is TAG'ed move clear quickly so you don't take friendly fire." 1092, "The destruction of the Lucidity was a senseless tragedy. The lives of its crew should not have been sacrificed for the sake of a prototype exercise. The 134th was called upon to get our warships out of a difficult situation, and we failed. As leader of Alpha wing, re-evaluate this scenario carefully. What could you have done to save the Lucidity?" 1093, "As a result of this debacle, we lost both the Warspite and the Lucidity. You alone had the opportunity to make a difference here. Instead, you disgraced our squadron. As a pilot serving in a Combat Evaluation Unit, you must be prepared to confront any challenge. Further development on the TAG missile will be suspended until further notice. " 1094, "Jump out only when ordered to do so. " 1095, "TAG Cancer" 1096, "TAG Scorpio" 1097, "Test the TAG missile system" 1098, "Destroy all Shivan fighters" 1099, "Protect the Warspite" 1100, "This is Alpha wing. We are in position and standing by." 1101, "Acknowledged. Scouts are inbound with enemy fighters in pursuit. Number of bandits unknown." 1102, "Scout 1 here! I'm bugging out! They thrashed me good back there!" 1103, "Mayday! Mayday! This is Scout 3! A large Shivan force is headed for your position! I'm under heavy fire here! " 1104, "Alpha wing, be advised our fire control is currently slaved into the TAG system. We're totally dependent on you for all our weapons targeting. If you don't TAG it, we can't hit it." 1105, "Long-range sensors indicate eleven hostile craft are inbound. We're picking up additional jump signatures with hostile configurations." 1106, "All units! This situation has been upgraded to a tactical engagement. Iota wing will reinforce your position as soon as possible. Hang in there, Alpha. Help is on the way." 1107, "That's not good enough, Command! We're not properly armed out here! What do you expect us to do?" 1108, "We are fully aware of your situation, Alpha. We are also aware that thousands of lives on board the Warspite and Lucidity are counting on you." 1109, "Roger that, Command. We'll get the job done." 1110, "All clear. Mission complete. Alpha, you may return to base. " 1111, "A wing of five Taurvis now closing in! Intercept those bombers, Alpha!" 1112, "Iota wing here. Ready to assist." 1113, "We are fully aware of your situation, Alpha. We are also aware of thousands of lives on board the Warspite that are counting on you." 1114, "This is the Warspite! We're under heavy fire! Alpha, unless you TAG those hostiles, we are completely defenseless!" 1115, "The Shivans have destroyed the Warspite!" 1116, "We need fighter cover on the Lucidity! We must not lose the AWACS!" 1117, "The Lucidity has been destroyed!" 1118, "Alpha, return to base on the double. This mission is over." 1119, "Mayday! Mayday! This is Kappa 3 of the 107th Ravens, GTD Aquitaine! Command, do you copy?" 1120, "Affirmative, Kappa 3! What's your status?" 1121, "Command, get the fleet out of the nebula! Shut down the portal now! There's no time to lose!" 1122, "I am transmitting the coordinates of the Aquitaine's current position. Return to base immediately. You are badly damaged." 1123, "Listen to me! There's no way we can stop them this time! Shut down the portal before it's too late! There's something out there, Command! Please! " 1124, "Kappa 3, do you copy? Please respond. I repeat. Do you copy?" 1125, "All units, you will disregard Kappa 3's transmission. The communication record of this sortie has been classified level Phi. " 1126, "Proving Grounds" 1127, "The 134th participates in a field exercise with the new Pegasus stealth fighter. " 1128, "In this mission, the 134th will participate in a test of the new Pegasus-class stealth fighter, developed for allied operations in the nebula. The unusual design of the Pegasus minimizes the EM signature emitted by the fighter, making it all but impossible to detect with sensors. This exercise will be the first simulation of the Pegasus under combat conditions in the nebula environment." 1129, "Alpha wing, your objective is to defend the $f GTC $f Oberon, a decommissioned Fenris cruiser. The $f Oberon has served the Alliance since the Great War, and most of its systems have been stripped down to repair other cruisers in circulation. Flying the Pegasus prototypes, $h Delta wing will attack the $f Oberon. Your job is to repel their offensive." 1130, "Your weapons will be neutralized for the duration of the test. Though you may fire your lasers and missiles, they will inflict only superficial damage against $h Delta wing. Engineers on board the $f GTD $f Aquitaine will monitor the progress of the exercise and gather data to verify the stealth capability and combat potential of the Pegasus." 1131, "The Shivans destroyed the Aquitaine. Without this ship, our operations in the nebula are in jeopardy. Though we were outnumbered and outgunned, the Aquitaine went down on our watch. The 10,000 officers and crew who perished were our friends and comrades. The 134th is the disgrace of the allied fleet. Because we serve on the front lines, the brass think it's our duty to take the fall for their mistakes. As your squadron leader, I will testify on your behalf. More wings should have been deployed to cover the Aquitaine's retreat. However, until Command completes its inquiry, you will be stripped of your wings and held in custody. You are dismissed, pilot." 1132, "Bombers should be your highest priority when protecting the Aquitaine." 1133, "Well done, pilot. Outnumbered and outgunned, you covered the Aquitaine's retreat through the Gamma Draconis jump node. The Moloch and its fighters inflicted severe damage, and repair crews are now working to get the destroyer back on line. Nevertheless, your actions saved thousands of lives. The 64th Raptors are in need of bomber pilots. I've recommended that you be transferred. Flying bombers is hard work, but with a bank of Cyclops torpedoes, you'll have the firepower to neutralize enemy corvettes and destroyers. We have just received word that Bosch and his rebel fleet are en route to Gamma Draconis. We'll be redeployed ASAP to head them off. Admiral Petrarch will outline the details of our upcoming operation at 2150 hours." 1134, "Excellent work, pilot. Outnumbered and outgunned, you covered the Aquitaine's retreat through the Gamma Draconis jump node. For saving a capital ship of the Galactic Terran-Vasudan Alliance from imminent destruction, you are hereby awarded the Order of Galatea. Congratulations. The 64th Raptors need a wing leader, and I think you are just the pilot for the job. Flying bombers is hard work, but with a bank of Cyclops torpedoes, you'll have the firepower to neutralize enemy corvettes and destroyers. We have just received word that Bosch and his rebel fleet are en route to Gamma Draconis. We'll be redeployed ASAP to head them off. Admiral Petrarch will outline the details of our upcoming operation at 2150 hours." 1135, "You did not have authorization to return to base, pilot. Your actions compromized our combat evaluation of the Pegasus stealth fighter. You have been grounded until further notice." 1136, "In order to destroy the Moloch-class corvette, you must keep it within sensor range. You are providing sensor support for the Aquitaine." 1137, "Destroy Tiamat" 1138, "Protect Aquitaine" 1139, "Protect Oberon" 1140, "Escort the Aquitaine to the jump node" 1141, "Destroy the Tiamat" 1142, "Destroy Shivan fighters and bombers" 1143, "Protect the Oberon for 2 minutes" 1144, "Test the Pegasus stealth fighter" 1145, "This exercise will begin in 5...4...3...2...1. Delta wing, engage stealth mode." 1146, "Aquitaine, set course for the Gamma Draconis jump node. We're pulling you out of there." 1147, "Alpha has been deployed. Delta wing, are you ready?" 1148, "Affirmative, Command. Those Alpha scrubs won't even know what hit 'em." 1149, "Alpha, we are switching your weapons to training mode. Your guns and missiles will inflict superficial damage." 1150, "With all due respect, I recommend we use live ammo for this exercise, sir." 1151, "The Oberon has jumped in and is standing by. Your objective, Alpha, is to defend this cruiser against Delta wing's attack." 1152, "Let's take these flyboys out of circulation, Delta." 1153, "Gathering test data now. All systems are functioning normally." 1154, "Here they come!" 1155, "Stay on them Alpha. Don't lose visual contact!" 1156, "Target profile is razor thin. Hard to hit at medium range." 1157, "Alpha, can you target Delta wing?" 1158, "Negative, Command. Even at point blank range my sensors pick up nothing." 1159, "Good. How are you holding up, Delta?" 1160, "Shielding and armor have a low damage threshold." 1161, "Speed and maneuverability are well above average." 1162, "Limited offensive capability. An excellent reconnaissance fighter in my estimation." 1163, "Delta wing has inflicted moderate damage against the Oberon. Stay on them, Alpha. Don't lose them in the fog." 1164, "The Oberon has sustained heavy damage. The stealth fighters are getting the best of you, Alpha." 1165, "The Oberon's hull integrity has fallen below critical. Looks like a victory for Delta wing." 1166, "That's enough for the first test, pilots. Our engineers have gathered important data. Good work attacking the Fenris, Delta. You caught Alpha wing off guard." 1167, "Excellent work, pilots. Our engineers have gathered valuable data. Good work defending the Fenris, Alpha wing." 1168, "We will now begin the second test." 1169, "Abort the exercise! Repeat! Abort the exercise! Sensors are reading incoming hostiles! Delta wing, return to the Aquitaine on the double." 1170, "Alpha wing, your primary and secondary weapons have been rearmed. Hold off the Shivans as the Aquitaine withdraws." 1171, "Roger that, Command. Engaging fusion drives. Distance from the node is 4500 meters. We will reach our jump point in 6 minutes." 1172, "This is the Aquitaine. Shivan warheads have impacted our hull. We are sustaining heavy damage from the Moloch's main gun." 1173, "This is the Aquitaine. All hands prepare to abandon ship! Probability of hull failure is high!" 1174, "The Aquitaine has been destroyed! Abort mission, pilots! Get out of there now!" 1175, "The Aquitaine has reached the Gamma Draconis jump node! Secure the area and return to base, pilots. Well done." 1176, "The Shivans have sortied a Moloch-class corvette, designation Tiamat." 1177, "We have destroyed the Tiamat!" 1178, "The King's Gambit" 1179, "The 64th Raptors lead a bombing action against NTF ships running the blockade of the Capella jump node. " 1180, "Bosch's Gambit We have received news of an alarming development on the civil war front. Massing his forces in the Regulus system, Admiral Bosch outmaneuvered the Colossus and its battle group. The rebel armada is now en route for the Gamma Draconis system, via Polaris, Epsilon Pegasi, and Capella. Their final destination: the Knossos subspace portal." 1181, "Running the Gauntlet Allied forces destroyed a number of NTF warships as they ran our gauntlet of jump node blockades. However, the rebels have sufficient firepower to threaten our positions in Gamma Draconis. The Colossus and its battle group are in close pursuit, neutralizing enemy stragglers. We must hold Gamma Draconis until these reinforcements arrive." 1182, "On the Barricades Our squadrons will assist with the blockade of the Capella node. As the rebels begin their incursion, our objective will be to inflict as much damage as possible. The second phase will involve a counterstrike against enemy rallying positions, where the rebels will gather to coordinate their final attack. We must diminish the NTF's offensive capability before our confrontation at the node." 1183, "Rebellion's End This campaign may prove to be the admiral's final gambit. Whether or not Bosch reaches the portal, the NTF regime and its domination of Polaris, Regulus, and Sirius are effectively over. Command has disclosed neither the motives behind Bosch's actions nor the consequences should the admiral succeed. We do know that 18 months of carnage and terror will soon come to an end." 1184, "Artemis Bomber The Aquitaine has just received four wings of the new GTB Artemis, the Alliance's next-generation light bomber. The most agile ship of its class, the Artemis will carry the Cyclops torpedo, our modified anti-cruiser warhead. I have reassigned pilots to the 64th Raptors. This squadron will play a bomber and heavy assault role in the upcoming operation." 1185, "Prometheus S The Artemis will be armed with the new Prometheus cannon. Our nebula gas miners have gathered sufficient resources to resume production of the GTW-5 Prometheus S. The S-type is based on the original design of the Prometheus cannon. With high marks for shield and hull damage, the Prometheus was our weapon of choice in the Great War." 1186, "This is Commander Beckett, leader of the 64th Raptors Bomber Squadron. At 0457, NTF warships entered the Gamma Draconis system and engaged our blockade. So far we've taken down the NTC Absalon, the NTC Cunaxa, and several troop transports. Admiral Petrarch has called in the 64th to assist." 1187, "The Vasudans are leading the blockade with the $f GVD $f Hedetet, a Typhon-class destroyer. The Alliance has also set up a network of five $f Mjolnir RBCs, or Remote Beam Cannons. These unmanned experimental weapon platforms discharge anti-warship beams to complement the defense of a strategic target." 1188, "The $h NTF fleet will enter through the Capella jump node. Each warship will then jump to a rallying point within the Gamma Draconis system. In the interval between jumps, they will re-energize their subspace drives. Your role will be to neutralize the warships with your Cyclops torpedoes." 1189, "The $h Iceni has already slipped through our defenses, but we will make every effort to track Bosch down before the rebels rally their forces and attack. According to Intelligence, the $h NTD $h Uhuru, the $h NTC $h Pax, the $h NTC $h Liberty, and the $h NTC $h Undaunted have entered the subspace node and are heading for the blockade." 1190, "The 64th Raptors are the disgrace of the Aquitaine and the GTVA. Every warship that ran our blockade threatens our positions in the Gamma Draconis system. Though we have the strength to crush the rebellion, our failure here will cost lives and resources we should not have to sacrifice. Admiral Petrarch has grounded the 64th until further notice. Our bombers will be reassigned to the 107th Ravens. Dismissed, pilot." 1191, "Coordinate your squadmates to attack the critical targets." 1192, "Excellent work, pilot. With our blockade of the Capella jump node, the Alliance has achieved a major victory. The Mjolnir RBCs and the bombing action of the 64th negated a significant component of the rebel fleet. The Raptors neutralized all hostile warships that crossed our lines. No other squadron can make that claim. Our unit will be redeployed ASAP. Report to the ready room on the double." 1193, "Good work, pilot. The Mjolnir RBCs and the bombing action of the 64th reduced the offensive capability of the NTF fleet. Our chances of minimizing allied casualties in Gamma Draconis have improved significantly. The Raptors will be redeployed ASAP. Report to the ready room on the double." 1194, "Destroy Uhuru" 1195, "Destroy Pax" 1196, "Destroy Liberty" 1197, "Destroy Undaunted" 1198, "Destroy Inspiration" 1199, "Destroy Perseverance" 1200, "Intercept and destroy all NTF warships" 1201, "Look sharp, Alpha! NTF ships are headed your way." 1202, "The NTD Uhuru is now in-system. Take down that destroyer and neutralize the escort." 1203, "Good work, pilots! Don't smoke 'em yet. We've got more trouble on the way." 1204, "The NTD Uhuru has jumped! Now en route to rallying position." 1205, "Alpha 1, a Deimos-class corvette, the NTCv Pax, has entered the system." 1206, "The Pax is going down!" 1207, "The Pax has escaped! This is a blockade, pilots! We've got to shut the rebels down!" 1208, "The NTC Liberty now entering the system. Aeolus-class cruiser. Evade the Loki escort, Alpha!" 1209, "That's a confirmed kill! We've got more hostiles jumping in!" 1210, "Heads up, Alpha! The NTC Undaunted, a Leviathan-class cruiser, has entered the fray." 1211, "Stay focused, Alpha. The battle's not over yet." 1212, "The Undaunted has jumped out. Every ship that gets away means trouble later, pilots!" 1213, "The Liberty has jumped to subspace. Bet we'll see that scrap heap again!" 1214, "Here comes the NTF Inspiration, Alpha. Hit them hard, and make it count!" 1215, "Inspiration objective neutralized! Stand clear of the blast!" 1216, "The Inspiration has run the blockade!" 1217, "The NTCv Perseverance has cleared the node!" 1218, "The Perseverance is no more! That's what you flyboys get paid for!" 1219, "The Perseverance has made the jump. That's gonna cost us big, pilots." 1220, "Alpha wing, return to base. Recon has located a rebel rallying point, and we will reprioritize your unit." 1221, "The Sicilian Defense" 1222, "The 64th executes a pre-emptive strike against a rebel rallying point in Gamma Draconis. " 1223, "Reconnaissance has located one of the $h NTF's rallying points within the Gamma Draconis system. The rebels are preparing to execute a coordinated strike to acquire control of the Knossos subspace portal. Intelligence believes the $h NTF has sufficient firepower to mount a credible offensive." 1224, "Your primary target is the $h Iceni, Bosch's command ship. The 64th Raptors will lead the strike. The Vasudans will sortie the $f GVC $f Hyksos and a wing of Serapis fighters to assist. We will deploy additional forces as they become available." 1225, "You are now authorized to carry the GTM-10 Piranhas. A third-generation version of the Synaptic bomb, the Piranha provides a high-explosive anti-fighter screen. Trigger the Piranha's detonation by pressing your launch button a second time." 1226, "You faced down fierce resistance and damaged the rebel fleet. The NTF has commenced its attack on the Knossos subspace portal, but the efforts of our squadron have significantly reduced their offensive capability. Our strikes against the other rebel rallying points also achieved major victories, though Admiral Bosch remains at large. This is the beginning of the end for the NTF." 1227, "Our inability to inflict significant damage against the rebel warships may compromise our defense of the Knossos subspace portal. Our strikes against the other rebel rallying points also failed to achieve decisive results. Though the Neo-Terran Front remains on the brink of collapse, we cannot afford to underestimate Bosch and his followers." 1228, "Coordinate your efforts with your squadmates. Keep them focused on critical targets." 1229, "We mourn the loss of our ships and crew. Many lives were lost in this battle that perhaps could have been saved had we been more vigilant. We will defeat Bosch and the Neo-Terran Front, but this victory should not come at such a high price. The end of the civil war does not mean peace for the Alliance. We have the Shivans to contend with, and for that battle, we will need every warship in the armada." 1230, "Use your squadmates to protect friendly craft." 1231, "Command is pleased we have succeeded in minimizing allied casualties throughout this operation. We will defeat Bosch and the Neo-Terran Front, though a victory in the civil war does not mean peace for the Alliance. We still have the Shivans to contend with, and for that battle, we will need every warship in the armada." 1232, "Destroy Yoshitomo" 1233, "Destroy Alba" 1234, "Destroy Vindicator" 1235, "Destroy Epigoni" 1236, "Destroy Venture" 1237, "Destroy rebel warships" 1238, "I've got a visual on the Vindicator, but the Iceni's nowhere to be found." 1239, "Command, we've got a problem here." 1240, "What's the situation, Beta?" 1241, "Either recon screwed up or Bosch jumped already." 1242, "Should we abort our attack, Command?" 1243, "Recon will track down the Iceni. Keep an eye out in case Bosch jumps in from another rallying point." 1244, "Roger, Command. We'll take em down!" 1245, "This is Epsilon wing of the 33rd fighter squadron, GVD Memphis. Escorting the Hyksos into position." 1246, "Pilots, the NTC Alba has run our blockade of the Capella jump node. We are tracking the vessel to your rallying point. The Alba will emerge from subspace momentarily." 1247, "Negative, pilots. Destroy the Vindicator. Neutralize any rebel ship that reaches the rallying point. We'll intercept Bosch at the portal." 1248, "Command, we need more firepower here!" 1249, "We are deploying Delta wing and the GTC Diomedes to assist. Please stand by." 1250, "This is the Diomedes. Engaging the rebels now." 1251, "An Aeolus-class cruiser has jumped in! Watch the flak guns on that ship, pilots!" 1252, "The Yoshitomo has been neutralized!" 1253, "We have destroyed the Alba!" 1254, "We've taken down the Vindicator!" 1255, "We've lost the Hyksos!" 1256, "The rebels have vaporized the Diomedes!" 1257, "The Vindicator is jumping out! The rebels are commencing their attack! Abort mission and return to base, pilots!" 1258, "The Vindicator is making the jump to subspace! No cause for alarm, pilots. I think we hit 'em hard enough." 1259, "The NTF have commenced their attack on the subspace portal! All ships return to base!" 1260, "Endgame" 1261, "The 64th must intercept a rebel attack at the Knossos subspace portal." 1262, "The $h NTF has attacked our warships defending the Knossos. We repelled their first offensive, but the $h NTC $h Alexandria reached the portal and made the jump into the nebula. We believe the rebels are regrouping to launch a second assault. Command has positioned the $f GTA $f Monitor to hold off the attack, and reinforcements are on their way." 1263, "The 64th will play a fighter role in this mission. The $h NTF have a few Zeus and Medusa wings remaining, so your objective will be to engage all rebel bombers and neutralize their fighter escort. The $f Colossus has engaged the $h NTC $h Vanguard and the $h NTCv $h Congreve. We will move the $f Colossus into position as soon as this battle has been resolved." 1264, "Keep an eye out for the $h NTF $h Iceni. If this vessel emerges within range, you are authorized to engage and destroy it. Bosch has eluded our forces since he entered the Gamma Draconis system. Though we anticipate Bosch will either attempt to gain control of the Knossos or enter the portal itself, be prepared for any development." 1265, "This is the endgame, pilot. Bosch's $h Neo-Terran $h Front has been crushed. Only the die-hard fanatics remain. They'll fight to the death and take as many of us with them as they can. We have every confidence in your ability to get the job done. Good luck." 1266, "The Aquitaine now has available the GTM-4a Tornado, a modified version of the Hornet missile. With improved fire control systems and guidance computers, the Tornado can fire more often and with greater accuracy than the Hornet. Be advised the Tornado will fail to arm its ordnance properly if aspect lock has not been achieved." 1267, "You are also authorized to carry the new GTM-11 Infyrno, a wide-area fighter suppression warhead. The Infyrno is a remote detonation missile. Hit your secondary trigger a second time to detonate. A HUD indicator will display the warhead's distance. The Infyrno will release multiple submunitions with ultra-high explosive charges." 1268, "The Alliance charged the 64th Raptors with the duty of defending the Monitor, the Fortune, and the thousands of lives on board these warships. We failed our mission. Though these officers and crew sacrificed their lives for the GTVA, there is no hero's welcome for our squadron. Our job was to get these men and women home alive. I am recommending your immediate transfer out of this unit. The Admiral and I believe you might be better suited to pilot a support ship, a freighter, or maybe a transport. A tactical squadron is no place for officers who cannot get the job done. There's too much at stake here." 1269, "Bombers should be your highest priority." 1270, "The Alliance mourns the loss of the GTC Monitor. Thousands of courageous officers and crew sacrificed their lives for the GTVA. We as a squadron must ask ourselves what could have been done to avert this tragedy. Aken Bosch has eluded capture once again. Jumping in near the Knossos was a risky maneuver, but it enabled him to reach the nebula. Rebel saboteurs on board the Colossus temporarily shut down fire control to give the Iceni a window of opportunity. These operatives are now in custody. You have been reassigned. Admiral Petrarch has requested recommendations for pilots to participate in an officer exchange program with the Vasudans. The Admiral and I believe a tour of duty with Vasudan Tactical Command may do you some good." 1271, "The Alliance mourns the loss of the GTC Fortune. Thousands of courageous officers and crew sacrificed their lives for the GTVA. We as a squadron must ask ourselves what could have been done to avert this tragedy. Aken Bosch has eluded capture once again. Jumping in near the Knossos was a risky maneuver, but it enabled him to reach the nebula. Rebel saboteurs on board the Colossus temporarily shut down fire control to give the Iceni a window of opportunity. These operatives are now in custody. You have been reassigned. Admiral Petrarch has requested recommendations for pilots to participate in an officer exchange program with the Vasudans. The Admiral and I believe a tour of duty with Vasudan Tactical Command may do you some good." 1272, "In recognition of your contributions to the GTVA's victory over the NTF insurgency, you are hereby awarded the NTF Campaign Victory Star. For your service in Deneb, Epsilon Pegasi, and Gamma Draconis, the GTVA Security Council and General Assembly extend their gratitude for your service. Aken Bosch has eluded capture once again. Jumping in near the Knossos was a risky maneuver, but it enabled him to reach the nebula. Rebel saboteurs on board the Colossus temporarily shut down fire control to give the Iceni a window of opportunity. These operatives are now in custody. Admiral Petrarch has requested recommendations for pilots to participate in an officer exchange program with the Vasudans, and your name is at the top of the list. You'll be an outstanding representative of our squadron, our ship, and our species." 1273, "Destroy Iceni" 1274, "Destroy Danton" 1275, "Destroy Loyola" 1276, "Defend the Knossos device" 1277, "Intercept and destroy the Iceni" 1278, "Admiral Bosch has jumped in! He's heading for the subspace portal. Colossus, open fire with all forward turrets!" 1279, "Command, the rebels are withdrawing!" 1280, "Colossus here. Stay close to us, pilots. We'll neutralize those bandits." 1281, "This is the Monitor. We're getting pulverized out here! Deploy the Colossus now, Command!" 1282, "The Colossus will be on station momentarily. Hold your ground!" 1283, "We're losing the Monitor! We need more fighter cover on that corvette!" 1284, "The Monitor has been destroyed!" 1285, "GTC Fortune here. We can't take another direct hit! Request immediate assistance!" 1286, "Hang in there, Fortune. Help is on the way!" 1287, "Rebel forces have destroyed the Fortune!" 1288, "The NTC Loyola is history! Excellent work, pilots!" 1289, "Danton objective neutralized!" 1290, "Welcome to the Knossos, Alpha wing. All is quiet on this front. We repelled the NTF's first wave, but they'll make another run. We just received word the Colossus took down the NTC Vanguard." 1291, "We'll keep you covered, Monitor. Those bombers won't get within two clicks of you." 1292, "Intercept Aquarius wing! Neutralize their warheads before they impact the Monitor!" 1293, "This is the GTVA Colossus. Monitor, you are relieved. Great job holding down the Knossos, Captain." 1294, "Roger that, Colossus. We're clearing out." 1295, "And keep an eye on the fighter escort! Don't let those bandits flank you!" 1296, "An Aeolus-class cruiser has jumped in! It's the NTC Loyola! The rebels have begun the charge!" 1297, "They've got a wing of Lokis flying escort, designation Sagittarius!" 1298, "The Danton has jumped in! Engage at your discretion. We lost 40 pilots fighting the Danton in Polaris." 1299, "So where's the Iceni, Command? Let's end this now." 1300, "Command! We're experiencing a global malfunction in fire control! We need 30 seconds to get auxiliaries on line!" 1301, "We don't have that kind of window, Colossus!" 1302, "The Iceni has reached the Knossos! It's jumping into the nebula!" 1303, "Negative. We'll send in a search party to find the Admiral." 1304, "Command, should we pursue the Iceni through the portal?" 1305, "The Neo-Terran Front has been crushed, pilots. The rebellion is over. Return to base." 1306, "The Fog of War" 1307, "The 203rd fighter squadron, GVD Psamtik, attacks a Shivan resource extraction operation in the nebula. " 1308, "Twilight This is Admiral Khafre, commanding officer of the GVD Psamtik, 13th Vasudan Battle Group. The NTF rebellion is over. Polaris, Regulus, and Sirius are now under allied control, and we begin the process of rebuilding these systems after 18 months of bloodshed. NTF officers responsible for the genocide of Vasudan civilians will face a war crimes tribunal in Beta Aquilae. GTVA warships in the nebula are now hunting down the Iceni and the other blockade runners." 1309, "Welcome, Terrans For those Terran pilots joining us in Gamma Draconis, welcome aboard. Your reassignment is part of an officer exchange program to foster better cooperation and understanding. You will serve in Vasudan wings and pilot Vasudan fighters. Our crews have modified our craft to accommodate Terran pilots. We as an alliance have come a long way since the Terran-Vasudan War, and initiatives such as this can only strengthen the bond between our species." 1310, "The Second Front With the rebellion defeated, we are now able to focus on our exploration and containment operation in the nebula. We have three objectives in this theatre: to locate uncharted Shivan jump nodes, to destroy all hostiles encountered, and to apprehend Admiral Aken Bosch. We begin launching our squadrons at 3230, Vasudan Galactic Time." 1311, "Maxim The Psamtik has received a shipment of the new GTW-66 Maxim Gun. The Maxim is by definition an energy weapon, though it behaves like a mass-driver, accelerating caseless uranium slugs along its smoothbore barrel. The Maxim has difficulty penetrating shield defenses but its effect on hull plating is devastating. Use the Maxim at your discretion." 1312, "Lamprey You have also been issued the GTW-83 Lamprey Cannon. A second-generation Leech gun, the Lamprey affects the energy systems of your target, draining its weapon, shield, and afterburner reserves. Coupled with a balanced hull and shield damaging weapon, the Lamprey is highly effective against smaller vessels." 1313, "Mekhu HL-7 All Terrans be advised that Vasudan fighters and bombers may be equipped with the Mekhu HL-7. A modified version of the Subach HL-7, the Mekhu design has been optimized for the reactor grids of Vasudan craft to increase the cannon's rate of fire." 1314, "Welcome to the 203rd, Terran. I am Commander Habu, squadron leader. Our unit has served the Emperor since the war between our species, nearly five decades ago. I understand you were among the pilots who assisted our counter-insurgency effort in the Deneb system. We are honored to fight by your side, pilot. You will lead Alpha wing." 1315, "Allied Command has ordered the 203rd to nullify a gas mining operation in the vicinity of our secured perimeter. Reconnaissance has located six $h Rahu-class miners, defended by a screen of sentry guns. Your primary objective is to destroy the miners. Your secondary objective is to neutralize the sentry guns." 1316, "Be advised the shockwave of a gas miner explosion will have a destructive radius greater than that of a ship of comparable size. As the hull integrity of your target approaches zero, put as much distance as possible between yourself and the miner. We believe the Shivans are using the nebular gas for energy. Good luck." 1317, "Allied Intelligence has no conclusive data on the Sathanas, the Shivan juggernaut that destroyed the Tatenen. The GTVA Security Council has declared a state of emergency. If our preliminary assessment is correct, the Shivans are preparing a full-scale incursion. However, the Sathanas could pose a much greater threat than the Lucifer superdestroyer of the Great War. Our priority must be to gather as much data as possible. Meanwhile, Command is preparing to execute a contingency plan should the Shivans move this vessel into Gamma Draconis. You performed well in this mission, Terran. Though we damaged their gas-mining operation, we now have greater concerns to attend to." 1318, "A Vasudan never leaves the field of battle without authorization from a superior officer. Your cowardice jeopardized the lives of our brothers and sisters. You are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance. You will be taken into custody and handed over to the Terran 3rd Battle Group authority, where you will face a court martial. You are a disgrace to your species, Terran." 1319, "Allied Intelligence has no conclusive data on the Sathanas, the Shivan juggernaut that destroyed the Tatenen. The GTVA Security Council has declared a state of emergency. If our preliminary assessment is correct, the Shivans are preparing a full-scale incursion. However, the Sathanas could pose a much greater threat than the Lucifer superdestroyer of the Great War. Our priority must be to gather as much data as possible. Meanwhile, Command is preparing to execute a contingency plan should the Shivans move this vessel into Gamma Draconis. Your valor and skill are formidable, Terran. Your commanders spoke very highly of you, and we see now their praise was not exaggerated. You risked your life above and beyond the call of duty to fulfill your objectives, regardless of the danger. We'll make a Vasudan of you yet." 1320, "Destroy Gas Miners" 1321, "Protect The Tatenen" 1322, "Destroy all Shivan sentry guns" 1323, "Destroy all Shivan gas miners" 1324, "Acknowledged. Database does not recognize the configuration. Target exceeds superdestroyer specifications. Reading multiple cannon signatures. Request mission update!" 1325, "All units, return to base! We do not have the firepower to challenge that warship!" 1326, "Attention, all units. Long-range scanners detect a defensive perimeter of six sentry guns and a wing of Mara-class fighters, designation Virgo. Proceed with caution." 1327, "Two sentry guns down." 1328, "Only two sentry guns remain." 1329, "Two miners down! Repeat! Two miners are down!" 1330, "Only two Rahu miners remain. Finish them now, Alpha!" 1331, "Fifth miner is down." 1332, "The Tatenen has been destroyed! I repeat! The Tatenen has been destroyed!" 1333, "This is the Tatenen. Shivan bombers have engaged! Request immediate fighter cover!" 1334, "Good work, pilot. Their operation has been compromised fifty percent. Continue with your mission." 1335, "The GVA Junit will provide AWACS support." 1336, "One Belial-class sentry gun neutralized. Five more guard the perimeter." 1337, "We have negated three of six guns in the perimeter." 1338, "Perimeter objective neutralized. All guns are down." 1339, "We have destroyed one Rahu-class miner. Five remain. Seek and destroy." 1340, "Disengage now, Tatenen! Break off and retreat! We're pulling you out!" 1341, "All units, defend the Tatenen! We'll resume our attack once we eliminate this threat. Intercept and destroy!" 1342, "All units, we are picking up an unusual jump signature in your immediate vicinity. Seek and identify." 1343, "A Monster in the Mist" 1344, "Flying the Ptah stealth fighter, Alpha 1 of the 203rd must scan the subsystems of the Sathanas. " 1345, "Alpha 1, you will pilot the new Ptah-class stealth fighter. Your mission is to scan the subsystems of the $h Sathanas Juggernaut. Allied Intelligence has requested data regarding the navigation, weapons, sensors, and communications subsystems of the warship." 1346, "To scan a subsystem, you must first select it with the subsystem targeting control. Then close to 150 meters to scan. The lead indicator must be in the center of your reticle. Maintain that position until the scan indicator has moved across your target view. Average scanning time is five seconds." 1347, "The design of the stealth fighter will minimize your EM signature, though we have not tested the stealth fighter against Shivan targets. Avoid flying into the line of sight of enemy fighters, and keep moving as much as possible. The longer you stay in one position, the greater your risk of detection. Firing weapons will also reveal your position." 1348, "To create a diversion, the $f GVCv $f Maahes will direct an assault toward the stern of the warship. This will draw enemy fire away from you and the systems you must target. The $h Sathanas has a smaller concentration of turrets in this quadrant, but you must complete your mission quickly. The corvette will not last long against the Juggernaut." 1349, "Very impressive, Terran. Though Vasudan Tactical Command had its doubts, our deployment of the Ptah-class stealth fighter was successful. Against difficult odds, you acquired subsystem scans of the Shivan Juggernaut. GTVI analysts are now reviewing the data, searching for a weakness in the Juggernaut's defenses. Once Intelligence completes its report, Allied Command will outline our strategy for neutralizing the Sathanas threat." 1350, "The operation did not proceed as smoothly as we had anticipated. However, you survived a difficult engagement and scanned 3 of the 4 subsystems. Though we are lacking 25% of the requested data, our analysts assure us your performance was satisfactory, under the circumstances. Perhaps a Vasudan pilot would have been more successful, given the unusual design of our stealth fighter." 1351, "The mission did not proceed as smoothly as we planned. With data acquired for only 2 of the 4 subsystems, our analysts lack sufficient information to devise a viable attack. We have no choice but to attempt the operation a second time. Rest assured, you will not be selected to pilot the Ptah fighter. Vasudan Tactical Command has expressed its disappointment with your performance. Your participation in the officer exchange program has been terminated. For the sake of the Alliance, let us hope a Vasudan pilot will have greater success." 1352, "This mission was a complete failure. With data acquired for only 1 of the 4 subsystems, our analysts lack sufficient information to devise a viable attack. We have no choice but to attempt the operation a second time. Rest assured, you will not be selected to pilot the Ptah fighter. Vasudan Tactical Command has expressed its disappointment with your performance. Your participation in the officer exchange program has been terminated. For the sake of the Alliance, let us hope a Vasudan pilot will have greater success." 1353, "This mission was a disaster, pilot. You failed to scan any of the Juggernaut's subsystems, and our analysts have no information to plan a viable attack. We have no choice but to attempt the operation a second time. Rest assured, you will not be selected to pilot the Ptah fighter. Vasudan Tactical Command has expressed its disappointment with your performance. Your participation in the officer exchange program has been terminated. For the sake of the Alliance, let us hope a Vasudan pilot will have greater success." 1354, "The Sathanas vaporized the Maahes, killing all on board. Perhaps if you had completed your objectives in a more timely fashion, this tragedy might have been averted. Of course, Command must accept its share of the blame for failing to assess the status of the engagement." 1355, "Your attack against the turrets of the Sathanas has yielded important data regarding the relative strength of the Juggernaut's weapons. This information should prove useful." 1356, "For conspicuous gallantry at the risk of your own life, you are hereby awarded the Medal of Valor." 1357, "Scanned" 1358, "Scan Navigation" 1359, "Scan Communication" 1360, "Scan Weapons" 1361, "Scan Sensors" 1362, "Scan nav, comm, weapons, and sensors" 1363, "The systems you need to scan are listed in the directives window. [Press $s$ to target subsystems.]" 1364, "Target the subsystem and close to within 150 meters." 1365, "You must have a direct line of sight to the subsystem to scan it properly. If the subsystem is not in view, it will be marked with a diamond on your HUD." 1366, "The subsystem's lead indicator must also be in your reticle. The average scanning time is five seconds. If the scan cycle is aborted, you will have to make another attempt." 1367, "The Maahes has already engaged the Sathanas. You'll have to move quickly." 1368, "This is the Maahes. We have sustained damage from the juggernaut's cannons. We cannot distract the Shivan force indefinitely." 1369, "Hang in there, Maahes. We need more time. Alpha 1, let's get a move on!" 1370, "Command, this is the Maahes. Our hull cannot withstand another salvo. We must withdraw immediately." 1371, "Acknowledged, Maahes. We're pulling you out. Alpha 1, you're on your own." 1372, "The Maahes is down! I repeat! The Maahes is down!" 1373, "All fighters in Delta wing have been eliminated!" 1374, "You have scanned the navigation subsystem." 1375, "The weapon subsystem has been scanned." 1376, "You have acquired the sensor data." 1377, "Communications scanned." 1378, "One down and three to go." 1379, "Good work. You have completed fifty percent of your mission." 1380, "Excellent. One last subsystem to scan." 1381, "Mission accomplished, Alpha 1." 1382, "You may return to base, or you may perform one more task." 1383, "Destroy as many turrets as you can. Intelligence has requested data on the strength of the warship's armaments." 1384, "However, be advised you may return to base at any time." 1385, "The Sathanas has departed. Return to base, pilot." 1386, "Speaking in Tongues" 1387, "The 203rd attacks a Shivan warship in an attempt to lure the Sathanas into position." 1388, "Your reconnaissance of the $h Sathanas identified weak points in the Juggernaut's defenses. However, exploiting these weaknesses will require firepower that can be provided only by the main guns of our capital ships. The $f GVD $f Psamtik, the $f GTD $f Aquitaine, and the $f GVD $f Toeris are standing by. Your mission is to lure the $h Sathanas into position." 1389, "In the first phase, you will attack the $h SC $h Rephaim, a Rakshasa-class warship. Our recon flights have located the $h Rephaim near the allied secure zone. The cruiser is accompanied by two wings comprised of Mara-class fighters. Our analysis of the $h Rephaim's flight pattern suggests the vessel is patrolling the region." 1390, "Your first task is to eliminate the fighter escort. This must be achieved quickly, before reinforcements arrive. Once the escort has been neutralized, call in Delta wing. The bombers will help you destroy the $h Rephaim. If necessary, your wing will need to incapacitate the cruiser's beam turrets to clear a path for your bombers." 1391, "We anticipate the attack on the $h Rephaim will bring Shivan reinforcements. Your squadron is charged with the duty of engaging and destroying these hostiles until the $h Sathanas arrives. Sigma wing will also be available to assist, once these bombers have returned from their current sortie." 1392, "The upgraded Target Acquisition and Guidance warhead is now available. The TAG-B, an aspect-seeking missile, features an improved shock-resistant substrate that enables the beacon to transmit data with greater precision. The $f GVCv $f Sopedu will provide fire support for this operation." 1393, "The Alliance will execute simultaneous, coordinated strikes against Shivan positions in the nebula. For this reason, our destroyers will not be deployed unless the $h Sathanas appears in your field of engagement. If we fail to lure the $h Sathanas, or if the Juggernaut engages our forces elsewhere, we will abort this mission." 1394, "At 0745 hours, reconnaissance sighted the Sathanas juggernaut heading for the jump node to Terran-Vasudan space. Because of the immediate risk to our home systems, Command has aborted the plan to attack the juggernaut in the nebula. All allied forces have been ordered to withdraw immediately to Gamma Draconis. Further orders will be issued upon our arrival. We have no conclusive data regarding the transmissions exchanged between the Iceni and the Rephaim." 1395, "Destroy all Shivan warships" 1396, "Protect the Thutmose" 1397, "" 1398, "Command, we have hostiles on radar, but we cannot acquire a target." 1399, "Are you able to see anything?" 1400, "Negative. No visual contact." 1401, "Maintain your current heading, pilots." 1402, "Command, we're picking up an unusual transmission." 1403, "Can you identify it, Alpha?" 1404, "The transmission is coming from the Rephaim!" 1405, "That's impossible! This is an allied channel!" 1406, "Confirmed. We are receiving a transmission from the Shivan warship!" 1407, "Command, I have targeted the Iceni! The rebel command ship is in the field of engagement." 1408, "All units, engage the Shivans! Stand clear of the Iceni! Do not attack that ship!" 1409, "Acknowledged, Command. We will not engage the Iceni." 1410, "The Iceni has activated its subspace drive!" 1411, "Now deploying the Thutmose!" 1412, "We have destroyed the Rephaim! Excellent work, pilots." 1413, "This is the Thutmose. We are now engaging the enemy." 1414, "We are under attack! We have sustained heavy damage! We require assistance, Command!" 1415, "Alpha 1, get some cover on the Thutmose!" 1416, "The corvette has been destroyed!" 1417, "Incoming jump signature! Cain-class warship! Designation, Thaumiel." 1418, "We have nullified the Thaumiel. Job well done, pilots." 1419, "Incoming warship! It's a Moloch-class corvette, designation Golab!" 1420, "Shivan reinforcements could arrive at any time. Rearm if you need to, pilots." 1421, "No sign of the Sathanas! We must keep up this offensive to lure the Shivan juggernaut!" 1422, "Delta wing is standing by. Call in the bombers at your discretion, Alpha." 1423, "Sigma wing is now standing by. Deploy these bombers at your discretion." 1424, "All units! Return to base! The Shivan juggernaut is heading for the Gamma Draconis node!" 1425, "Alpha 1, you are disobeying a direct order! Command is withdrawing the fleet to Gamma Draconis. If you do not jump out now, you'll be left behind." 1426, "You'll pay for your insubordination, pilot. Allied Command, out." 1427, "A Flaming Sword" 1428, "As a last resort, the GTVA demolishes the Knossos subspace device in Gamma Draconis. " 1429, "Sathanas The Shivan juggernaut Sathanas is now en route to the jump node leading to Terran-Vasudan space. Command ordered all units to rally in Gamma Draconis in three hours' time. Though we have accounted for most of our fleet, at least six warships have failed to reach the rendezvous point. We can wait for them no longer. The GTVA Security Council has authorized the immediate destruction of the Knossos subspace portal." 1430, "Meson Bomb To demolish the Knossos portal, we will detonate the meson bomb, an experimental new weapon under development at the Hideki Institute in the Vega system. Though its specifications are highly classifed, physicists claim the meson bomb has more explosive power than any other warhead in our arsenal, sufficient to destroy any small craft within a three-kilometer radius. The size of the bomb prohibits tactical deployment." 1431, "Allied Strategy A small task force will oversee the demolition of the Knossos while the bulk of the allied fleet blockades the jump node leading to the densely-populated Capella system. Command has begun the process of evacuating the two hundred fifty million civilians inhabiting Capella, the largest exodus since the Great War. The Colossus will remain in that system to engage the Sathanas should we fail." 1432, "At 2230 hours, the $f GTVA announced its plan for the destruction of the Knossos device. For strategic and scientific reasons, we will not attack the portal with the main guns of our warships. The demolition of the subspace portal will be accomplished with the use of the experimental Meson bomb." 1433, "Our first objective will be to sanitize the area. Observers report that Shivan scouting wings have already entered Gamma Draconis, and enemy activity will intensify before the arrival of the $h Sathanas Juggernaut. The $f Renenet, a Sobek-class corvette, will monitor the operation and provide fire support." 1434, "Once we have eliminated the enemy presence, a freighter carrying the Meson warhead will deposit the bomb at the detonation site. This is the first deployment of the weapon prototype. Because computer simulations predict only a forty percent chance of success, we have two more warheads standing by." 1435, "We demolished the portal but to no avail. The subspace vortex generated by the Knossos device has stabilized, and the Sathanas entered the Gamma Draconis system. Our forces are standing by to intercept the juggernaut at the Capella jump node. We do not know how long the nebula jump node will remain open. In theory, it could be centuries before it collapses again. Scientists assure us that we have gathered sufficient data to reconstruct the Knossos, but a project of that magnitude would take decades to complete. " 1436, "We mourn the loss of the GVCv Renenet, its crew and the scientists on board. Under the circumstances, there was nothing you could have done to avert this catastrophe." 1437, "Nevertheless, your tenacity is impressive. You eliminated all Shivan fighters. You are a credit to your species. Vasudan Tactical Command has taken note of your performance." 1438, "The destruction of the freighter was unacceptable, Terran. You have sufficient combat experience to understand that freighters and transports are vulnerable targets, and they require fighter support in hostile environments. In an operation such as this, when millions of lives are at stake, we cannot afford the luxury of error. Better situational awareness on your part would have yielded a more satisfactory resolution." 1439, "It is not enough to attack targets of opportunity. You must single out those that threaten your objectives and deal with them, either through direct action or by ordering your squadmates to do so." 1440, "We mourn the loss of the GVCv Renenet, its crew and the scientists on board. In an operation such as this, when millions of lives are at stake, we cannot afford the luxury of error. Better situational awareness on your part would have yielded a more satisfactory resolution." 1441, "Engage Hostiles" 1442, "Lure Shivans to Renenet" 1443, "Monitor the Knossos demolition" 1444, "Engage and destroy all hostile targets" 1445, "Keep Shivans away from meson bomb" 1446, "Keep Shivans away from 2nd meson deployment" 1447, "Protect the Renenet" 1448, "Command, this is the Renenet. We have detected 2 wings of Mara fighters 4000 meters from our position. The enemy has not engaged." 1449, "There's no time to wait. Alpha, close in and draw the fighters away from the Knossos. Lure them toward the Renenet. We need to clear that detonation site before we sortie the freighter. " 1450, "Acknowledged. We will lure them within range of the corvette's guns." 1451, "Command, we have engaged the enemy. We are now heading back to the Renenet." 1452, "Command, we achieved a clean detonation of the meson warhead. However, the Knossos portal remains fully operational. " 1453, "We will proceed with the second deployment. Demolition pattern sigma. We will use the remaining meson bombs for this attempt. The Sathanas juggernaut cannot be far away. " 1454, "The meson bombs have drawn the Shivans' attention. Defend the warheads until they are in position and the freighters have cleared the area." 1455, "This is Lambda 2. We are now in position." 1456, "Lambda 3 here. We have reached the detonation site." 1457, "Command, we have delivered the package, and we're moving out." 1458, "Undocking sequence complete. We are now returning to base." 1459, "Lambda 2 has cleared." 1460, "Lambda 2 is down! Repeat! Lambda 2 is down! All units, return to base. We must abort this mission." 1461, "We lost Lambda 2. Proceed with your objectives." 1462, "Lambda 3 has made the jump to subspace." 1463, "All units, return to base! We lost the meson warhead! Engage your jump drives now!" 1464, "Lambda 3 has been destroyed." 1465, "Command, this is Lambda 1. We are now in position. Initiating undocking sequence now." 1466, "Meson warhead armed and ready, Command. We're outta here." 1467, "Lambda 1 has cleared the blast zone. " 1468, "We've lost the warhead! We're pulling you out, Alpha. Return to base." 1469, "Lambda 1 has been annihilated. " 1470, "Command, we have sanitized the area. All hostiles have been eliminated." 1471, "It seems improbable a warhead would have sufficient force to demolish a structure of this size." 1472, "Particularly a weapon of Terran design." 1473, "The meson bomb is a joint development, Alpha 4. We are full partners in this enterprise." 1474, "Alpha wing, you would be well advised to concern yourself with the Shivans and leave these matters to the Security Council." 1475, "The Shivans have accepted your challenge, Alpha wing. Head back to the Renenet. Our turrets will open fire when the enemy comes within range." 1476, "Initiating detonation sequence. All units, stand clear of the blast zone." 1477, "Alpha, your vessel must be no less than 3,000 meters from the center of the portal." 1478, "Alpha, this is your final warning. We have no choice but to detonate." 1479, "Detonation in . . 5 . . 4 . . 3 . . 2 . . 1 . . Zero" 1480, "Incoming hostiles! Twelve dragon-class fighters have entered Gamma Draconis!" 1481, "All units, prepare for second detonation. You must be 3,000 meters from the warheads. This is your final warning." 1482, "Command, demolition pattern sigma has proven successful. The Knossos subspace portal has been destroyed." 1483, "Congratulations, Renenet. You just saved millions of lives out there. You'll get a hero's welcome back at the fleet. " 1484, "With all due respect, Command. This is no time for celebration. The destruction of this ancient artifact is an immeasurable loss. " 1485, "Our scientists have all the data we need to rebuild the portal in the future, Renenet. We just stopped the second Shivan invasion of our home systems." 1486, "Command, I'm picking up an incoming jump signature! The Sathanas is entering the system!" 1487, "That's impossible! Request immediate status update!" 1488, "The jump node between Gamma Draconis and the nebula has stabilized. Our destruction of the Knossos had no effect." 1489, "All units, return to base! We're pulling you out! Get out of there, pilots!" 1490, "Lambda 1 here. We have entered the field of engagement." 1491, "This is Lambda 2. We're in, Command. Setting course for the detonation site." 1492, "This is Lambda 3 on the scene. Proceeding to the drop point." 1493, "All probability for success has been nullified. Return to base, pilot. Mission aborted." 1494, "Bearbaiting" 1495, "Alpha wing of the 203rd must destroy the forward beam cannons of the Sathanas before it reaches the Capella jump node in Gamma Draconis" 1496, "The $h Sathanas decimated our fleet at the Capella node. Your bomber wing will be scrambled to destroy the Juggernaut's forward beam turrets before it reaches Capella. You must destroy at least two turrets to give the $h Colossus a fighting chance. You will be armed with the new long-range Trebuchet missile and the Helios torpedo, the $f GTVA's most powerful tactical warhead." 1497, "Your wing destroyed the Juggernaut's forward beam cannons. The tactical significance of this achievement cannot be over-emphasized. Initial reports from Capella are favorable, though the battle is far from over. You will be scrambled immediately to assist the Colossus. " 1498, "Your performance was outstanding." 1499, "Your wing destroyed three of the Juggernaut's forward beam cannons. Under these circumstances, your performance is superb. Initial reports from Capella are favorable, though the battle is far from over. You will be scrambled immediately to assist the Colossus." 1500, "Your performance was excellent." 1501, "Your wing destroyed two of the Juggernaut's forward beam cannons. Under these circumstances, your performance is adequate. Initial reports from Capella are favorable, though the battle is far from over. You will be scrambled immediately to assist the Colossus." 1502, "You have performed well. The Helios is best used as a dive bomb. Because it travels at a low velocity, always launch it while moving at top speed." 1503, "You destroyed only one of the Juggernaut's forward beam cannons, pilot. You faced overwhelming odds, but they were not insurmountable. The Sathanas poses a dire threat, not only to the Colossus but to all systems of the GTVA. We are on the threshold of a second Shivan invasion, and we have limited resources to wage this war. " 1504, "The Helios is best used as a dive bomb. Because it travels at a low velocity, always launch it while moving at top speed." 1505, "You failed to destroy any of the Juggernaut's forward beam cannons, pilot. You faced overwhelming odds, but they were not insurmountable. The Sathanas poses a dire threat, not only to the Colossus but to all systems of the GTVA. We are on the threshold of a second Shivan invasion, and we have limited resources to wage this war." 1506, "You also helped to eliminate the Beleth. Consequently, our remaining forces in Gamma Draconis are on the verge of securing the system. " 1507, "The destroyer Thebes, however, did not survive the engagement. Our sacrifice in this battle is immeasurable. " 1508, "Regrettably, you were unable to stop the Beleth. However, neutralizing the Sathanas must remain our highest priority. " 1509, "Disabling the engines of the Beleth would keep it in system." 1510, "Destroy Beam Turrets" 1511, "Destroy forward flak guns" 1512, "Destroy beam turrets" 1513, "Neutralize Sathanas forward beam cannon 1" 1514, "Neutralize Sathanas forward beam cannon 2" 1515, "Neutralize Sathanas forward beam cannon 3" 1516, "Neutralize Sathanas forward beam cannon 4" 1517, "Destroy Sathanas rear beam cannon" 1518, "Destroy Sathanas forward flak batteries" 1519, "Destroy Beleth primary beam turret 1" 1520, "Destroy Beleth primary beam turret 2" 1521, "Destroy the Beleth" 1522, "This is the Phoenicia. We've got a hull breach on twelve decks. 25% of our crew is down! Authorization or not, we're getting out of here, Command!" 1523, "Good. One down and three to go. Keep it up, pilot, and keep moving." 1524, "You're halfway there, Alpha. Don't give up!" 1525, "One more turret to disable!" 1526, "Excellent. Continue with your attack, pilot. The more turrets we eliminate, the better our chances. Your work is done, so do not put yourself at unnecessary risk." 1527, "Impressive work, Alpha 1. The odds for the Colossus have improved dramatically." 1528, "We have lost the Phoenicia! Repeat! We have lost the Phoenicia!" 1529, "The Shivans wiped out Delta wing. It's all up to you, Alpha." 1530, "--Command, I will not jeopardize the lives of my crew! Either you deploy more ships now, or we will withdraw! We cannot hold this position without additional fleet assets!" 1531, "Alpha wing, your mission is to assist the Phoenicia. We must hold this node against the Shivan advance. Your objective--" 1532, "Alpha, your objective is to destroy the juggernaut's forward beam cannons. Target the tip of each of the four arms of the Sathanas. " 1533, "You must order the Phoenicia to withdraw, Command. The destroyer will not survive this engagement." 1534, "Neither will the Colossus if you fail your mission! You have your orders! Do it now!" 1535, "Delta wing, disable the forward flak guns or we'll be ripped to shreds. Alpha, focus on the main cannons." 1536, "Acknowledged. Targeting flak guns now." 1537, "Well done, Alpha. The Thebes will be in system momentarily to secure the node. Rearm and repair quickly. More enemy warships are inbound. Gamma wing deployed." 1538, "The Shivans will attempt to consolidate their gains in Gamma Draconis. We must hold them off at all costs. Failure is not an option here." 1539, "This is the Thebes. We have emerged within a large debris field, Command. " 1540, "Alpha wing just resolved a tactical engagement, Thebes. Recon has sited a Demon-class destroyer, designation Beleth. The warship will be upon us momentarily." 1541, "Alpha and Gamma, you will be tasked with destroying the Demon's beam cannons. The Thebes will provide fire support. Reinforcements are standing by." 1542, "A Demon-class destroyer has jumped in. Command is well-informed." 1543, "Then they must know this mission is suicide." 1544, "Your performance was less than satisfactory, pilot. The Thebes will be in system momentarily to secure the node. Rearm and repair quickly. More enemy warships are inbound. Gamma wing deployed." 1545, "Excellent work, pilots. We have destroyed the Beleth. Secure the area and return to base. We need you in the Capella system." 1546, "Excellent work, pilots. Return to base pronto. We need you in the Capella system." 1547, "Good work." 1548, "Return to base, pilots. We need you to assist the Colossus in the Capella system." 1549, "The Phoenicia will hold back the Sathanas until you complete your objectives." 1550, "We have neutralized the first beam cannon!" 1551, "Good work. The Demon has only one beam turret operational." 1552, "We've destroyed the last of the main guns. Excellent job. Concentrate now on the anti-fighter beams and flak cannons." 1553, "The Sathanas is engaging its subspace drives. All units, get out of the way now!" 1554, "You failed this mission, pilot. The Sathanas will be at full strength when it confronts the Colossus. " 1555, "The Beleth has entered the Capella system! We have a massacre on our hands, pilot! Your incompetence has endangered millions of innocent lives! Return to base!" 1556, "The forward flak cannons are down. Good work." 1557, "The Beleth is engaging its jump drive! All units, stand clear!" 1558, "High Noon" 1559, "The Colossus and the Sathanas face off in the Capella system. " 1560, "The $h Satahanas entered the Capella system and obliterated the line of defense we had established to intercept it. We now have no choice but to send in the $f Colossus. With its beam cannons still operational, the $h Sathanas has sufficient firepower to win this engagement. Your wing will be scrambled immediately. There is no time to select your ship or armaments. Your mission is to neutralize these remaining beam cannons as quickly as possible. If you fail, we risk losing the $f Colossus and the Capella system. " 1561, "The $h Satahanas has entered the Capella system and engaged the $f Colossus. Your exceptional performance in Gamma Draconis has significantly improved the odds for the Alliance. We are deploying your wing to provide bomber support for the $f Colossus. Eliminate any target of opportunity, but do not take unnecessary risks." 1562, "With the destruction of the SJ Sathanas, Allied Command has declared a decisive victory. In the months ahead, we will isolate and eradicate the remnants of the Shivan fleet. This operation could not have succeeded without your intervention, pilot. By neutralizing the forward beam cannons of the Sathanas, you gave the Colossus the advantage it required to win the battle. For your outstanding record of service, you are hereby awarded the Nebula Campaign Victory Star. This medal recognizes your contributions to our mission of exploration and containment, from your first engagement in Gamma Draconis to our victory in the Capella system. Most notably, we commend you for three successful sorties against the Shivan Juggernaut Sathanas. Congratulations, Terran." 1563, "With the destruction of the SJ Sathanas, Allied Command has declared a decisive victory. In the months ahead, we will isolate and eradicate the remnants of the Shivan fleet. The outcome of this operation would have been more favorable had you completed your objectives. Though the Colossus won the engagement, neutralizing the Juggernaut's forward beam cannons would have reduced the damage it sustained. " 1564, "The GTVA Colossus, the largest Terran-Vasudan warship ever constructed, over twenty years in the making, has been destroyed. Thirty thousand perished in the Juggernaut's attack, and millions more are in jeopardy. Though you neutralized the four beam cannons, you completed your objectives too late. " 1565, "The GTVA Colossus, the largest Terran-Vasudan warship ever constructed, over twenty years in the making, has been destroyed. Thirty thousand perished in the Juggernaut's attack, and millions more are in jeopardy. You failed to neutralize the forward beam cannons, pilot, and now we will all pay the price of that failure." 1566, "Destroy Beams" 1567, "Destroy Sathanas forward beam cannon 1" 1568, "Destroy Sathanas forward beam cannon 2" 1569, "Destroy Sathanas forward beam cannon 3" 1570, "Destroy Sathanas forward beam cannon 4" 1571, "Help the Colossus neutralize the Sathanas" 1572, "Well done, secure the area and our work here will finished." 1573, "Colossus here. We have sustained moderate damage. Hull breach on forward decks 140 through 200. Damage control reports auxiliary systems compromised." 1574, "Command, this is the Colossus. Hull integrity dropping. Multiple systems approaching critical. Casualty rate escalating." 1575, "Colossus here! Our hull will not sustain another salvo! We must withdraw immediately, Command!" 1576, "We've lost the Colossus! Abort mission, Alpha. Return to base. " 1577, "You have two forward beam cannons to neutralize. Acquire your target and engage!" 1578, "You have only one forward beam cannon to neutralize. Acquire your target and engage!" 1579, "Listen up, Alpha. Eliminate targets of opportunity, but be careful. It's all up to the Colossus now." 1580, "The Sathanas is going down! All units, stand clear!" 1581, "Colossus, the Juggernaut has sustained only moderate damage. You need to direct more energy through your main guns!" 1582, "We're having difficulty stabilizing the power grid, Command. Shutting down non-essential systems." 1583, "More firepower, Colossus! The hull integrity of the Sathanas has fallen below fifty percent. " 1584, "Heat sinks were not made for this kind of abuse, Command! We'll melt down our cannons if we push any harder." 1585, "We're almost there, Colossus! Target has gone critical! The war must end here and now!" 1586, "Secondary and Tertiary reactors are down! Fire control is on the verge of redline! We're giving it all we got!" 1587, "One cannon left! We are running out of time, Alpha! " 1588, "All cannons are down! Repeat! All cannons are down! Eliminate targets of opportunity, but be careful. It's all up to the Colossus now." 1589, "You completed your mission too late, pilot. The battle has been lost. Return to base." 1590, "The Shivans have scrambled a wing of fighters, designation Cancer. Do not let them impede your mission, Alpha." 1591, "We have eliminated Cancer wing." 1592, "Return to Babel" 1593, "The 203rd must capture the NTF Iceni, Admiral Bosch's command ship. " 1594, "Colossus Triumphant At 0345 hours, the GTVA Colossus destroyed the Shivan juggernaut Sathanas near the Gamma Draconis jump node in Capella. This victory proves without a doubt our technological superiority over our Great War nemesis. For the second time, the Alliance defeated a species which has annihilated entire civilizations across this galaxy. With the Colossus, we will have nothing more to fear." 1595, "Damage Control We still have much to accomplish, however. The Sathanas inflicted moderate damage against the Colossus, though its systems remain 80% operational. Terran and Vasudan engineers anticipate it will take several months to fully repair the warship's hull. Until we completely secure the nebula, our evacuation of Capella's civilian population will proceed as planned." 1596, "Chasing the Iceni With the immediate Shivan threat neutralized, we must now focus on capturing Admiral Bosch. Recon units are scouring the nebula for any sign of his command ship. The Psamtik will lead a task force assigned to recover the Iceni once its position has been determined. Command has disclosed new information concerning the NTF's secret agenda." 1597, "ETAK We now know that Admiral Bosch has developed a Shivan communication technology that transmits and modulates quantum pulses. Bosch secretly resurrected a defunct GTI project involving captured Shivan specimen, terminated after the GTI's Hades rebellion in 2335. Bosch referred to his project as ETAK, short for Etamnanki, the tower that may have inspired the story of Babel." 1598, "Stealing History Through a rigorous study of Ancient archeology, Bosch learned the location of the Knossos subspace device, the portal to the region of the galaxy where the Ancients first encountered the Shivans. His genocidal war was a smoke screen to cover his plunder of Ancient sites in Vasudan systems. In Deneb, he learned how to activate the portal and deployed the Trinity to power up the device." 1599, "An Infernal Pact Integral to Bosch's vision of Neo-Terra was an alliance with the Shivans upon their return to our systems. When Bosch realized his regime was on the brink of collapse, he ordered his forces into the nebula to make contact with the enemy. Interrogation of rebel prisoners reveals that only Bosch's immediate subordinates had access to the ETAK project. No further details are available at your level of clearance." 1600, "Circe You are now authorized to use the GTW-19 Circe. Derived from advanced EM weaponry, the Circe disrupts shield systems by directing a barrage of fluctuating EM harmonics on the target. This energy is completely ineffective against armor plating or insulated subsystems. For this reason, the Circe is best paired with a weapon such as the Maxim or the Prometheus, which inflict heavy hull damage." 1601, "Reconnaissance has located the NTF Iceni. Bosch has made contact with the Shivans a second time. An Azrael-class transport is currently docked with the vessel. A second transport appears to be waiting nearby. We do not know if the Shivans are boarding the Iceni, or if Bosch and his followers are boarding the transports." 1602, "Our objective is to capture the $h Iceni and the ETAK technology. Two Shivan cruisers are guarding the vessel, the $h Azmedaj and the $h Sammael. Once the cruisers have been destroyed, we will deploy a Special Forces unit to board and secure the rebel command ship. Your second objective will be to defend our transport, the $f GVT $f Qeb." 1603, "To our knowledge, the $h Iceni holds the only example of the ETAK technology in existence. Bosch took extraordinary measures to destroy all evidence of his research. If we fail, we have little hope of rebuilding the device. Command has absolute faith in your ability to succeed in this endeavor." 1604, "Our transport failed to dock with the Iceni. The NTF survivors and our boarding party are now dead, and we lost the communication technology. All evidence of Bosch's ETAK project has been destroyed. I regret to inform you that your participation in the officer exchange program has been terminated by order of Vasudan Tactical Command. I petitioned in your favor but to no avail. You faced overwhelming odds, and many of our own Vasudan pilots died in the struggle. However, Command failed to anticipate the intensity of the Shivan attack. You must not blame yourself, pilot. You are, after all, only human." 1605, "Use your squadmates to cover multiple objectives." 1606, "The GVT Qeb rescued the survivors of the Iceni and retrieved the specifications for Bosch's ETAK device. Command has classified these materials Level Omega, accessible only by persons specially authorized by the GTVA Security Council. Be advised that divulging any information regarding this operation is punishable under the GTVA Security Act, Antares Convention, Section 15-5-7. We arrived too late to stop the Azrael transport carrying Admiral Bosch and his immediate subordinates. Our questioning of the survivors reveals the encounter had been violent. The motives of the Shivans cannot be determined, though it seems Bosch's experiment attracted their attention. Reconnaissance is now searching for the Shivan transport. Against overwhelming odds, you destroyed the Shivan cruisers, protected the Iceni, and escorted the transport safely home. It is indeed an honor to serve with a pilot of your caliber." 1607, "The Shivans destroyed the GVT Qeb while the transport was still docked with the Iceni. The NTF survivors and our boarding party are now dead, and all evidence of Bosch's ETAK project has been destroyed. I regret to inform you that your participation in the officer exchange program has been terminated by order of Vasudan Tactical Command. I petitioned in your favor but to no avail. You faced overwhelming odds, and many of our own Vasudan pilots died in the struggle. However, Command failed to anticipate the intensity of the Shivan attack. You must not blame yourself, pilot. You are, after all, only human." 1608, "We were almost there, pilot. Our transport was mere seconds away from jumping to safety. The NTF survivors and our boarding party are now dead, and all evidence of Bosch's ETAK project has been destroyed. I regret to inform you that your participation in the officer exchange program has been terminated by order of Vasudan Tactical Command. I petitioned in your favor but to no avail. You faced overwhelming odds, and many of our own Vasudan pilots died in the struggle. However, Command failed to anticipate the intensity of the Shivan attack. You must not blame yourself, pilot. You are, after all, only human." 1609, "Our transport failed to dock with the Iceni, and we lost the ETAK technology. All evidence of Bosch's research has been destroyed. I regret to inform you that your participation in the officer exchange program has been terminated by order of Vasudan Tactical Command. I petitioned in your favor but to no avail. You faced overwhelming odds, and many of our own Vasudan pilots died in the struggle. However, Command failed to anticipate the intensity of the Shivan attack. You must not blame yourself, pilot. You are, after all, only human." 1610, "Survivors" 1611, "Destroy Cruisers" 1612, "Capture the Iceni and the ETAK technology" 1613, "Destroy the Sammael" 1614, "Destroy the Azmedaj" 1615, "The Shivans are attacking the command ship! Changing IFF status to friendly. Defend the Iceni, pilots. We must retrieve that technology!" 1616, "Get out of there, pilots! Stand clear of the Iceni! Self-destruction is imminent!" 1617, "I am now reading the Iceni at 1200 meters. The Azrael is docked with the command ship. The first Shivan transport has departed, Command." 1618, "Both cruisers are down. We are sending in the boarding party." 1619, "Cain class cruiser has been destroyed." 1620, "The Sammael has been destroyed." 1621, "The Iceni has been destroyed. Return to base." 1622, "I have detected hostile fighters. Iceni is not yet on sensors." 1623, "Shivan cruisers now in range." 1624, "Destroy the cruisers, pilots. We must secure the area before we send in the boarding party." 1625, "The Azrael has departed. We had no chance of stopping the transport, Command." 1626, "A wing of Nephilim bombers is heading for the Iceni! Stop them before they launch their warheads!" 1627, "Aquarius wing is down!" 1628, "Cancer wing has arrived. We've got three Nahema bombers closing in. Intercept and destroy!" 1629, "We have nullified Cancer wing." 1630, "We have destroyed the Azrael." 1631, "The GVT Qeb has entered the field of engagement. Escort the transport until it docks with the Iceni." 1632, "This is the GVT Qeb. We are now in position. Commencing docking sequence." 1633, "Qeb here. Docking point secure. Iceni, stand by for boarding." 1634, "This is Victor 3. We've entered a slaughterhouse, Command. Casualty rate in the thousands. Shivan bodies are among the dead. Proceeding now to deck seven." 1635, "All survivors are now on board the transport. We have the specifications. Undocking now." 1636, "This is the Qeb. Now making the jump to subspace." 1637, "Mission accomplished, pilots. You are authorized to return to base." 1638, "This is Lt. Rusk, NTF Iceni! We need immediate extraction! Please assist!" 1639, "What's your status, Iceni?" 1640, "The Shivans boarded us! They killed everyone! I've got thirty-three survivors on deck seven. There's got to be more below." 1641, "Where's Admiral Bosch?" 1642, "They took him away, with Gibson and Sarno and about a dozen others. You've got to get us out of here NOW!" 1643, "Is the communication technology on board?" 1644, "Listen to me! Bosch initiated the self-destruct sequence! We have only a few minutes left!" 1645, "Transmit the specifications of the ETAK device now, Iceni." 1646, "No can do. You get us out alive, Command, I'll get you those specs! You understand?" 1647, "Acknowledged. Now deploying GVT Qeb. Stand by." 1648, "Our fighters must eliminate these cruisers first, Iceni. Stand by." 1649, "I'm telling you there's no time, Command! Get us out of here now!" 1650, "Hull integrity has fallen below critical! We're gonna die out here, Command! Get us some fighter cover!" 1651, "Iceni, we've lost the GVT Qeb. We're deploying a second transport." 1652, "Self-destruct in thirty seconds, Command! You're out of time." 1653, "Transmit the specs, Lieutenant. This is your last chance to redeem yourself." 1654, "Sorry, Command. We're taking that secret to hell with us. Believe me. You don't want to know. Rusk out." 1655, "The Azrael has undocked with the Iceni. The vessel is preparing to engage its subspace drive." 1656, "We've lost the transport! Repeat! We've lost the transport!" 1657, "Straight, No Chaser" 1658, "The 203rd pursues the Shivan Azrael transport to an uncharted region of the nebula." 1659, "At 1640 hours, reconnaissance detected the Shivan transport carrying Admiral Bosch and his subordinates deep within a Shivan-controlled zone of the nebula. A wing of $h Maras repelled our recon unit, but we now have an approximate location. Alpha and Beta, your mission is to find and disable the $h Azrael transport." 1660, "The attack must be executed quickly, before the transport escapes. Once its engines are disabled, defend the transport until the recovery team arrives on $f Lambda $f 1. They will dock with the $h Azrael and haul the vessel back to Gamma Draconis. $f Lambda $f 2 will be standing by in case $f Lambda $f 1 should fail." 1661, "Capturing Bosch and his lieutenants is of the utmost importance. We do not know if they are alive or dead, or what the Shivans intend to do with them." 1662, "Welcome to the GVD Memphis, Terran. The annihilation of the Psamtik and the thousands on board is a tragedy for all Vasudans. A people birthed in sorrow will die in sorrow, as the old proverb goes. The discovery of the second Knossos portal was of extraordinary significance, but there will be no expedition. Allied forces have sighted multiple Sathanas-class juggernauts converging on our positions throughout the nebular theater. We stand on the brink of a new Shivan resurgence, and our systems are once again in jeopardy. For the second time, Command has ordered a full retreat of all allied vessels from the nebula. We will withdraw immediately to the Capella system, where we will mount our defense. However, not even the Colossus has the firepower to repel a juggernaut fleet. With the disappearance of the Azrael, and the extreme secrecy surrounding the Alliance's handling of the ETAK project, it could be many years before we learn what happened out here." 1663, "Destroy Dahaka" 1664, "Destroy Sephiroth" 1665, "Intercept and capture Azrael transport" 1666, "Secure the area" 1667, "Destroy the Dahaka" 1668, "Destroy the Sephiroth" 1669, "Wait! I am detecting a large object on sensors! Acquiring visual confirmation now!" 1670, "Command, we are detecting an incoming jump signature through the subspace portal. " 1671, "This is the GVD Psamtik! We have emerged 9,000 meters from the subspace portal!" 1672, "Command, we are under attack!" 1673, "We are reading hostile indicators on radar. Unable to acquire lock." 1674, "Maintain your current heading. Recon tracked the Azrael to that position. It must be somewhere nearby." 1675, "Command, we have encountered a second subspace portal!" 1676, "Say again, pilot? Another subspace portal?" 1677, "Affirmative. The device has been activated." 1678, "Can you locate the Azrael?" 1679, "Negative. There is no sign of the Shivan transport." 1680, "All units, secure the area! Nullify all enemy ships! We have a new objective! We must seize control of this portal!" 1681, "We are picking up a Cain-class cruiser on sensors, the SC Dahaka!" 1682, "Well done. We have neutralized the Dahaka!" 1683, "A Rakshasa-class cruiser has come within sensor range! Designation Sephiroth!" 1684, "Good work, pilots. We have taken down the Sephiroth!" 1685, "All units, stand by for mission brief. We are deploying the Psamtik." 1686, "9,000 meters? You're way off course, Psamtik! What happened?" 1687, "The subspace field generated by the portal appears to have interfered with our transit." 1688, "Pilots, head directly for the Psamtik. We need time to get the ship into position." 1689, "The Psamtik will spearhead our exploration of the region beyond the portal. You will escort the Psamtik until we deploy our expeditionary force." 1690, "All units, defend the Psamtik! Do not allow the Shivan attack to build momentum!" 1691, "What is it, Psamtik? Can you identify?" 1692, "Affirmative! Sathanas configuration! Repeat! Sathanas configuration!" 1693, "That's impossible, Psamtik!" 1694, "The Sathanas has opened fire! We are sustaining massive hull damage!" 1695, "Psamtik, get out of there! Now! We're pulling you out!" 1696, "Jump drive inoperative! All systems compromised! Catastrophic hull failure imminent!" 1697, "Psamtik, do you copy? Come in, Psamtik! This is Allied Command! Do you read me?" 1698, "Pilots, you will jump to the GVD Memphis. Your nav computer has the coordiantes. Return to base!" 1699, "Jump out immediately, pilot. We are in full retreat. Allied Command, out." 1700, "Reinforcements are standing by to assist. Call them in at your discretion!" 1701, "Argonautica" 1702, "Alpha wing of the 203rd must defend the GTD Aquitaine as it repairs its engines near the Gamma Draconis jump node in the nebula. " 1703, "At 3320 Vasudan Galactic Time, we received a distress signal from the $f GTD $f Aquitaine. The destroyer came under attack 4,000 meters from the Gamma Draconis jump node. The $h SC $h Urobach and its fighter escort incapacitated the $f Aquitaine's engines and fighterbay." 1704, "Admiral Petrarch reports that his gunners destroyed the $h Urobach and all but one of the fighter wings. With the entire Shivan armada now heading for Terran-Vasudan space, we must get the $f Aquitaine out as soon as possible. Your mission is to defend the $f Aquitaine until its propulsion systems are restored." 1705, "A damage control team is currently en route from Gamma Draconis. The $f GTC $f Agrippa, an Aeolus-class warship, escorts the $f Argo transport carrying the team and the components needed for the repair. When the $f Argo arrives, your objective will be to ensure it docks safely with the damaged destroyer." 1706, "The $f Aquitaine's Engineering Officer estimates that once the damage control team arrives with the required materials, the repair will be accomplished in a matter of minutes. However, this provides the Shivans sufficient time to launch additional wings and threaten the $f Aquitaine." 1707, "With sorrow, we remember the 10,000 officers and crew of the GTD Aquitaine. They fought courageously and died with valor. Your next assignment would have been on board the Aquitaine, leading the 70th Blue Lions squadron. However, with these recent developments, you have been reassigned to fly support for the 12th Fleet in the remote Wolf 359 system. Your transport departs at 0150." 1708, "Stay close to the Aquitaine. Use its defenses to your advantage." 1709, "Because of your actions, the GTD Aquitaine safely reached the Gamma Draconis system. The damage to the vessel's fighterbay and targeting system is now being repaired. Vasudan Tactical Command has informed us you are to be transferred immediately to the GTD Aquitaine for your next assignment. You will serve as leader of the elite 70th Blue Lions. However, you have also received an urgent transmission from Special Operations Command. Your talents are in demand, pilot. For your exceptional service to the crown of Emperor Khonsu II, Heir of the Dynasty of Ten Thousand Years, you are hereby inducted into the Imperial Order of Vasuda. Rarely is this honor conferred upon those of your species. Congratulations, Terran." 1710, "Your sighting of the Shivan juggernaut has provided Intelligence with valuable information regarding the potential strength and movements of the enemy fleet." 1711, "Repair Crew" 1712, "Destroy Abaddon" 1713, "Defend the Aquitaine until it safely departs the nebula" 1714, "Protect the Argo transport" 1715, "Command, this is the Aquitaine. Engines are back on line. Setting course for the Gamma Draconis jump node. ETA four minutes." 1716, "Transport will emerge from subspace momentarily." 1717, "Hull integrity is dropping. We must evacuate all non-essential personnel. Stand by to deploy escape pods." 1718, "The SCv Abaddon has emerged from subspace." 1719, "Command, this is Alpha wing. We are now in position. One wing of Mara fighters in range, designation Aries." 1720, "Negate the Maras, Alpha. Secure this area on the double." 1721, "Thank you for your assistance, Alpha wing. The Argo should be here in under five minutes." 1722, "Aquitaine here. That's the last of the escape pods. It's do or die for the rest of us." 1723, "All surviving escape pods have jumped out safely." 1724, "All escape pods have jumped out safely." 1725, "Alpha, this is the Aquitaine. You take care of the fighters, we'll worry about the Abaddon. Destroy its beam turrets if you get the opportunity." 1726, "We have nullified the Abaddon!" 1727, "This is the GTC Agrippa. We are now in position, Command." 1728, "Agrippa here! We're under attack! You need to deploy more fighters, Command!" 1729, "We're doing all we can, Agrippa. Hold your position until the Argo has docked." 1730, "Good work. Agrippa, we need to pull you out. Proceed immediately to the Gamma Draconis node." 1731, "Roger that, Command. Good luck, Aquitaine. Agrippa out." 1732, "Argo transport here. Now initiating docking sequence. We're almost there, Aquitaine" 1733, "The Argo is under attack! Alpha, cover that transport or we'll lose the Aquitaine!" 1734, "This is the Argo. We have secured our dock point. Materials are now being transferred to the Aquitaine." 1735, "We've lost the Argo! Repeat! We've lost the Argo!" 1736, "What's your status, Aquitaine?" 1737, "Command, we are 2,000 meters from the Gamma Draconis node. ETA one minute." 1738, "Repairs are 50% complete. Core module has been replaced. We are now running diagnostics." 1739, "Aquitaine here. Initiating jump drive sequence. See you in Gamma Draconis, Alpha. Thanks for your help." 1740, "Well done, Alpha. Return to base." 1741, "This is the Aquitaine. Hull integrity has fallen below critical! We need more fighters out here, or we're not going to make it, Command!" 1742, "We have lost the Aquitaine! All units return to base! Mission aborted!" 1743, "We have deployed reinforcements, Alpha. Stand by." 1744, "We've stabilized the engines, but we need more time here, Command." 1745, "Aquitaine here. Engines will be on line in two minutes." 1746, "Command, we're initiating drive core power-up sequence now. Give us 60 seconds." 1747, "Exodus" 1748, "Leading the 70th Blue Lions, GTD Aquitaine, Alpha 1 escorts a convoy as it flees the Capella system." 1749, "70th Blue Lions Welcome back to the Aquitaine. Because of your outstanding service to the Alliance, the GTVA has granted you command of your own elite fighter squadron, the 70th Blue Lions. This is quite an honor, pilot. You'll receive all your briefings directly from quarterdeck. As squadron leader of the Blue Lions, you will be granted the highest priority in ship and weapon selection, but choose your ordnance carefully. Review the techroom database if you have any questions." 1750, "The Shivan Armada Nine Sathanas juggernauts have now entered the Capella system, and Intelligence has sighted even more in the nebula, converging on the jump node to Terran-Vasudan space. We are on the threshold of a new apocalypse. Though the juggernauts have not engaged our warships, they have set course for the Capella star. We can only speculate about their intentions, but this development cannot bode well for the Alliance." 1751, "Exodus Allied Command is committed to evacuating all non-essential personnel. A contingency plan is in the works to hold the Shivans here, in Capella, and prevent the expansion of the Shivan incursion to other systems of the GTVA. The 70th Blue Lions will provide the fighter cover needed to get our convoys out of the system. Millions of lives are at stake here, pilot. And if we fail, all our worlds and systems will be in jeopardy." 1752, "Erinyes Fighter The GTVA has just unveiled the newly developed Erinyes-class heavy assault fighter. With eight gun banks, you'll have sufficient firepower to make short work of enemy targets at close range. The Erinyes can accommodate fire control for up to two different primary systems. You may need to allocate more power to weapons to fight effectively, so make adjustments as needed." 1753, "GTW UD-8 Kayser You have also been issued the GTW UD-08 Kayser. For its limited OpEval period, only select units will be authorized to carry this weapon. The Kayser emits focused wavelets of subatomic particles that bombard the target, causing the wave function of the particles to collapse and emit intense zero-point energy microbursts. The Kayser is the product of our research into Shivan weapon technology." 1754, "GTM-11 Infyrno Finally, we have received the new GTM-11 Infyrno, a wide-area fighter suppression warhead. To use the Infyrno, press your secondary trigger once to launch the missile, then press it again to detonate. A HUD indicator will display the distance of the warhead from your ship. Upon detonation, the Infyrno releases multiple submunitions which themselves contain ultra-high explosive charges." 1755, "As we speak, convoys of transports, freighters, and medical ships are heading for the jump nodes to Vega and Epsilon Pegasi. The evacuation of civilian personnel proceeds on schedule, but the enemy offensive has intensified. We have blockaded the Gamma Draconis node, though Shivan forces are swarming into the system." 1756, "The 53rd will relieve the 309th at the Gamma Draconis node, and we'll deploy the 19th to hold down the fort at 3rd Fleet Headquarters as we evacuate non-essential personnel. Command needs a closer look at the Juggernauts, so we'll be sending in the 91st. 70th Blue Lions will be sortied to the Epsilon Pegasi node." 1757, "Blue Lions, your mission is to escort a four-ship convoy to Epsilon Pegasi. The group consists of civilian transports $f Lambda $f 1 and $f 2, $f GTFr $f Sulla, and the medical ship $f GTM $f Vesalius. All have minimal armaments and vulnerable hull plating. $f GVCv $f Nebtuu leads the escort." 1758, "At 1415 hours, the Shivan corvette $h Abraxis and a wing of $h Manticore fighters attacked the convoy. The $f Nebtuu called for assistance, so you're going in. Theta wing will stand by to reinforce your position. Call them in at your discretion. Good luck, pilots. The people of Capella are counting on you." 1759, "Do not jump out until ordered to do so. You should not be making this mistake at this stage of your career." 1760, "Excellent work, pilot. Your first sortie as leader of the 70th Blue Lions proved you are just the officer to lead this outfit. The Shivans launched a savage attack, but you and your squadron held them off. Because of your tactical leadership, the entire convoy safely reached Epsilon Pegasi. " 1761, "The Shivans launched a massive offensive against all our outbound convoys. The death toll has escalated into the hundred of thousands. We do not have the resources to defend every ship escaping this system. Even your elite 70th Blue Lions failed to complete all mission objectives." 1762, "Both Lambda transports perished in the Shivan attack. Thousands of civilians were lost." 1763, "Both Lambda transports reached Epsilon Pegasi. Your efforts saved thousands of lives. " 1764, "One of the Lambda transports reached the jump node. Half the civilians perished in the Shivan attack." 1765, "Relief workers in Vega and Epsilon Pegasi report a shortage of vital provisions and medical supplies. The loss of the Sulla will only complicate matters." 1766, "We managed to save the GTFr Sulla. The provisions it carried will help alleviate the supply shortages in Epsilon Pegasi." 1767, "The destruction of the GTM Vesalius is a tragedy. With the casualties the Shivans have inflicted in Capella, every medical vessel is vital to our efforts." 1768, "The GTM Vesalius arrived in Epsilon Pegasi. The medical vessel will play a crucial role in handling the influx of refugees from Capella." 1769, "Your squadron eliminated all hostile targets. If we are to halt the Shivan advance, every effort must be made to diminish the enemy force." 1770, "We need to deploy your unit to 3rd Fleet Headquarters pronto. Assemble your squadron in the ready room." 1771, "For demonstrating exceptional leadership under fire, you are hereby awarded the Meritorious Unit Commendation." 1772, "Troops" 1773, "Protect Convoy" 1774, "Destroy Gibborim Beams" 1775, "Escort Lambda 1 and Lambda 2 to the Epsilon Pegasi node" 1776, "Destroy all hostile targets" 1777, "Protect the medical ship Vesalius" 1778, "Protect the cargo ship Sulla" 1779, "We have destroyed the Abraxis, but the Shivans will not relent!" 1780, "Maintain your escort of the transports. The 70th Blue Lions are here to assist." 1781, "Nahema bombers inbound, designation Scorpio. Intercept that wing, Alpha!" 1782, "We die for nothing if we do not win the day. Avenge us! " 1783, "We have destroyed the Gibborim! Well done, pilots. Resume your escort." 1784, "Good work, Alpha. Return to base." 1785, "The convoy has entered the jump node. Job well done, Alpha! Secure the area and return to base." 1786, "Seraphim bombers with fighter escort have jumped in. Defend those transports, Alpha." 1787, "Alpha, you're falling behind the convoy. Hit your burners to catch up." 1788, "Stay close to the convoy, Alpha. Get them safely to the node!" 1789, "Alpha, you're too far from the convoy!" 1790, "Alpha 1, your job is to protect the convoy. Resume your escort on the double." 1791, "Alpha, we need you by the convoy! Don't let the Shivans lure you away!" 1792, "Alpha wing, you have your orders. Prioritize enemy bombers!" 1793, "The Gibborim has emerged from subspace! Take out its turrets before they rip through the convoy!" 1794, "Lambda 1 here. Hull has sustained heavy damage. Requesting fighter protection." 1795, "This is Lambda 1. Hull integrity now below critical! Hundreds will die if you don't get us out of here!" 1796, "Lambda 2 requesting fighter cover! We can't take much more of this!" 1797, "This is Lambda 2. We're gonna die out here, Command!" 1798, "This is the GTM Vesalius. The Shivans pounded our hull. We need more fighter cover!" 1799, "Vesalius here. Hull breach imminent. Our situation is dire, Command!" 1800, "Command, this is the Sulla. We don't have the firepower to repel this attack!" 1801, "Command, we need more fighters! We're not going to survive this engagement!" 1802, "The Sulla is down! Stay focused, Alpha. We cannot afford any more losses!" 1803, "We've lost Lambda 2! They're slaughtering us out there!" 1804, "Lambda 1! Come in, Lambda 1! We've lost your signal! " 1805, "The GTM Vesalius has been destroyed. All personnel on board were lost." 1806, "Alpha, the Nebtuu is gone. All allied warships are currently engaged. You're on your own out there." 1807, "The Shivans wiped out our entire convoy. Return to base, Alpha." 1808, "The Sulla has engaged its jump drives and is now en route for Epsilon Pegasi." 1809, "The civilians are now all accounted for. 50% survived the engagement. " 1810, "The first transport has reached Epsilon Pegasi. " 1811, "The GTM Vesalius has entered the jump node." 1812, "There's nothing more we can do here, Alpha. The convoy is away. Return to base." 1813, "Dunkerque" 1814, "The 70th Blue Lions assist with the evacuation of 3rd Fleet Headquarters in Capella." 1815, "At 2345 hours, Allied Command authorized the immediate evacuation of 3rd Fleet Headquarters in the Capella system. The installation has come under heavy fighter and bomber attack. The Shivans are deploying their wings from the $h SD $h Nebiros, a Ravana-class destroyer. The 19th squadron, assigned to defend headquarters, has been wiped out." 1816, "The evacuation will proceed as follows. $f Lambda $f 1, an Argo-class transport, will dock with the installation. Personnel will then board the Argo, which will take them to the $f GTD $f Messana. Command will deploy a second transport to extract the remaining personnel on board the installation. The injured have already been transferred to the medical vessel $f GTM $f Galen." 1817, "After $f Lambda $f 2 has docked with the $f Orion, the $f Messana will leave the system, and you will be authorized to return to base. You will take Alpha and Delta wings and provide fighter cover for this operation. You must protect the installation, the $f Messana, and the two transports. Once evacuated, the installation will be destroyed." 1818, "We have already extracted non-essential personnel, so the operation should proceed quickly. With the evacuation of Headquarters, the Alliance is preparing to initiate the final phase of its plan to hold the Shivans in Capella." 1819, "Outstanding work, pilot. Both Lambda transports safely docked with the GTD Messana. The evacuation of 3rd Fleet Headquarters was a complete success. Under your capable leadership, the 70th Blue Lions upholds its standing among the elite squadrons of the Galactic Terran-Vasudan Alliance. The GTVA Security Council has revealed its strategy for holding the Shivans in the Capella system. I will address the officers and crew of the Aquitaine in one hour. The 70th Blue Lions will play a critical role in the upcoming operation. I know that you and your squadron are up to the challenge." 1820, "Though we lost the first transport, Lambda 2 safely docked with the GTD Messana. The evacuation of 3rd Fleet Headquarters was only a partial success. Under the circumstances, this outcome is perhaps the best we could hope for. However, may I remind you that elite squadrons earn their status by going above and beyond the call of duty. The GTVA Security Council has revealed its strategy for holding the Shivans in the Capella system. I will address the officers and crew of the Aquitaine in one hour. The 70th Blue Lions will play a critical role in the upcoming operation. I know that you and your squadron are up to the challenge." 1821, "Make sure your squadmates are helping you guard the transports." 1822, "Though we lost the second transport, Lambda 1 safely docked with the GTD Messana. The evacuation of 3rd Fleet Headquarters was only a partial success. Under the circumstances, this outcome is perhaps the best we could hope for. However, may I remind you that elite squadrons earn their status by going above and beyond the call of duty. The GTVA Security Council has revealed its strategy for holding the Shivans in the Capella system. I will address the officers and crew of the Aquitaine in one hour. The 70th Blue Lions will play a critical role in the upcoming operation. I know that you and your squadron are up to the challenge." 1823, "Both Lambda transports were lost. With 3rd Fleet leadership all but annihilated, the outcome of this engagement could not have been more disastrous. The GTVA Security Council has expressed its extreme displeasure with your performance as leader of the 70th Blue Lions, a so-called elite squadron. You have been relieved of command, pilot." 1824, "The loss of the GTD Messana is a tragedy. Many friends and colleagues perished today, and we are left only to ask what could we have done to save them. As Commanding Officer of the Aquitaine, I placed my faith in you and your squadron. The 70th Blue Lions have earned a reputation as one of the finest units in the GTVA. But reputations do not save lives. Reputations do not achieve results. I have no choice but to relieve you of your command. You are dismissed, pilot." 1825, "Use your squadmates to protect multiple allied vessels. " 1826, "We have lost the GTD Messana. With 3rd Fleet leadership all but annihilated, the outcome of this engagement could not have been more disastrous. The GTVA Security Council has expressed its extreme displeasure with your performance as leader of the 70th Blue Lions, a so-called elite squadron. You have been relieved of command, pilot." 1827, "Use your squadmates to protect multiple allied vessels." 1828, "The perseverance and courage of your unit are well noted, pilot. You eliminated all hostile targets. With our backs against the wall, every advantage we achieve can make the difference between annihilation and victory." 1829, "For conspicuous gallantry at the risk of your own life, you have distinguished yourself above and beyond the call of duty in the highest traditions of military service. You are hereby awarded the GTVA Legion of Honor, the highest decoration awarded by the Galactic Terran-Vasudan Alliance." 1830, "Personnel" 1831, "Provide fighter cover for the evacuation of 3rd Fleet HQ" 1832, "Lambda 1 is down! Repeat! Lambda 1 is down!" 1833, "We've lost Lambda 2! Evacuation sequence terminated!" 1834, "HQ, this is Lambda 2. We are now preparing to dock." 1835, "Messana, Lambda 2 here. We have docked with HQ. All remaining personnel are safely on board." 1836, "Alpha 1, order your squad to defend the installation. ETA for the Messana is 60 seconds. A wing of Manticores, designation Aries, is now attacking the base." 1837, "What's your status, HQ?" 1838, "We have sustained minor damage. Evacuation of non-essential personnel complete. We have transferred the injured to the GTM Galen." 1839, "This is the GTD Messana. Standing by to receive transports." 1840, "Messana here! We need fighter protection immediately! Our hull has sustained critical damage!" 1841, "We have lost the Messana!" 1842, "This is the GTD Messana. Stand clear of the installation. Now initiating remote destruct sequence." 1843, "Messana here. Engaging subspace drive." 1844, "Lambda 1 here, Messana. Initiating docking sequence." 1845, "Acknowledged, Lambda. Messana standing by." 1846, "This is Lambda 1. Dock point secured. Transferring personnel now." 1847, "Welcome to the Messana. Phase 3 evacuation 50% complete." 1848, "Lambda 1 engaging subspace drive." 1849, "Roger that, Lambda 2. You may proceed." 1850, "Acknowledged. Alpha wing, escort Lambda 2." 1851, "Now initiating docking sequence, Messana. Stand by." 1852, "Roger, Lambda 2. You're almost there." 1853, "Lambda 2 here. Docking sequence complete. Jump at your discretion, Messana." 1854, "This is the GTM Galen. We are now engaging our subspace drive." 1855, "This is HQ. We have sustained major damage. Hull breach on multiple decks. Casualty rate escalating. We need more fighter cover, Alpha 1." 1856, "HQ here, Alpha 1. Our hull has sustained critical damage. Intercept the Shivan warheads. We cannot withstand another salvo!" 1857, "A wing of Nahema bombers has jumped in! Designation Pisces!" 1858, "Incoming jump signature, hostile configuration." 1859, "Pisces has been nullified." 1860, "We have negated Cancer wing." 1861, "Taurus wing neutralized." 1862, "Detecting incoming signature! Ravana configuration! It's the Nebiros, pilots! Get out of there now! We're pulling you out!" 1863, "The Nebiros has blasted our installation! All units stand clear!" 1864, "Return to base, Alpha, and that's an order! Do not fight a battle you cannot win!" 1865, "Mission aborted, Blue Lions. Return to the Aquitaine." 1866, "Well done, Blue Lions. Secure the area and return to base." 1867, "Their Finest Hour" 1868, "The 70th Blue Lions participate in a feint at the Gamma Draconis jump node. " 1869, "Exodus With over one hundred thousand casualties and more Shivans incoming, we have no hope of holding Capella. Our only real chance is to seal off the system and prevent the invasion from spreading to other Terran-Vasudan worlds. If we fail to contain the Shivan advance, we will unleash the second Great War, a conflict we have virtually no chance of surviving. The Lucifer fleet we defeated 32 years ago is nothing compared to the strength of this armada. Command is committed to getting every last Terran out of the system." 1870, "A Subspace Anomaly Over 80 Shivan Juggernauts are now in position around the Capella sun. Science vessels monitoring their activity have detected an anomalous subspace field rippling from the Juggernaut fleet. Though we can barely detect the field with our instruments, its intensity has been increasing slowly over the past seventy-two hours. We have known since the Great War that the Shivans possess advanced subspace technologies, but this field goes beyond our wildest speculations. The Shivans may be powering up a new kind of weapon, the likes of which we have never before encountered." 1871, "Sacrifice Preparations are now underway to collapse the Epsilon Pegasi jump node. A Great-War-era destroyer, the GTD Bastion, will contain multiple meson warheads that will detonate inside the node. Scientists believe an explosion of sufficient magnitude will cause this node to collapse, as evidenced by the destruction of the Lucifer 32 years ago. The detonation of the Lucifer's reactors sealed off the Sol jump node in Delta Serpentis and severed all contact with Earth. The Bastion has completed its modifications in the Vega system and is now entering Capella." 1872, "Will the Strategy Work? Skeptics have argued the Shivans made intersystem jumps without using nodes in Ross 128, Ikeya, Vega, and other systems at the outbreak of the Great War. However, scientists assure us this plan will work. Though Shivans have used uncharted nodes and nodes too unstable for Terran and Vasudan vessels, they are as dependent on jump nodes as we are. Nevertheless, we must accept this strategy as nothing more than a temporary measure." 1873, "Endgame Once we have evacuated all civilian and military personnel from the Capella system, we will send a second destroyer, also carrying meson warheads, through the Capella jump node in Vega. If we succeed in sealing off both nodes, the Alliance will have trapped the Shivans in this system. If we fail, we face certain annihilation. This is our Alamo, pilots. We hold them here, or we die trying." 1874, "The $f GTD $f Bastion will enter the Capella system at 1835 hours. We're sending in the 116th to escort the warship into position. Our forward observer units near the Juggernauts are calling for backup, so we'll send in the 83rd. The 309th will assist with the containment effort at the Vega node, and as for the 70th Blue Lions, we've got something special for you." 1875, "Your mission is to create a diversion at the Gamma Draconis node. The operation here will be a feint to lure the Shivan armada. The $f Colossus and its group will form a battle line near the node. By focusing our firepower here, we'll draw the brunt of the Shivan offensive. Meanwhile, on the other side of the system, the $f Bastion will collapse the node to Epsilon Pegasi." 1876, "Your objectives are simple. Destroy all enemy targets. Be advised reinforcements will not be readily available. In a recent engagement, the $f Colossus sustained damage to its fighterbays. You'll have to hold out until they get the flight deck cleared. Good luck, pilot." 1877, "The Colossus has been destroyed. Over thirty thousand officers and crew, our colleagues, compatriots, and friends, perished in this battle. The most powerful Terran-Vasudan warship ever constructed, twenty years in the making, was vaporized in a matter of minutes. Command acknowledges there was nothing you could have done to save the Colossus. Many of your squadmates were killed, and you are lucky to have survived the engagement. However, we have no time to mourn the dead. We have a job to do, and if we fail, millions more will suffer and die. The 70th Blue Lions are being scrambled to assist the Bastion. Report to the ready room on the double." 1878, "There was nothing you could have done to save the Colossus." 1879, "Do not jump out until ordered to do so. You should know this by now, pilot. " 1880, "Destroy Freighters" 1881, "Destroy Baal" 1882, "Neutralize all enemy fighters that enter the field of engagement" 1883, "Gamma wing forming up on you, Alpha." 1884, "You call that a fleet, Command? We could use some more help out here." 1885, "Stay away from the cruisers, Alpha. Concentrate on fighters and let our warships do their job. " 1886, "They've scrambled some fighters from within the system. Jump 'em fast before they swarm us." 1887, "Rearm if you need to. This isn't over yet." 1888, "A Cain-class cruiser has now entered from Gamma Draconis. " 1889, "Command, we're targeting a Rakshasa-class cruiser inbound from Gamma Draconis." 1890, "Command, the Shivans have four undefended freighters in-system. The Juggernauts near the star have not responded to our deployment." 1891, "Proceed Colossus. We are sending in the fleet to attack the freighters." 1892, "A Ravana-class destroyer has emerged from subspace. They're putting the pressure on us now!" 1893, "The Ravana is going down, but we've sustained critical damage. Request status update, Command." 1894, "Command, a Shivan Juggernaut has jumped within range. What's the status of the Bastion?" 1895, "This is the Stalwart. We've suffered critical damage!" 1896, "Heket here. Situation critical. Major systems have taken heavy damage." 1897, "Khepri to Command. Another direct hit will destroy us! All non-critical personnel have been sent to escape pods!" 1898, "A second Cain-class cruiser has entered the system. Designation, Baal. " 1899, "The SC Hela, a Lilith-class cruiser, has entered the system and is headed your way." 1900, "Colossus here. Command, hull failure seems imminent. We've bought the Bastion all the time we could. Let's hope this plan works." 1901, "Command, the Shivan Juggernaut is ripping our hull to pieces! We can't hold them back much longer! " 1902, "Gamma wing is being deployed." 1903, "Alpha, Delta wing's heavy bombers are now at your disposal." 1904, "Colossus, we're pulling you out. Engage your subspace drive. " 1905, "Abort mission! All units return to base! Alpha, you will be scrambled immediately to assist the Bastion." 1906, "The situation at the Epsilon Pegasi node remains unresolved." 1907, "Follow your orders, Colossus! Jump out of there now!" 1908, "Negative, Command. We'll hold them off here. Just get the Bastion through!" 1909, "Clash of the Titans II" 1910, "The 70th Blue Lions escort the Bastion to the Epsilon Pegasi jump node. " 1911, "The $f GTD $f Bastion, loaded with Meson warheads, is now en route to the Epsilon Pegasi jump node. The $f Bastion will be detonated inside the node to create a subspace cataclysm that will seal off the Capella system. If the $f Bastion fails to achieve this objective, the Shivans will swarm into our adjacent systems." 1912, "The task force defending the $f Bastion has been decimated. Three ships remain: the $f Templar, the $f Malta, and the $f Ertanax. All are Aeolus-class cruisers. The Shivans continue to send wave after wave of fighters and bombers. Only a handful of the $f Bastion's original fighter complement have survived the onslaught." 1913, "Alpha, Delta, and Beta wings will fly heavy intercept. Your mission is to take out enemy bombers before they close within targeting distance. You'll be armed with the Trebuchet missile, which has an effective range of four kilometers. Gamma wing will fly the Perseus. Their role will be to engage enemy fighters. " 1914, "The majority of the fleet is fending off a massive attack at the Vega node. Thousands of civilians await evacuation and the enemy continues to flood in from Gamma Draconis. We will not get a second chance to pull this off. If we fail here, we unleash the Second Shivan War. We must get the $f Bastion through at any cost." 1915, "Protect the Bastion" 1916, "Escort the Bastion to the Epsilon Pegasi node" 1917, "They hit me hard. Diagnostic says I've got a core breach, but containment readings are normal. Does anyone see a problem with my engines back there?" 1918, "Good thing you made it, Alpha. We're not doing so well. I thought Command forgot about us!" 1919, "We lost Beta 2! Looks like I took some shrapnel. Minor damage to stabilizers. All systems green. This is a tough old boat! " 1920, "They're targeting the Aeolus cruisers! Once we lose that escort, the Bastion will be defenseless!" 1921, "The Bastion's hull integrity has fallen below critical! We're not going to make it!" 1922, "The Bastion is 4500 meters from the jump node. ETA five minutes." 1923, "The Bastion has closed to 3000 meters. We're almost there! Contact in three minutes!" 1924, "We have an ETA of 60 seconds." 1925, "We're hurting, sir. They've sent in every damn fighter and bomber in the Shivan armada!" 1926, "What class of bombers, Beta?" 1927, "Nephilum. Seraphim. Nahemas. You name it." 1928, "We've got ten minutes before the Bastion enters the node. The next Shivan wave should hit any second now." 1929, "My grandfather served on the Bastion in the Great War. He died in Sirius, fighting the SC Tantalus." 1930, "Thanks for the family history, Alpha 3. Now focus on your mission." 1931, "Hit them at long range. Those Trebuchets will take 'em out at four klicks. " 1932, "If that doesn't work, go for the warheads. You've flown intercept before." 1933, "1000 meters to go! Thirty seconds and counting! " 1934, "Mission aborted! Repeat! Mission aborted! We have lost the Bastion!" 1935, "We've lost the Templar!" 1936, "The Ertanax has been destroyed! Repeat! The Ertanax has been destroyed!" 1937, "The Shivans have obliterated the Malta!" 1938, "The Bastion is 7000 meters out. ETA to node is six minutes." 1939, "We held them off! We held them off!" 1940, "Don't smoke em yet, Alpha 4. They're just getting started." 1941, "Speak of the devil . . . " 1942, "Apocalypse" 1943, "The 70th Blue Lions must cover the escape of the Allied fleet through the Vega jump node. " 1944, "Excellent work. The detonation of the $f Bastion's Meson bombs created a subspace cataclysm that sealed off the node. You and the 70th Blue Lions deserve the highest commendation. The Security Council has authorized the deployment of the $f GTD $f Nereid. The destroyer will depart from the Vega system and collapse the node in fifteen minutes. We must therefore complete our evacuation of Capella by that time. Any ship that remains behind will be trapped with the Shivan armada. Your objective is to defend our convoys as they flee through the Vega node. Cargo ships, personnel transports, medical vessels, and the remnants of the allied fleet are now in transit. These convoys are under heavy bomber fire. If we don't provide cover, thousands will die. Your secondary objective is to prevent Shivan warships from entering the Vega node. The Allied fleet has been pulverized, so for the sake of all Terrans and Vasudans, the war must end here. You will receive authorization to enter the Vega node and leave the system once the $f Nereid has been deployed." 1945, "Machine tool parts" 1946, "Taxation Census Reports" 1947, "Parker's Boots" 1948, "Dravis' diary" 1949, "Abbot Laurent's Journal" 1950, "Orenian koi" 1951, "Destroy Thanatos" 1952, "Destroy Melchom" 1953, "Destroy Bane" 1954, "Provide fighter cover for convoys evacuating Capella" 1955, "We have four freighters, one gas miner, and a transport now en route to the Vega node. The GVC Ptah-Nu and the corvette Lemnos will provide fire support. " 1956, "Command, we're sustaining heavy fire! If we don't get fighter cover pronto, we'll never reach Vega!" 1957, "All units, be advised a second convoy group is entering the field of engagement. A science vessel and two medical ships are inbound. More freighters are on their way." 1958, "We are detecting a massive shockwave emanating from the Capella sun! All units, proceed to the Vega node! You are advised to leave the system immediately!" 1959, "The third convoy is in position! Two medical ships and four troop transports are now heading for the node. The GTC Sparta will help cover their escape. We will deploy the final convoy momentarily." 1960, "The Shivans have sortied two Cain-class warships, the Bane and the Melchom. Intercept these cruisers before they make the jump to Vega." 1961, "All civilians on board the Omega transport have reached the Vega system safely." 1962, "Omega down! Repeat! Omega down! " 1963, "Lambda transport down! " 1964, "We've lost another transport! End this massacre now, pilots!" 1965, "The Shivans decimated our Lambda convoy! Four troop transports down!" 1966, "We have one Lamba transport left! Get them to the node alive!" 1967, "Lambda reports all four transports have reached the Vega system." 1968, "Lambda reports all surviving transports have reached the Vega system." 1969, "The Io and her cargo have safely cleared the node." 1970, "GTFr Io, this is Allied Command. We have lost your signal. Do you copy? " 1971, "The Miranda has escaped the Capella system. " 1972, "The Shivans have destroyed the Miranda! We've lost the freighter and her cargo!" 1973, "The GTFr Sophron will rendezvous with our fleet in Vega." 1974, "The Shivans have vaporized the Sophron!" 1975, "This is the Lemnos. Now proceeding to disengage and depart." 1976, "Lemnos here. We are going down. Repeat. We are going down. All units stand clear of the shockwave!" 1977, "An allied warship has gone down! " 1978, "We've lost a second cruiser to the Shivan attack!" 1979, "The GTC Zollner has made it to the Vega node!" 1980, "The GTC Sparta has now jumped to Vega. " 1981, "We've lost the GTM Sydenham!" 1982, "This is the Herophilus! We will not survive this engagement! Hull integrity is dropping! We have breaches on twelve decks!" 1983, "This is the Boerhaave. If we don't get fighter cover ASAP, we'll die out here, Command!" 1984, "Boerhaave here, Command. We're in the clear. See you in Vega." 1985, "The Ennead and the Hez-Ur have jumped safely to Vega." 1986, "Vasudan transports Kebechet and Ipet have escaped the Capella system." 1987, "The Shivans destroyed the Ptah-Nu!" 1988, "Capella has gone supernova! Repeat! Capella has gone supernova! You must get to the Vega node and engage your jump drive now! " 1989, "This is Allied Command, signing off. Godspeed, pilots." 1990, "The SC Thanatos has been engaged. Two wings of Nahemas and a wing of Nephilim are inbound." 1991, "Allied forces have neutralized the Thanatos!" 1992, "Bringing The Hammer Down" 1993, "Multiplayer co-op mission, Part 1 of the Templar Campaign. An assault on a Hammer of Light Destroyer. Max respawns: 8. Recommended respawns: 4." 1994, "Congratulations, pilot. Because of your excellent service record, you have been chosen to participate in Operation Templar. This is a joint Terran-Vasudan endeavor intended to eradicate the last remnants of the Vasudan fanatics who call themselves the $h Hammer $h of $h Light." 1995, "At 2130 hours, $h Hammer $h of $h Light operatives infiltrated Vasudan ranks in an attempt to hijack the $f GVD $f Anhur, a Typhon-class destroyer in the Vasuda system. Security forces are now battling the rebels for control of the ship. Your mission is to provide cover for the marine transports that will dock with the $f Anhur and insert reinforcements." 1996, "Supreme Admiral Khu and other high-ranking officers of the Admiralty were on board the $f Anhur for a demonstration of the Scarab stealth technology prototypes. Should the rebels attempt to seize the prototypes or take the Admiralty hostage, we will need to act decisively." 1997, "This is a terrible loss. Your incompetence has resulted in the Hammer of Light escaping with the Anhur, high-level Vasudan hostages, and the stealth technology prototypes. We are sending in another team to track them down. You are dismissed." 1998, "You prevented the Hammer of Light from escaping with the captured destroyer. They will be that much weaker when we meet them again. But that provides little comfort to those lost on the Anhur. We must somehow eliminate this scourge once and for all!" 1999, "Great work, pilot! The remnants of the Hammer of Light forces are on the run. We are currently pursuing them into the Alpha Centauri system." 2000, "You did not have orders to return to base. By deserting your unit, you have jeopardized this mission. Consider yourself grounded until you can be court-martialed, pilot." 2001, "Hostages" 2002, "Weapons" 2003, "Supreme Admiral Khu" 2004, "Destroy Anhur" 2005, "Destroy Sentry Guns" 2006, "Destroy the Anhur" 2007, "Protect the Imhotep" 2008, "Prevent the Anhur's Capture by the HOL" 2009, "The Anhur is engaging its fusion drive, heading to the Alpha Centauri jump node. Do not let it escape!" 2010, "An Isis transport and Taurus freighters have entered the Alpha Centauri jump node. There go the prototypes and Vasudan VIPs!" 2011, "The Anhur has escaped to Alpha Centauri. Return to base." 2012, "This is Lieutenant Osun of the Anhur. The rebels have engineering and bridge. They also have the hostages and prototypes on transports to Alpha Centauri." 2013, "Imhotep here. We are taking severe damage. Request immediate support." 2014, "Confirmed. Hostages and prototypes are on board the transports and out of intercept range. Advising Alpha Centauri. Alpha and Beta wings, you are now to engage and destroy the Anhur." 2015, "Chasing the Threat" 2016, "Multiplayer co-op mission, Part 2 of the Templar Campaign. Pursuing Hammer of Light transports containing hostages. Max respawns: 8. Recommended respawns: 4." 2017, "We arrived too late in Vasuda to prevent the $h HoL transport and freighters from escaping. We are now pursuing them to Alpha Centauri. The rebels demand the release of all $h HoL leaders in government custody in exchange for the safe return of the hostages. The Vasudans have agreed to negotiate to give us time to attempt a rescue." 2018, "Vasudan intelligence believes the $h Hammer $h of $h Light has isolated Supreme Admiral Khu and is holding him on board the $h Isis transport. The other hostages were transferred to two $h Taurus freighters. The third $h Taurus contains the stealth technology prototypes." 2019, "Your mission is to scan all three freighters and destroy the vessel containing the prototypes. Once you have completed this objective, stand by for further orders. Under no circumstances should you fire on the ships carrying hostages." 2020, "The Taurus freighters are taking the hostages to Aldebaran, while Admiral Khu is being taken to Sirius. Your orders are to follow the freighters. Other assets will try to track Admiral Khu." 2021, "You disobeyed a direct order, pilot. Your reckless and criminal behavior has endangered the lives of our allies, jeopardizing future cooperation between Terrans and Vasudans. You are confined to the brig pending a court-martial." 2022, "Spare Parts" 2023, "Scan Taurus Freighters." 2024, "Prevent the HoL transport and freighters from escaping" 2025, "We're pulling out, pilots. Provide cover for the PVC Wosyet." 2026, "Isis transport has jumped to Sirius." 2027, "Taurus wing has entered the Aldebaran jump node. Hostages have cleared the system. Engage and destroy all Hammer of Light vessels." 2028, "Sensors indicate HOL cruiser and three new freighters en route to Aldebaran jump node. Destroy them, Alpha." 2029, "Hammer of Light cruiser Hathor destroyed." 2030, "Isis transport has been eliminated." 2031, "Hammer of Light confirmed in Aldebaran and Sirius. Proceed to the nearest jump node and rendezvous with our forces in that system." 2032, "Destroy Taurus 3. The stealth prototypes are on board." 2033, "Cease fire, Terrans. We will kill the hostages if you do not withdraw." 2034, "Do NOT fire on the freighters. Proceed to scan Taurus wing and locate the hostages." 2035, "All pilots, hold your fire. Stay clear of Taurus 1 and 2. Do not engage those freighters." 2036, "Wosyet here. Sustaining heavy damage. Request cover." 2037, "Cease fire immediately, pilot." 2038, "Do not engage the Hammer of Light vessels. Repeat. Do not engage." 2039, "You have your orders, pilot. Stand down." 2040, "Your actions are endangering the hostages!" 2041, "You're jeopardizing this mission! Return to base!" 2042, "Tightening the Noose" 2043, "Multiplayer co-op mission, Part 3 of the Templar Campaign. Rescue Vasudan hostages and neutralize final Hammer of Light destroyer. Max respawns: 8. Recommended respawns: 4." 2044, "The $h Hammer $h of $h Light freighters carrying the Vasudan hostages seem to be headed for a rendezvous with the $h Tanis, an $h HoL destroyer. The $h Tanis and the freighters are now in the Aldebaran system. Command anticipates the rebels will try to transfer the hostages to the destroyer." 2045, "Your main task is to keep those freighters from docking with the $h Tanis. We need to get the hostages back and we won't be able to if they get them onto that destroyer. If you can prevent that rendezvous, we'll send in marines in troop transports to capture the freighters and rescue the hostages." 2046, "Do whatever is necessary to ensure the hostages' safety. We don't know what other forces the $h HoL has in-system, but you must handle them. Once the hostages are out of danger, wipe out the remaining $h HoL vessels." 2047, "We have been advised that our forces in the Sirius system are preparing to engage the last known $h Hammer $h of $h Light outpost. A decisive victory in both systems will mean the complete annihilation of the $h Hammer $h of $h Light. This is a historic moment, pilot. Command is confident you are up to the challenge." 2048, "Because of your outstanding performance, the hostages were successfully recovered. Operation Templar was a total success. All loyal citizens of the GTVA are celebrating the eradication of the Hammer of Light. Excellent work, pilots!" 2049, "Against difficult odds, GTVA marines boarded the HoL freighters and recovered the Vasudan hostages. This rescue effort would not have succeeded without your efforts. Well done, pilots." 2050, "The GTVA has issued a formal apology for our failure to rescue the hostages. The Vasudans have little choice but to comply with the rebels' demands and release Hammer of Light prisoners in exchange for the officers. Operation Templar was a total failure." 2051, "We botched the rescue mission, and the hostages paid with their lives. The Vasudans have terminated Operation Templar and will deal with the Hammer of Light on their own. There's a garbage scow with your name on it. Dismissed." 2052, "Destroy Tanis" 2053, "Protect Zeta 1" 2054, "Protect Zeta 2" 2055, "Protect Zeta 3" 2056, "Disable Taurus 1" 2057, "Disable Taurus 2" 2058, "Destroy Taurus 3" 2059, "Rescue Hostages" 2060, "Destroy All Enemy Fighters" 2061, "The hostages are safe and sound!" 2062, "Zeta 3 here. Taurus 2 is blocking access to the Tanis. Request assistance." 2063, "We lost the hostages! Fire at will, pilots. Execute a clean sweep." 2064, "Mission over, pilots. Return to base." 2065, "There were hostages on Taurus 1, pilot. You are hereby relieved of duty. Return to base immediately!" 2066, "You killed the hostages, pilot. Return to base immediately!" 2067, "You violated a direct order, pilot. The hostages were aboard the Tanis. Return to base immediately!" 2068, "Primary objective failed. Hostages down. Execute a clean sweep, pilots. Fire at will." 2069, "This is Vasudan Admiral Iman. I have been instructed to inform you that a hostage will be executed every five Terran minutes if your forces do not withdraw." 2070, "Pilots, return to base." 2071, "Deploying Zeta 1." 2072, "Deploying Zeta 2." 2073, "Surviving hostages are now clear. Fighters, sweep the area clean. Fire at will." 2074, "Zeta 1 is now clear. We lost Zeta 2. Pilots, fire at will." 2075, "Hostages now aboard the Tanis. Deploying Zeta 3." 2076, "Zeta 1 and Zeta 2 have cleared the system." 2077, "Acknowledged, Zeta 3. Pilots, clear that docking point! Destroy Taurus 2. Repeat. Destroy Taurus 2." 2078, "Zeta 2 is now clear. We lost Zeta 1. Pilots, fire at will." 2079, "Sweep the area clean, pilots. Fire at will." 2080, "You must stop the freighters from docking with the Tanis, pilots. Take out their engines, but do it without killing the hostages!" 2081, "Zeta 1 here. Hostages being transferred." 2082, "Zeta 2 here. Hostages being transferred." 2083, "Make sure those hostages survive to jump out, pilots!" 2084, "Final Outpost" 2085, "Multiplayer co-op mission, Conclusion to the Templar Campaign. Rescue a Vasudan VIP and destroy the last Hammer of Light stronghold. Max respawns: 8. Recommended respawns: 4." 2086, "Welcome to Sirius, pilots. Vasudan forces have tracked the $h Isis transport to the remote $h Nagada outpost here. This installation was de-commissioned after the Great War, but the $h Hammer $h of $h Light has brought the facility back on-line. Intelligence suspects they have been operating in this sector for only a short time." 2087, "The Vasudans are deploying a hostage rescue team to invade the $h Nagada outpost, neutralize the rebels, and extract Supreme Admiral Khu. Your mission is to provide cover for the rescue team's transports. Success in this endeavor is of the utmost importance." 2088, "With our victory in Aldebaran, this is the last remaining stronghold of the $h Hammer $h of $h Light. A decisive victory here will mean the complete annihilation of the $h HoL. We believe you are the team to accomplish this historic task. Good luck, pilots!" 2089, "We rescued Supreme Admiral Khu and destroyed outpost Nagada, the last refuge of the Hammer of Light. The GTVA has declared Operation Templar a complete success. Excellent work, pilots!" 2090, "Allied Command has formally apologized to the Vasudan Emperor for our failure to rescue Supreme Admiral Khu. The Vasudans are left with little choice but to comply with the rebels' demands and release Hammer of Light prisoners in exchange for the admiral. Operation Templar has failed." 2091, "Clear out the outpost's defenses around the docking port before calling in the rescue team." 2092, "Though the Hammer of Light's outpost was destroyed, we lost Supreme Admiral Khu. The GTVA has issued a formal apology for this failure. Future cooperative efforts with our Vasudan allies have been jeopardized." 2093, "After two attempts, we managed to rescue Supreme Admiral Khu. Unfortunately, outpost Nagada remains operational. We are deploying a strike force to eliminate the hostiles you failed to neutralize." 2094, "Operation Templar has been declared a total failure. The Hammer of Light's outpost remains operational, and Supreme Admiral Khu was killed during the rescue attempt. The Vasudans have decided to resolve the situation without Terran involvement. You are grounded pending reassignment." 2095, "Protect Keb" 2096, "Protect Liberty" 2097, "Protect the Isis Transport" 2098, "Protect the Elysium transport." 2099, "Rescue Admiral Khu." 2100, "Destroy Hammer of Light Outpost." 2101, "Stop Hammer of Light From Escaping" 2102, "Brothers, rejoice! I bury a blade in the heart of our enemy!" 2103, "GTT Liberty is standing by." 2104, "GVT Keb here. Docking point cleared. Admiral Khu is aboard." 2105, "GTT Liberty. Docking point cleared. Admiral Khu on board." 2106, "Admiral Khu is dead! Pilots, destroy all Hammer of Light vessels!" 2107, "Rescue failed. Abort mission and return to base." 2108, "Eliminate all hostiles remaining. Secure the area and return to base." 2109, "Stand clear of outpost Nagada! Sensors reading a massive energy surge!" 2110, "Admiral Khu is safe and sound. Sweep this sector clear of HoL ships." 2111, "Admiral Khu is on outpost Nagada. Deploying transports now. Pilots, clear a path for the transports. GTC Impunity standing by." 2112, "Hammer of Light transports escaping outpost Nagada. Intercept and destroy." 2113, "GTC Impunity still standing by. Call it in when you're ready." 2114, "Operation Templar, a joint GTA-Vasudan endeavor, hunts down the last remnants of Hammer of Light. The rebels stage a desperate last stand, hijacking a Vasudan destroyer and taking hostages." 2115, "Training 1" 2116, "Standard Training module TSM-017c" 2117, "The 53rd Hammerheads Welcome to Vega, Ensign. I am Lieutenant Loukakis, squadron leader of the 53rd Hammerheads. You have been assigned to our unit. The Hammerheads are a space superiority squadron. We'll be flying the Myrmidon fighter, developed to replace the old GTF Ulysses. The Myrmidon is a Terran-Vasudan design and a versatile ship with high marks for speed, maneuverability, armor, and loadout." 2118, "History of the 53rd The 53rd Hammerheads were formed during the Great War. At the time, we served on board the GTD Bastion, the finest ship in the history of Terran space travel. You may not know this, but the pilots who destroyed the SD Lucifer in 2335 were based on the Bastion, and some were even Hammerheads. With the 53rd, you're part of a long and proud tradition." 2119, "Our New Home When the explosion of the Lucifer collapsed the jump node to the Sol system and severed all contact with Earth, Command transferred the Bastion to the 4th Fleet in Vega. Since then we've called Vega our home. Now Command has de-commissioned the Bastion and reassigned its squadrons to the newer Hecate destroyers. We'll be joining the GTD Aquitaine, flagship of the 3rd Fleet, Capella." 2120, "Review Your Training The Aquitaine will be here in 36 hours. In the meantime, it would be advisable to review your training. We have all the simulator modules you'll need for the Myrmidon fighter. These modules will give you a refresher course on such basics as your Head-Up Display (HUD), throttle controls, and targeting. If you need to review your training, now would be a good time to do so." 2121, "Armaments Because this is your first combat assignment, you'll be authorized to carry the standard armaments: the Subach HL-7, the Tempest dumb-fire, and the Rockeye heat-seeking missile. These weapons are covered in the training modules and in the tech room database. As you gain experience in combat, you will be authorized to use more advanced weaponry. Good luck, pilot. And welcome again to the 53rd." 2122, "Welcome to training simulator module TSM-103c, Class C qualification for the Myrmidon space superiority fighter. This module has been designed to acquaint pilots with basic targeting, throttle, and weapons systems." 2123, "TSM units are approved for use as part of the GTVA combat training program or as a review for qualified pilots. The TSM series is not intended as a substitute for actual field training. " 2124, "Well done, pilot. You have successfully completed TSM-103c, Class C qualification for the Myrmidon space superiority fighter. You may now proceed to training simulator module TSM-103b." 2125, "Your performance was below acceptable standards for TSM-103c, Class C qualification for the Myrmidon space superiority fighter. To restart the module, select the replay mission option in the lower left-hand corner of this screen. " 2126, "Follow your instructions to the letter." 2127, "Firing upon your instructor is grounds for immediate failure. To restart module TSM-103c, select the replay mission option in the lower left-hand corner of this screen. " 2128, "Your instructor is not a valid target." 2129, "Target Instructor" 2130, "Press $T$" 2131, "Face Instructor" 2132, "Match Speed" 2133, "Press $M$" 2134, "Fly within 125 meters" 2135, "Press and Hold $a$" 2136, "Drop back 200 meters" 2137, "Press and Hold $z$" 2138, "Use Afterburner" 2139, "Press and Hold $Tab$" 2140, "Go Full Speed" 2141, "Press $\$" 2142, "Come to a full stop" 2143, "Press $backspace$" 2144, "Target Drone 01" 2145, "Approach Drone 01" 2146, "Destroy Drone 01" 2147, "Destroy Drones" 2148, "Press $Alt-J$" 2149, "Complete Training" 2150, "Welcome to module TSM-103c, pilot. Don't touch the controls until you are told to do so. You will fail this session if you do not follow instructions carefully." 2151, "The first function you will learn is targeting. [Press $t$] Target my fighter." 2152, "In the lower left hand corner of your HUD is your target view. The top lines display the targeted ship's name and class." 2153, "The next line shows the distance to your target and its speed." 2154, "Note the brackets around my ship indicating I am your current target." 2155, "As I fly out of view, the offscreen indicator will display. It points in the direction you must turn in order to face your target." 2156, "The indicator moves as I fly around. It is always pointing at your target." 2157, "Notice how the triangles separate. The farther apart they are, the farther you'll have to turn to face your target." 2158, "Finally, note the number by the indicator. This is the distance to your target." 2159, "The circular gauge near the bottom of your HUD is the radar. Friendly ships are shown in green. Hostile ships appear in red. Ships directly in front of you appear in the radar's center." 2160, "Using your main flight controller turn your ship toward mine. Stop when my ship is in your center reticle." 2161, "Good. Now stay in that position." 2162, "Now turn toward my ship again." 2163, "[Press $m$] Match my speed." 2164, "Match my speed now. You must follow instructions if you wish to complete this module." 2165, "To the left of the reticle is the speed gauge. The capital M next to the current speed indicates that you are matching speed with your target." 2166, "Now I want you to accelerate [$a$] and move to within 125 meters of me. Do not collide with my ship." 2167, "Good. Now decelerate [$z$] to drop 200 meters behind me." 2168, "Well done. Now let's practice using the afterburner. [$tab$] Engage your afterburner, pilot." 2169, "The gauge to the left of your speed gauge displays remaining afterburner power. Note that your engines consume it rapidly." 2170, "That extra speed is useful for quick, evasive maneuvers and closing large distances. Maintain your maximum top speed. [$\$] Try it now." 2171, "Now bring your fighter to a complete stop. [$backspace$]" 2172, "Drone 01 has jumped in. Target it. [Press $t$]" 2173, "Good. Now follow me. Note how your speed automatically changes to match mine." 2174, "The gauge to the left of your speed gauge indicates remaining afterburner power. Note that it is consumed rapidly." 2175, "Good. Now fly within 100 units of it and come to a stop. [$backspace$] Be careful not to fly too fast." 2176, "Well done. Note that it takes some time to come to a complete stop." 2177, "Now fire your primary weapon [press $left ctrl$] at Drone 01. Hit it a few times, but do not destroy it." 2178, "You had orders not to destroy Drone 01, pilot." 2179, "Near the center of your HUD, the hull integrity of your target is displayed. Notice that it has dropped from 100%." 2180, "This information is also available in the upper right corner of your target view." 2181, "Now destroy Drone 01. [Press $left ctrl$]" 2182, "Good job." 2183, "Let's see how quickly you can destroy these new drones. Target hostiles [$h$] and destroy them with your Subach HL-7. [Press $left ctrl$] The HL-7 is standard issue on all Myrmidon space superiority fighters." 2184, "Well done. This concludes module TSM-103c." 2185, "Most sorties will end with an order to return to base. Do not leave the field of engagement until you have been authorized to do so." 2186, "Your navigation computer will be programmed with the proper coordinates. All you need to do is engage your subspace drive. Do this now. [$Alt-J$]" 2187, "Training 2" 2188, "Training Mission 02 " 2189, "Welcome to training simulator module TSM-103b, Class B qualification for the Myrmidon space superiority fighter. This module has been designed to acquaint pilots with advanced targeting controls, weapons systems, and rearming procedures." 2190, "TSM units are approved for use as part of the GTVA combat training program or as a review for qualified pilots. The TSM series is not intended as a substitute for actual field training." 2191, "Well done, pilot. You have successfully completed TSM-103b, Class B qualification for the Myrmidon space superiority fighter. You may now proceed to training simulator module TSM-103a." 2192, "Your performance was below acceptable standards for TSM-103b, Class B qualification for the Myrmidon space superiority fighter. You will not be authorized to advance to the next training simulator module until you have completed this unit successfully." 2193, "Press $t$" 2194, "Press $h$" 2195, "Target Drone 02" 2196, "Target The Triton" 2197, "Press $e$" 2198, "Toggle Primaries" 2199, "Press $.$" 2200, "[Press $spacebar$]" 2201, "Destroy Drone 02" 2202, "Press $spacebar$" 2203, "Toggle Double Fire Mode" 2204, "Press $Shift-/$" 2205, "Use Communications" 2206, "Press $c$" 2207, "Welcome to module TSM-103b, pilot. Don't touch the controls until you are told to do so. You will fail this session if you do not follow instructions carefully." 2208, "[Press $t$] Begin by targeting my fighter." 2209, "In combat, you will need to acquire your targets quickly. With multiple wings and warships, you will not have time to cycle through all objects in sensor range to find a specific target. Let's take a look at some controls that will help you locate targets more efficiently." 2210, "Two drones will be used for the first part of this exercise." 2211, "You have a targeting control which enables you to acquire the nearest hostile target [$h$]. Using the control repeatedly will cycle through hostile targets in order of their proximity." 2212, "Target Drone 01 with your hostile targeting control. [Press $h$]" 2213, "Good. Now Target Drone 02. [Press $h$]" 2214, "Excellent." 2215, "Now we'll learn another useful targeting control. As a GTVA fighter pilot, you will be called upon to defend larger vessels, from troop transports to destroyer-class warships. For this simulation, let's bring in a Triton-class freighter." 2216, "Observe that the name and hull integrity of the freighter appears in a box to the right of your reticle. This escort list enables you to monitor its status." 2217, "You can target ships on your escort list by using the escort targeting control. Target the freighter now. [Press $e$]" 2218, "Well done. On any escort mission, it is important that you stay close to vessels you have been assigned to protect. The escort targeting control makes locating these ships more efficient." 2219, "Be advised the escort list will not be limited to ships you have been ordered to protect. Any major target, friendly or hostile, could appear on that list. This will help you monitor the status of ships with tactical or strategic importance." 2220, "Let's review what we've covered so far." 2221, "Now Target Drone 02. [Press $h$]" 2222, "Now target the freighter with your escort targeting control. [Press $e$]" 2223, "Well done." 2224, "In module TSM-103c, you practiced firing your HL-7. We'll now take a closer look at your primary and secondary weapons." 2225, "Your weapons loadout is displayed to the right of your reticle. Primary cannons are listed above your secondary missile banks." 2226, "Use your primary weapon selector [Press $.$] to toggle either one or both cannons to fire. Firing both primaries will inflict more damage but will also drain more energy from your fighter's reserves." 2227, "The Myrmidon space superiority fighter has three missile banks. As a new pilot, you will be authorized to use the Tempest dumbfire and the Rockeye heat-seeker. Let's practice firing the Tempest." 2228, "Use your secondary weapon selector [Press $/$] to arm your bank of Tempest missiles." 2229, "Good. Tempests are dumb-fire projectiles. These warheads have no homing system, so they'll fly in the direction in which they are fired. For this reason, they are most effective at close range. Unless your aim is very precise, hitting targets at a distance with the Tempest may be difficult." 2230, "Now select Drone 01 using your hostile targeting control. [Press $h$]" 2231, "Good. Destroy Drone 01 with your Tempest missiles. [Press $spacebar$] Close your distance if you need to." 2232, "Well done. The Tempest may not be as accurate as a heat- or aspect-seeking missile, but a Myrmidon can carry up to 320 of these missiles. A volley of Tempests will quickly pulverize an enemy fighter." 2233, "To maximize their effectiveness, use them in conjunction with your Subach HL-7. While the lasers penetrate the shields of your target, the missiles will impact the enemy's hull." 2234, "Let's move on to the Rockeye heat-seeker. Arm the Rockeye with your secondary weapon selector. [Press $/$]" 2235, "Well done. Now target Drone 02. [Press $h$]" 2236, "When you fire the Rockeye, the missile's tracking system will lock onto the heat signature of your target. Be aware the homing radius of the Rockeye is limited, and your target must be near the center of your HUD." 2237, "Destroy Drone 02 using your Rockeye missiles. [Press $spacebar$]" 2238, "Nice shooting, pilot. Compared to the Tempest, the Rockeye is more accurate and has a greater effective range. However, the Myrmidon can carry no more than 20 Rockeyes." 2239, "You can also toggle double-fire mode to launch twice the ordnance. [Press $Shift-/$] You will inflict more damage and increase your chances of hitting the target, but your missiles will be depleted more rapidly in double-fire mode." 2240, "We will now send in more drones so you can practice firing missiles. Be sure to toggle between banks so you can get a feel for both the Tempest and the Rockeye." 2241, "When you run low on missiles, you need to rearm your fighter. To do this you must call in a support ship." 2242, "First, press the communications [$c$] key to bring up your messaging window, followed by the [5] key to Rearm." 2243, "In order for the support ship to dock, you must bring your fighter to a complete stop. The support ship will then automatically dock with you." 2244, "In the lower portion of your HUD, an indicator displays the support ship's ETA." 2245, "The support ship's primary purpose is twofold. First, it will reload your secondary weapons and countermeasures." 2246, "Second, the support ship is capable of making minor repairs to your ship. It can fully repair any damaged or destroyed subsystem. However, the support ship cannot repair your hull." 2247, "Keep in mind a support ship can only load as many weapons as it has on board. It may not be enough to completely rearm your fighter." 2248, "We covered a lot in this module. If you need to review this material, replay the simulation. Otherwise, you are qualified to proceed to TSM-103a. Engage your subspace drive." 2249, "Because you failed to follow instructions, TSM-103b has been terminated. Engage your subspace drive." 2250, "Training 3" 2251, "Training Mission 03 " 2252, "Welcome to training simulator module TSM-103a, class A qualification for the Myrmidon space superiority fighter. This module has been designed to acquaint pilots with dogfighting techniques." 2253, "Congratulations, pilot. You have successfully completed TSM-103a, Class A qualification for the Myrmidon space superiority fighter." 2254, "Your performance was below acceptable standards for TSM-103a, Class A qualification for the Myrmidon space superiority fighter. You will not be authorized to fly the Myrmidon until you have completed this unit successfully." 2255, "Press $t$ or Press $f$" 2256, "Target Drone" 2257, "Press $t$ or Press $h$" 2258, "Press $m$" 2259, "Use Auto Match Speed" 2260, "Press $alt-m$" 2261, "Use Auto Targeting" 2262, "Press $alt-h$" 2263, "Destroy Drone 04" 2264, "Destroy Drone 05" 2265, "Destroy Drone 03" 2266, "Destroy Drone 06" 2267, "Destroy Drone 07" 2268, "Destroy Drone 08" 2269, "Destroy Drone 09" 2270, "Destroy Drone 10" 2271, "Destroy Drone 11" 2272, "Destroy Drone 12" 2273, "Destroy Drone 13" 2274, "Destroy Drone 14" 2275, "Destroy Drone 15" 2276, "Destroy Drone 16" 2277, "Destroy Drone 17" 2278, "Welcome to module TSM-103a, pilot. Don't touch the controls until you are told to do so. You will fail this session if you do not follow instructions carefully." 2279, "This simulation will cover dogfighting techniques. You'll be required to use many of the skills you learned in the preceding modules, such as targeting, matching speed, and primary and secondary weapons control." 2280, "Begin by targeting my fighter. You can either use your basic targeting control [Press $t$] or your friendly targeting control. [Press $f$]" 2281, "You'll notice as I move, a circular indicator moves in front of my ship. That is the lead indicator. It shows you where you need to fire your primary weapon to hit your target." 2282, "Now target the drone. You can use your basic targeting control [Press $t$] or your hostile targeting control. [Press $h$]" 2283, "The target box in the lower left-hand corner of the HUD displays the distance to and hull integrity of your target." 2284, "Your target's hull strength is also shown in the lower part of your reticle." 2285, "As I shoot the drone, watch its hull integrity drop slowly." 2286, "A good dogfighting tactic is matching speeds with your target. I want you to match speeds with the drone. [Press $M$]" 2287, "Good. Your throttle can be set to automatically match the speed of your target, even as your targets change. Use your auto matching control to toggle this feature on or off. [Press $alt-m$]" 2288, "Good. You should be on the move at all times during a dogfight." 2289, "Now destroy the drone." 2290, "Don't forget you also have missiles. [Press $spacebar$]" 2291, "Two new unarmed drones have arrived. Destroy both of them. Remember to match their speed. [Press $m$]" 2292, "An easy way to target new hostiles is by using auto targeting. [Press $alt-h$] This will automatically target your nearest hostile after your current target has either left the area or has been destroyed." 2293, "This drone is armed. It will start firing upon you in 10 seconds. Destroy it." 2294, "You're sustaining a lot of damage from that drone. You may need to review the first two training modules." 2295, "Let's try this exercise again. Here come two more unarmed drones. Destroy them." 2296, "Here is an armed drone. You have 10 seconds before it opens fire. Destroy it." 2297, "Pilot, you are by no means ready for combat. Engage your jump drive to end this simulation. [Press $alt-j$]" 2298, "Now comes the fun part. Five pairs of armed drones will jump in. Destroy as many as you can." 2299, "Looks like you've had enough. Engage your jump drive to end this simulation. [Press $alt-j$]" 2300, "You did not follow instructions, pilot. You have failed this training simulation. Engage your jump drive. [Press $alt-j$]" 2301, "Great job, pilot. You have successfully qualified on the Myrmidon space superiority fighter. Engage your subspace drive. [Press $alt-j$]" 2302, "You have successfully qualified on the Myrmidon space superiority fighter. Engage your jump drive. [Press $alt-j$]" 2303, "Training 4" 2304, "Put mission description here " 2305, "Welcome to the Squadron Welcome to the 107th Ravens, pilot. I'm Lieutenant Samsa, squadron leader. As you know, the Aquitaine is now en route to the Gamma Draconis system. The details of the situation there have been classified at the highest level, so I'm as much in the dark as you are. The Admiral will brief the crew when we reach 3rd Fleet headquarters in Capella." 2306, "The 107th Ravens The 107th is a heavy assault squadron, so our fighter of choice is the Hercules Mark II. Implementing advances in fusion drive technology, the Mark II improves the assault fighter's speed and maneuverability without sacrificing loadout. The Herc has only two missile banks, but its ordnance capacity is greater than the Myrmidon's. The original Herc won the Great War, so we're proud to carry on the tradition." 2307, "The Hercules Mark II I recommend that you review the Herc II training modules before the Aquitaine arrives in Capella. These modules review advanced tactics, such as countermeasures and energy management. The Herc II is slower than the Myrmidon you've been flying with the 53rd, so learn how to evade missiles and equalize shields. These skills will help you push your fighter to the limits. Master them, and the life you save may be your own." 2308, "New Weapons According to your file, you are now authorized to use the GTW-5a Prometheus R, the GTM-19 Harpoon, and the GTM-4 Hornet missile. The Prometheus R is a retrofit of a cannon developed during the Great War. After the Alliance lost contact with Earth, we lacked materials required for mass production, so engineers developed this retrofit version. The Prometheus packs a bigger wallop than the Subach HL-7, but it will drain your power reserves with extended use." 2309, "New Weapons The Harpoon and the Hornet are both aspect-seeking missiles. While the Harpoon fires individual warheads, the Hornet launches a swarm of four projectiles, eight if you're in double-fire mode. The training modules cover the proper technique for firing aspect-seeking missiles, so be sure to review that section carefully. That's all for now, pilot. The Aquitaine will arrive in Capella in four hours." 2310, "Welcome to training simulator module TSM-107m, advanced qualification for the Hercules Mark II heavy assault fighter. This module has been designed to acquaint pilots with communications systems, countermeasures, and aspect-seeking missiles." 2311, "Well done, pilot. You have successfully completed TSM-107m, advanced qualification for the Hercules Mark II heavy assault fighter. You are advised to proceed to training simulator module TSM-107se, covering shield management and the energy transfer system." 2312, "Your performance was below acceptable standards for TSM-107m, advanced qualification for the Hercules Mark II heavy assault fighter. You will not be advised to advance to the next training simulator module until you have completed this unit successfully. " 2313, "Target Transport" 2314, "Press [$h$]" 2315, "Call Reinforcements" 2316, "Press [$c$], [4], [1]" 2317, "Order Epsilon to Destroy Target" 2318, "Press [$c$], [2], [1], [1]" 2319, "Epsilon Depart" 2320, "Press [$c$], [2], [1], [0]" 2321, "Launch Countermeasures" 2322, "Press [$x$]" 2323, "Exit Simulator" 2324, "Press [$Alt-J$]" 2325, "Press [$y$]" 2326, "Target Argo 03" 2327, "Destroy Argo 03" 2328, "Destroy Drone" 2329, "Press [$alt-j$]" 2330, "Welcome to module TSM-107m, pilot. Don't touch the controls until you are told to do so. You will fail this session if you do not follow instructions carefully." 2331, "Let's begin with messaging." 2332, "For Class A qualification, you learned how to call in a support ship to rearm and repair subsystems. Now we'll show you how to give orders to pilots under your command." 2333, "Our target for this simulation will be an Argo-class transport." 2334, "Target the transport. Use your hostile targeting control. [$h$]" 2335, "Good. Now you'll call in your reinforcements. Press the communications [$c$] key to bring up the messaging window. Select reinforcements [4]. Then select the wing you want to call in. Epsilon wing is your only option, so hit the [1] key." 2336, "Confirm that you still have the transport targeted. [$h$]" 2337, "Now have Epsilon wing destroy the transport. Press the communications [$c$] key to bring up your messaging box again." 2338, "Select [2] to transmit your orders to a specific wing. Then hit [1] to choose Epsilon wing. By selecting Epsilon wing, you are sending your orders to that wing only." 2339, "Now press the [1] key, and Epsilon will destroy your target." 2340, "Well done, pilot! Let's try this again." 2341, "Order Epsilon wing to destroy Transport 02. Do you remember your previous instruction? If not, consult the directives list." 2342, "Good work. Be aware that fighter wings are less effective against larger targets. Bombers or vessels with beam turrets are usually required to destroy warships larger than cruiser class." 2343, "Also note that reinforcements are not always available, and you will have authorization to issue orders only to specific wings and ships." 2344, "Now let's order Epsilon wing to depart." 2345, "Press the communications [$c$] key to bring up the messaging window. Select [2] for wing, and [1] for Epsilon. Finally, press [0] for Depart." 2346, "Excellent work. As you gain experience in combat, using the communications interface will become second nature." 2347, "All right, pilot. Now it's time to learn about countermeasures." 2348, "When you launch a countermeasure, you present a new target for pursuing missiles. In theory, the missiles should hit the countermeasure instead of ripping a hole through your hull." 2349, "You need to use countermeasures to survive in battle, but you'll soon learn this tactic does not always work." 2350, "For this exercise, we'll bring in a Leviathan-class cruiser." 2351, "The cruiser will now launch missiles at you. Press the countermeasures [$x$] key to evade the missiles." 2352, "Immediately increase your forward velocity to maximum and move away from the pursuing missiles. Punch your afterburners [$tab$] to gain that extra burst of speed." 2353, "A yellow triangle will appear on your HUD, indicating the vector of the missile's approach. Try to keep this indicator in the 3 or 9 o'clock position." 2354, "When the missile is nearly upon you, launch the countermeasure. Listen to the beeping sound of the missile lock to gauge the distance of the missile. The quicker the beeps, the closer the missile." 2355, "While launching countermeasures, turn your fighter hard in sharp movements. This will also help throw the missile off your trail." 2356, "If you evade the missile, an indicator will display in the upper portion of your targeting reticle. This will alert you to the fact that you successfully avoided the projectile." 2357, "The number of countermeasures remaining is indicated on your HUD below the weapons display. If you run out of countermeasures, call in the support ship to reload." 2358, "You've sustained heavy damage from those missiles, pilot. You are advised to review TSM-107m. Your chances of survival will be minimal if you cannot use countermeasures effectively." 2359, "That's enough for evading missiles. Now let's practice firing them." 2360, "Your Hercules Mark II heavy assault fighter is armed with two banks of Harpoons." 2361, "Unlike heat-seekers like the Rockeye, you must acquire a lock on your target in order for an aspect seeker to home." 2362, "However, the aspect seeker is well worth the effort because its homing ability is much stronger." 2363, "If a heat seeker loses track of its target, chances are it will not reacquire lock. Aspect seekers, on the other hand, will track their targets until they detonate." 2364, "Transport 03 is now entering. Let's take this opportunity to learn another targeting control." 2365, "You have a reticle targeting control [$y$] that will acquire the nearest object inside your reticle. Maneuver your fighter so that my ship is centered on your HUD." 2366, "Good. Now use the reticle targeting control [$y$] to target my fighter." 2367, "Well done. Now target Transport 03 using the reticle targeting control. [$y$] Make sure the transport is in the center of your HUD." 2368, "Excellent. Now let's see how you do with those Harpoons." 2369, "Notice the red indicator moving towards your target. That's the Aspect Triangle. Once it has moved onto your target, you'll see the lock indicator. This means your Harpoons are locked and ready to fire." 2370, "Now fire one Harpoon at the freighter." 2371, "Note how fast the Harpoon moves. This warhead delivers quite a punch." 2372, "A round of Harpoons can be fired every 3 seconds. Fire another round and note the countdown timer in your Weapons Gauge." 2373, "The Harpoon is almost useless if fired before lock has been acquired. That's a major distinction between the Harpoon and the Rockeye." 2374, "Now unload your Harpoons until you've destroyed Transport 03." 2375, "Excellent job. Let's see how you do against moving targets." 2376, "In order to gain aspect lock on a moving target, you must keep the target's lock box in a fixed position inside your HUD reticle." 2377, "We'll now bring in the fighter drones. When the first drone enters, target it and acquire lock. Try to keep the target indicator in the center of your HUD reticle." 2378, "Once you have acquired lock, fire a Harpoon to destroy the drone. These drones will not be using countermeasures." 2379, "Well done. All aspect seekers function this way, from the Hornet missile to the Helios torpedo. In general, the larger and more powerful the warhead, the longer it will take to acquire lock and countdown between volleys." 2380, "Now let's have you face a real challenge. Multiple wings will appear simultaneously. Destroy them all." 2381, "You must be in range of your target before you can gain aspect lock. Hit your burners to intercept the drones." 2382, "Your missile banks are almost depleted. Call in the support ship to rearm. [Press $Shift-R$]" 2383, "Well done. This concludes module TSM-107m. Engage your subspace drive to end this simulation." 2384, "You did not follow instructions. You have failed module TSM-107m. Engage your subspace drive to end this simulation. [$Alt-J$]" 2385, "Training 5" 2386, "Welcome to training simulator module TSM-107se, advanced qualification for the Hercules Mark II heavy assault fighter. This module has been designed to acquaint pilots with shield management and the energy transfer system." 2387, "Congratulations. You have successfully completed TSM-107se, advanced qualification for the Hercules Mark II heavy assault fighter." 2388, "Your performance was below acceptable standards for TSM-107se, advanced qualification for the Hercules Mark II heavy assault fighter. You will not be authorized to advance until you have completed this unit successfully." 2389, "Equalize Shields" 2390, "Press [$q$]" 2391, "Maximize front shields" 2392, "Press [$Up Arrow$]" 2393, "Maximize Rear Shield" 2394, "Press [$Down Arrow$]" 2395, "Equalize shields" 2396, "Increase Weapons Energy" 2397, "Press [$insert$]" 2398, "Increase shield energy" 2399, "Press [$home$]" 2400, "Increase engine energy" 2401, "Press [$page up$]" 2402, "Exit simulation" 2403, "Welcome to module TSM-107se, pilot. Don't touch the controls until you are told to do so. You will fail this session if you do not follow instructions carefully." 2404, "First, let's take a look at the gauges and controls for your shield system." 2405, "The Alliance acquired shielding technology from the Shivans during the Great War. Shield systems have been standard on Terran-Vasudan fighters and bombers for over thirty years." 2406, "Your shield system generates an energy shell that protects the hull of your ship from primary fire and missile blasts." 2407, "As they absorb damage, your shields will weaken. However, your fighter will automatically regenerate its shields over time." 2408, "Your shield integrity gauge is located in the lower right of your HUD. This gauge is now flashing." 2409, "Your shield is divided into four quadrants. Each quadrant can withstand limited damage." 2410, "When a shield quadrant sustains damage, the corresponding section of your Shield Integrity gauge will flash. Observe." 2411, "Note the front of your shield is flashing as if you've taken a hit." 2412, "Observe how the gauge changes as your shield sustains more damage. When a shield quadrant has been destroyed, all damage on that quadrant will impact the hull of your fighter." 2413, "Your shields will regenerate themselves automatically. Let's accelerate this process to save time." 2414, "Now observe as the front quadrant of your shield repairs itself to full strength." 2415, "Your shield is now fully recharged." 2416, "Effective shield management can mean the difference between life and death." 2417, "The simplest way to manage your shield is the Equalize Quadrants function." 2418, "I have damaged your front quadrant again. Use your Equalize Quadrants function to repair your shields. [Press $q$]" 2419, "Well done. Your front section has been partially recharged. This shield energy came from your other three quadrants." 2420, "Practice this function often." 2421, "I'm now going to reduce most of your shield strength. Note that three of your four quadrants are now near zero power." 2422, "With your shield management controls, you can maximize shield strength in a specific quadrant." 2423, "First, maximize the strength in your front quadrant. [Press $Up Arrow$ several times.]" 2424, "Well done. Note that your front quadrant is at full strength, while the other quadrants have been drained." 2425, "Maximizing your front shield quadrant is especially useful when you're attacking the turret of a large ship." 2426, "Now I want you to maximize your rear shield quadrant. [Press $Down Arrow$ several times.]" 2427, "If you're pursuing an important objective and are being attacked from the rear, maximizing your rear shield quadrant can deflect the gunfire of your pursuer." 2428, "Now Equalize Quadrants again to distribute shield energy evenly around your ship. [$q$]" 2429, "We will conclude this module with an overview of your energy transfer system, or ETS." 2430, "You can use your ETS controls to augment or diminish the energy allocated to each of these three systems." 2431, "First, let's increase your weapons energy allocation. [Press $insert$ four times.] Observe that as you divert power to weapons, the energy levels for shields and engines drop." 2432, "The more energy diverted to weapons, the faster your primaries will recharge. Your weapons will not inflict greater damage at higher ETS levels." 2433, "High-energy cannons, such as the Prometheus, can quickly deplete your weapon reserves. If you require a sustained barrage of gunfire, diverting energy to primaries may be necessary." 2434, "Now let's increase your shield allocation. [Press $home$ three times.]" 2435, "The higher your ETS setting for shields, the faster they'll recharge. Increasing your shield allocation may be critical in combat situations, such as stopping to rearm your fighter or flying through heavy flak." 2436, "Now divert more power to your engines. [Press $page up$ twice.]" 2437, "Increasing power to engines will improve your maximum speed by up to 30%, depending on the fighter's reactor capacity. Your afterburners will also recharge faster, enabling more frequent bursts of speed." 2438, "For a slower fighter like the Hercules Mark II, increasing engine power may be necessary to chase down more maneuverable targets or cover large distances quickly." 2439, "Well done. This concludes module TSM-107se. Engage your subspace drive to end this simulation." 2440, "You did not follow instructions. You have failed module TSM-107se. Engage your subspace drive to end this simulation. [$Alt-J$]" 2441, "In the lower right of your HUD are three bar gauges labeled G for guns, S for shields, and E for engines." 2442, "Training 6" 2443, "Welcome Lieutenant Commander Cordova here. Welcome to the 242nd Suicide Kings, pilot. I've heard from unofficial channels that the rebels have launched a surprise attack in the Epsilon Pegasi system. Details at this point are sketchy below Phi level clearance, and Command is in no hurry to fill us in. Petrarch says he'll brief the Aquitaine when we reach Capella." 2444, "The 242nd Suicide Kings The GTA formed the Suicide Kings in the Great War, when the old Valkyrie fighter went into service after the Shivan attack on Ross 128. The 242nd was stationed on the Galatea back then, and our first mission was the capture of Lieutenant Alexander McCarthy. We all studied the McCarthy trials in school, pilot. We're a part of history here, though the Galatea is long gone and the Valkyrie has since been retired." 2445, "The Perseus Interceptor The Perseus is the next-generation interceptor, the fastest fighter in the GTVA. Our primary combat role is charging bombers and chasing down warheads. We're also assigned to surgical strikes against bigger warships. We're not called the Suicide Kings for nothing, pilot. We earn that name on every mission. For that reason, I suggest you review the Perseus training modules as soon as possible. There you'll learn how to target bombs and turrets and everything else you need to serve in an intercept squadron." 2446, "Stiletto II You are now authorized to use the GTM-43a Stiletto II missile, designed to incapacitate subsystems. The 43a improves on the original Stiletto design by modifying its guidance systems and disruptor charge. The Stiletto also boasts a more powerful propulsion system, increasing its speed and effective range." 2447, "Welcome to training simulator module TSM-122x, advanced qualification for the Perseus intercept fighter. This module has been designed to acquaint pilots with targeting bombs, turrets, and subsystems." 2448, "Well done, pilot. You have successfully completed TSM-122x, advanced qualification for the Perseus intercept fighter. Good luck with your upcoming assignment." 2449, "Your performance was below acceptable standards for TSM-122x, advanced qualification for the Perseus intercept fighter. You are advised to repeat this training module until you have completed its course of instruction successfully." 2450, "Target Deimos" 2451, "Press [$e$]" 2452, "Target bomb" 2453, "Press [$b$]" 2454, "Target Seraphim" 2455, "Press [$g$]" 2456, "Exit Simulation" 2457, "Target deimos" 2458, "Target Turrets" 2459, "Press [$K$]" 2460, "Destroy Missile Turret" 2461, "Identify attacking turret" 2462, "Press [$r$]" 2463, "Destroy Turret" 2464, "Destroy Turrets" 2465, "Target Sensors" 2466, "Destroy Sensors" 2467, "Welcome to module TSM-122x, pilot. Don't touch the controls until you are told to do so. You will fail this session if you do not follow instructions carefully." 2468, "The most significant role of the Perseus interceptor fighter is destroying enemy bombers and their warheads." 2469, "For this exercise, we need a target. Let's bring in a Deimos-class corvette." 2470, "Remember the escort list? It's on the right-hand side of your HUD. Use the escort targeting control to select the Deimos. [$e$]" 2471, "Good. Now let's make this interesting. Here comes a wing of Shivan Seraphim bombers." 2472, "Don't be afraid. This is only a training simulator. Just observe the action for now." 2473, "As the Seraphim bombers approach the Deimos, they launch their ordnance." 2474, "Use the bomb targeting control [$b$] to acquire the Shivan warheads. If there are no warheads in flight, this control will select the nearest bomber." 2475, "The bomb will appear in your Target View until it detonates. Observe that as the bomb impacts the hull of the Deimos, the name of the corvette flashes in your escort monitor. That's how you know a ship on your escort list is taking damage." 2476, "Bombs also appear as amber blips on your radar." 2477, "Let's cover one more targeting control. The Target's Attacker function [$g$] enables you to select the enemy ship attacking your target. This is especially useful in defensive or escort missions." 2478, "First, select the vessel you have been ordered to defend. Cycle through friendly targets [$f$] or use the escort targeting control. [$e$]" 2479, "Very good. Now use the target's attacker control [$g$] to acquire the nearest hostile currently attacking your target. That would be the Seraphim." 2480, "Now let's see how well you do in a combat situation. To make things fair, we'll restore the Deimos to full strength." 2481, "Before we unleash the bombers, here are a few more pointers." 2482, "First, locate the bomb by sensors or by sight. You'll destroy the bombs more efficiently if you can rely on visual contact, but sometimes you'll need to use the bomb targeting control if you get disoriented. [$b$]" 2483, "It only takes one or two hits to destroy a bomb, and most warheads are generally slower than your intercept fighter. But don't get too close. The shockwave could damage your hull or knock out your subsystems." 2484, "Obviously, the best tactic is to destroy the bombers before they launch their ordnance. An intercept fighter is built for speed so that you can engage multiple bomber waves across the field of engagement." 2485, "You lost the Deimos, pilot. It's a challenge but not impossible. We'll abort the simulation now so you can start over and try again." 2486, "Excellent work, pilot. You repelled the bomber attack and protected the Deimos." 2487, "Here's another tip. Using the messaging window, you can order your squadmates to protect a target. Pilots assigned to protect a target will help you intercept bombs launched at the target. Chasing bombs is a lot easier when you work together as a team." 2488, "You have depleted your missile banks, pilot. Call in the support ship to rearm. [$Shift-R$]" 2489, "For the next phase of this simulation, let's restore the Deimos to full strength. We'll also change the vessel's IFF status from friendly to hostile." 2490, "Target the corvette using your hostile targeting control. [Press $h$]" 2491, "Good. As a fighter, you have minimal chance of destroying a large ship on your own. Bombs and beam cannons are much more effective, but these weapons are too big to mount on a fighter." 2492, "However, the speed and maneuverability of the fighter make it ideal for surgical strikes against the turrets and subsystems of larger ships." 2493, "Use the turret targeting control [$k$] to cycle through the turrets of the ship. Observe that the corvette has a range of weapon types, including beam weapons, laser cannons, flak guns, and missile launchers. I'm sure you're well acquainted with all of these by now." 2494, "Observe how the turret is outlined by a large square. The Target View will display the type of turret and its current integrity. If the targeted object is not in view, it will be marked by a diamond." 2495, "Now target the missile launchers on the Deimos and destroy them." 2496, "Excellent. Once you destroy a turret, your sensors will automatically target the next turret in order of priority." 2497, "Larger warships have dozens of firing points, and in combat situations, you might not have time to cycle through all the turrets to find the one that is firing at you." 2498, "You have an attacker targeting control [$r$] that will select the nearest hostile firing on your ship. If the attacker is a warship, the turret firing on you will be targeted." 2499, "This control can help you prioritize the enemies that pose the greatest danger to your fighter." 2500, "Let's try it now. The Deimos will begin firing on you with one or more of its turrets. " 2501, "Use your attacker targeting control [$r$] to identify the turret firing on you." 2502, "Now destroy the turret. Feel free to use guns and missiles. Note that both heat-seeking and aspect-seeking missiles will home in on subsystems once they acquire lock." 2503, "Good. Now let's see how you do against multiple turrets." 2504, "Great work, pilot." 2505, "Looks like you've had enough. In the field of battle, approach a warship with the utmost caution. With a fast and light ship like the Perseus, stay on the move at all times. Destroy the turret in two or three strafing runs if you have to." 2506, "Let's end this session with a look at targeting subsystems." 2507, "By pressing the subsystem targeting control [$s$] repeatedly, you can cycle through the subsystems of your target." 2508, "A subsystem appears on your HUD outlined by a large square. If the targeted system is not in view, it will be marked by a diamond." 2509, "Now target the sensors on the corvette. [Press $s$]" 2510, "Nice work. Now select the Akheton Subsystem Disruptor Gun, or SDG, as your primary weapons. [$.$]" 2511, "The Akheton SDG is an energy weapon developed by the Vasudans. The Akheton destroys the subsystems of a target, doing only minimal damage to the target's hull." 2512, "Using the Akheton SDG, destroy the sensors of the Deimos corvette." 2513, "Good. Note that you can also order your squadmates to destroy the subsystems of your target. In the messaging window, select the Disable command to take out the engines. The Disarm command will order the pilots to destroy your target's weapons subsystem." 2514, "Well done. This concludes module TSM-122x. Engage your subspace drive to end this simulation." 2515, "You did not follow instructions. You have failed module TSM-122x Engage your subspace drive to end this simulation. [$Alt-J$]" 2516, "Now, intercept and destroy the Seraphim bombers before they neutralize the corvette." 2517, "The first act of the main FreeSpace 2 campaign." 2518, "Design:" 2519, "Based on an Original Design by:" 2520, "Lead Programmer:" 2521, "Programming:" 2522, "Lead Artist:" 2523, "Real-Time Artists:" 2524, "Cutscene Artists:" 2525, "Mission Design:" 2526, "Writers:" 2527, "Music and Sound Design:" 2528, "Executive Producer:" 2529, "Director of Product Development:" 2530, "Quality Assurance Test Lead:" 2531, "Quality Assurance Testers:" 2532, "Web Design and Development" 2533, "Manual:" 2534, "ParallaxOnline:" 2535, "Network Administration:" 2536, "Office Management and Administration:" 2537, "German Localization:" 2538, "FRED2 Documentation:" 2539, "Voice:" 2540, "In Los Angeles:" 2541, "Voice Producer:" 2542, "Voice Direction:" 2543, "Voice Editor:" 2544, "Voice Recording Engineers:" 2545, "Assistant Recording Engineers:" 2546, "Cast:" 2547, "In Chicago:" 2548, "Voice Producer:" 2549, "Voice Recording Engineers:" 2550, "Recorded at:" 2551, "Cast:" 2552, "In Champaign:" 2553, "Voice Recording Engineers:" 2554, "Recorded at:" 2555, "Cast:" 2556, "Original Freespace Team:" 2557, "Special Thanks:" 2558, "FS2 Beta Testers:" 2559, "Vocal samples courtesy of Spectrasonics' 'Symphony of Voices'" 2560, "For Interplay:" 2561, "Producer:" 2562, "Line Producer:" 2563, "V.P. of Product Development:" 2564, "Division Director:" 2565, "Director of Quality Assurance:" 2566, "QA Manager:" 2567, "Quality Assurance Project Supervisor and Compatibility Manager:" 2568, "Testers:" 2569, "Compatibility Technicians:" 2570, "Product Marketing Manager:" 2571, "Communications Manager:" 2572, "Traffic Manager:" 2573, "Terminology Consultant:" 2574, "Special Thanks:" 2575, "Noelle for putting up with the long absence." 2576, "Chad Nicholas for delaying his move so he could make missions." 2577, "Erik Hernandez, John Palmero, Harold Kim and Mike Motoda for putting their lives on hold." 2578, "Feargus Urquhart for all the great advice." 2579, "Special Thanks to the FreeSpace community:" 2580, "The team dedicates FreeSpace 2 to:" 2581, "Andy for being a die-hard Freespace fan and a great little brother. Mom and Dad for always being supportive, making sure I don't kill myself from working too much, and letting Andy play Freespace way too much. Kevin, Jason and John for having the patience in dealing with my boundless lack of knowledge. Net buddies: Jumpy, Bee, Khan, Shet, Tron, Synthetik. Thanks for all the frags!" 2582, "Special thanks to MikeK for giving me this chance. :)" 2583, "My wife Maria and my sister Michelle." 2584, "Robin, for her limitless support, and to the amazing FS2 team for showing everyone what the game could be." 2585, "Rebecca (and baby) for understanding all the late nights and early mornings of work." 2586, "Karen for her understanding the late nights, and to Irene and Nathan for their sunshine every day." 2587, "John M., Judy, Andrew, Ray, and Gram and to one of my best friends in the world, Nancy A. Without all of your support, I wouldn't have gotten this far to follow my dreams. I made it!" 2588, "Thanks." 2589, "Goff Smith, Meredith Turner, Becky Minsley and my Mom and Dad for their support, guidance, and love." 2590, "Rob, Julie, and Amanda Kresge (my parents and sister, who have helped me through the years to achieve my dreams and helped make it possible that I'm here at Volition. :) Whole lotta love to Regal, Rob and Jeff for all the good times together. Gil Broydes, for helping me get through college intact and being a great friend." 2591, "My wife, for moving away from home into the cornfields of IL so that I could blow stuff up. :)" 2592, "All my friends and family who supported me - specifically Jolie, Olivia, Mike, Ryan, Harris, the Volition crew, and the friends in my head. " 2593, "Alia for her love and patience, and to my parents for just about everything." 2594, "My parents, roommates, friends, family, and co-workers for all the help they have given me during this project." 2595, "I'd like to thanks my parents for being so nice about my sudden departure and the gang from Toronto: Peter and the rest of Ariel, Ian and the crew at Apollo, Deanna who is always up all night, all those of you who no longer know me online, and Joanne who unwittingly helped me help the project." 2596, "Thanks to all my family and friends for their prayers and support. I'm back!!!" 2597, "My wife Mary and children Chris and Amelia, for being good sports while I was gone all week." 2598, "Karen, Joshua and Katie, again, and the FS2 team for working so hard that I finally stopped worrying." 2599, "Jillian for having enough trust and faith in me to move to Champaign, and to Hank, for just being a punk." 2600, "My parents, who stuck by me despite everything, and to my brother who believed in me even when I didn't." 2601, "Mom, Dad, Brandy, my family and friends, and to all my friends and co-workers at Volition." 2602, "My big brother Van, for helping me avoid the calamities of our inheritance and just being there in general. Much love." 2603, "Thirty-two years have passed since the Great War, and a new generation has come of age." 2604, "Introducing the GTVA Colossus, the largest space-faring warship ever constructed." 2605, "Admiral Bosch, the NTF Supreme Commander, reflects upon the legacy of the Ancients." 2606, "Following NTF defeats in Epsilon Pegasi and Sirius, Bosch reconsiders his strategy." 2607, "Lost in the nebula beyond the Knossos portal, Bosch questions the wisdom of his actions." 2608, "His crusade vindicated, Bosch prepares for his second rendezvous with the Shivans." 2609, "Packed with meson warheads, the GTD Bastion self-destructs and seals off the Epsilon Pegasi jump node." 2610, "Generating a powerful subspace disturbance, the Shivan juggernauts trigger a supernova." 2611, "Admiral Petrarch addresses the crew of the Aquitaine, relating news of the GTVA's success." 2612, "Admiral Petrarch addresses the 70th Blue Lions, relating news of Alpha 1's demise." 2613, "Choose your ship type." 2614, "Choose a new ship type by dragging" 2615, "its icon over one of the available" 2616, "wing slots." 2617, "Revert to the original" 2618, "ship distribution." 2619, "When finished outfitting" 2620, "all available wings," 2621, "you can go to the" 2622, "weapons loadout screen" 2623, "or enter the mission." 2624, "Outfit your ship with weapons." 2625, "Choose a ship." 2626, "Drag and drop" 2627, "primary or" 2628, "secondary weapons to their" 2629, "respective ship banks." 2630, "When finished, commit" 2631, "to the mission." 2632, "Review your mission objectives." 2633, "Click here to change" 2634, "briefing stages." 2635, "When done with briefing," 2636, "go to ship selection," 2637, "weapon loadout, or" 2638, "start the mission." 2639, "Create, modify, or" 2640, "change pilots in" 2641, "the Barracks." 2642, "Choose a campaign" 2643, "in the Campaign Room." 2644, "Prepare for the" 2645, "next mission in" 2646, "the Ready Room." 2647, "Exit FreeSpace 2." 2648, "Fly a simulated mission," 2649, "view a cutscene, see the" 2650, "credits, or check specs" 2651, "in the Tech Room." 2652, "Configure your" 2653, "settings in the" 2654, "Options Screen." 2655, "Press escape, F1, or click to remove help overlay" 2656, "Create, modify, or select a pilot." 2657, "Select a pilot" 2658, "to clone, remove, convert," 2659, "or view stats." 2660, "Select the desired" 2661, "pilot image." 2662, "Change the current control configuration." 2663, "Choose the function to be reconfigured" 2664, "or search for a function that is already" 2665, "configured." 2666, "Enter bind mode, then press" 2667, "the new key or joystick button to" 2668, "bind it to the selected function." 2669, "Apply desired modifiers." 2670, "Repeat as necessary." 2671, "Receive your mission debriefing." 2672, "View your mission stats." 2673, "See advice on improving your performance." 2674, "Create a multiplayer game." 2675, "Filter the mission type." 2676, "Accept or kick players" 2677, "and assign them to teams (team mode)." 2678, "Set further options or" 2679, "start the game." 2680, "Start a multiplayer game." 2681, "Name your game." 2682, "Select the game type." 2683, "Start the game." 2684, "Choose a game to join." 2685, "Update the list to view newly formed games." 2686, "Start your own game" 2687, "or join as an observer." 2688, "Create, modify, or" 2689, "change pilots in" 2690, "the Barracks." 2691, "Fly a simulated mission," 2692, "view a cutscene, see the" 2693, "credits, or check specs" 2694, "in the Tech Room." 2695, "Prepare for the" 2696, "next mission in" 2697, "the Ready Room." 2698, "Exit FreeSpace 2." 2699, "Configure your" 2700, "settings in the" 2701, "Options Screen." 2702, "Choose a campaign" 2703, "in the Campaign Room." 2704, "Press escape, F1, or click to remove help overlay" 2705, "Assign hotkeys to important ships and wings." 2706, "Press a hotkey (F5-F12)." 2707, "Select a ship or wing" 2708, "to add to or remove" 2709, "from hotkey bindings." 2710, "Choose a campaign from the list." 2711, "Read the selected Campaign's description." 2712, "Play the selected Campaign." 2713, "Select a mission." 2714, "Filter standalone missions or" 2715, "missions that are in a campaign." 2716, "Study technical data on all known GTVA," 2717, "and Shivan ships and weaponry, as well" 2718, "as historical and species information." 2719, "View the next or previous data entry." 2720, "Receive briefing information from GTVA Command." 2721, "Proceed to the mission briefing." 2722, "For your excellent record of confirmed kills, you have achieved the status of Ace." 2723, "For your outstanding record of confirmed kills, you have achieved the status of Double Ace." 2724, "For your extraordinary record of confirmed kills, you have achieved the status of Triple Ace." 2725, "Command, we have secured the area." 2726, "All hostiles are down. Area secure." 2727, "All clear, Command." 2728, "Area is secure." 2729, "Bandits neutralized. All clear." 2730, "All enemy forces negated." 2731, "All hostile targets neutralized." 2732, "IFF confirmed! Hostiles inbound!" 2733, "Hostiles approaching fast!" 2734, "Reading hostile indicators." 2735, "Enemy wing inbound." 2736, "Incoming jump signature! Hostile configuration!" 2737, "Roger that, sir. Engaging your target." 2738, "Yes, sir! We'll take em down!" 2739, "Breaking to attack." 2740, "I've got em in my sights!" 2741, "Target acquired." 2742, "Affirmative. We will destroy your target." 2743, "Commencing attack on your target." 2744, "Reinforcements on station. Request status brief." 2745, "Reinforcements here. Standing by for orders." 2746, "Sir, reinforcements are now in position!" 2747, "The cavalry has arrived, sir." 2748, "Reinforcements have arrived. Awaiting orders." 2749, "We are here to assist. What is your status?" 2750, "We will reinforce your wing. Please transmit orders." 2751, "Beta wing here. Standing by." 2752, "This is Beta wing. What's your status?" 2753, "Beta wing now in position." 2754, "Beta wing has arrived. Awaiting orders." 2755, "Beta wing here. We're now in system, Command!" 2756, "Beta wing is on station." 2757, "This is Beta wing. Standing by for orders." 2758, "Check your six!" 2759, "Bandit on your tail!" 2760, "Watch your back, pilot!" 2761, "Behind you, pilot!" 2762, "On your six! On your six!" 2763, "Take evasive action, pilot!" 2764, "Bandit at six o'clock!" 2765, "Noooooooo!!!" 2766, "Aaaaaaaah!!!" 2767, "Help me!!!" 2768, "Mayday! Mayday!" 2769, "I'm going down! I'm going down!" 2770, "Avenge me!" 2771, "Long live the Emperor!" 2772, "This is Delta wing. What's your status?" 2773, "Delta wing now in position." 2774, "Delta wing now on station. Awaiting orders." 2775, "This is Delta wing. Give us a target, sir!" 2776, "Delta wing here. Standing by." 2777, "Delta wing is ready to assist, pilot." 2778, "This is Delta wing. What is your command?" 2779, "Yes, sir! I'm outta here!" 2780, "You don't have to tell me twice!" 2781, "Roger that, sir. See you back home." 2782, "Right away, sir. Jump drive engaged." 2783, "Acknowledged. Returning to base now." 2784, "We are departing as ordered." 2785, "Returning to base." 2786, "I copy. Engaging jump drive now." 2787, "Departing field of engagement." 2788, "We are departing as ordered." 2789, "Roger that, sir. Disabling your target." 2790, "Yes, sir! Targeting engines now!" 2791, "Acquiring lock on engines." 2792, "I copy that. Disabling your target now." 2793, "Roger that. We'll knock out those engines for you, sir!" 2794, "Affirmative. Disabling your target." 2795, "Acknowledged. Engine subsystem targeted." 2796, "Yes, sir! Targeting weapons now!" 2797, "Target data received. Acquiring lock." 2798, "I copy, sir. Disarming your target." 2799, "I'm on it." 2800, "Roger that, sir. Disarming target now." 2801, "Acknowledged. Weapon subsystem targeted. " 2802, "I copy. Neutralizing weapons." 2803, "Roger that." 2804, "Yes, sir! Breaking to attack!" 2805, "Engaging enemy now, sir." 2806, "With pleasure, sir." 2807, "I'm on it, sir." 2808, "By your command. Engaging enemy." 2809, "Breaking to attack." 2810, "Epsilon wing now on station." 2811, "Epsilon has arrived in system. Awaiting orders." 2812, "Epsilon here. Ready to engage!" 2813, "Epsilon here. Standing by." 2814, "This is Epsilon wing. What's your status?" 2815, "Epsilon wing standing by. Transmit orders." 2816, "This is Epsilon. We are in position. Requesting orders." 2817, "Gamma wing has arrived. Awaiting orders." 2818, "Gamma here. Ready to assist." 2819, "Gamma wing is standing by." 2820, "This is Gamma wing. What's your status?" 2821, "Gamma is now in system." 2822, "This is Gamma wing. Please transmit orders." 2823, "Gamma wing on station." 2824, "Hull integrity failing! Get me out outta here, Command!" 2825, "I can't hold them off much longer!" 2826, "Get this bandit off me!" 2827, "Cover me! Cover me!" 2828, "This crate's gonna blow!" 2829, "Sustained critical damage. Hull failure imminent." 2830, "Systems are failing. Please assist." 2831, "Yes, sir!" 2832, "All yours, sir. Good luck!" 2833, "Hope you know what you're doing, sir." 2834, "Ignoring your target." 2835, "Knock yourself out, sir." 2836, "Disregarding your target." 2837, "By your command. The kill is yours." 2838, "No can do, sir." 2839, "Sorry, sir. Unable to comply." 2840, "Not a chance, pilot." 2841, "With all due respect, sir, you're out of line." 2842, "That's an invalid order, pilot." 2843, "Negative. I cannot execute your command." 2844, "I will not perform that action." 2845, "Sorry, sir. I am unable to acquire your target." 2846, "Confirm your target, pilot. I can't get a reading." 2847, "Say again, sir?" 2848, "Target? What target?" 2849, "And what target would that be, sir?" 2850, "Your target data is invalid." 2851, "You must specify a target." 2852, "Whose side are you on, pilot?" 2853, "Don't make me hurt you, pilot!" 2854, "You got a problem with your IFF, sir?" 2855, "Back off, pilot! You're out of line!" 2856, "You think that's funny?" 2857, "Disengage, pilot!" 2858, "Constrain your actions, pilot." 2859, "Invalid target! Hold your fire!" 2860, "Pilot down! Pilot down!" 2861, "Squad lost a pilot!" 2862, "Squadmate down!" 2863, "We've lost a pilot!" 2864, "Friendly down!" 2865, "Friendly neutralized!" 2866, "No sorrow but vengeance." 2867, "Objective neutralized!" 2868, "That's a confirmed kill!" 2869, "Show us how it's done, sir!" 2870, "You got em!" 2871, "Bandit down!" 2872, "Formidable!" 2873, "You fight like a Vasudan!" 2874, "Missile banks depleted! Calling in support!" 2875, "I need to rearm!" 2876, "Support, need more ordnance here!" 2877, "Secondary banks empty! Calling in support!" 2878, "Ordnance depleted!" 2879, "I must rearm. Requesting support." 2880, "Secondaries depleted. Require support." 2881, "Systems failing! Get support here pronto!" 2882, "Command, systems are blown! I need a repair!" 2883, "Subsystems are down! I need support here!" 2884, "Disengaging now for repair!" 2885, "My systems are going berserk! Calling in support!" 2886, "Requesting subsystem repair." 2887, "Subsystems incapacitated!" 2888, "You know where you're going, sir?" 2889, "With all due respect, sir, we seem to be off course." 2890, "Let's focus on our objectives, sir." 2891, "What about our mission, sir?" 2892, "We have orders to follow, sir." 2893, "You are deserting the field of engagement, Terran." 2894, "You are violating our mission directives, Terran." 2895, "Sorry it had to end like this, sir!" 2896, "No mercy for traitors in this unit!" 2897, "See you in hell, pilot!" 2898, "You just had to keep firing, didn't you?" 2899, "That's what you get when you don't play nice." 2900, "No refuge for traitors!" 2901, "You disgrace your species, Terran." 2902, "All units, terminate the traitor!" 2903, "Affirmative." 2904, "Roger that." 2905, "I'm on it." 2906, "Yes, sir!" 2907, "I copy." 2908, "Acknowledged." 2909, "By your command." 2910, "I copy, pilot. Support ship in transit." 2911, "Acknowledged. Standby to rearm." 2912, "Stand by, pilot. We're on our way." 2913, "Support request confirmed. Please stand by." 2914, "Deploying support ship now. Please stand by." 2915, "Rearming complete, sir. You're good to go." 2916, "Rearming procedure complete." 2917, "Rearming sequence aborted." 2918, "Rearming procedure terminated." 2919, "Support ship is down!" 2920, "No reinforcements are available, pilot. You're on your own." 2921, "Invalid target! Hold your fire! " 2922, "Your instructor is not a valid target, pilot." 2923, "Desertion is grounds for a court martial, pilot. Return to the battle." 2924, "Pilot, this is your final warning. Complete your mission objectives." 2925, "AWACS has sustained moderate damage! Please assist!" 2926, "AWACS hull integrity has fallen below critical! Request immediate fighter cover!" 2927, "Command, AWACS is under attack! Request fighter cover!" 2928, "Mayday! AWACS hull failure imminent! Please assist!" 2929, "You have received your commission in the GTVA. Congratulations, Ensign." 2930, "Because of your achievements, character, and potential, you are duly awarded the rank of Lieutenant Junior Grade." 2931, "After reviewing your service record and the recommendations of your superior officers, Allied Command has authorized your promotion. Congratulations, Lieutenant." 2932, "For your excellent record of service, leadership, and conduct under fire, you have attained the rank of Lieutenant Commander." 2933, "Because your achievements distinguish you as an officer of the highest caliber, you have been promoted to the rank of Commander." 2934, "For your brilliance as a pilot, tactician, and leader, Allied Command confers upon you the rank of Captain." 2935, "Captain, your long and illustrious record distinguishes you as a leader of integrity, courage, and wisdom. You are duly promoted to the rank of Commodore." 2936, "On behalf of the GTVA Security Council and General Assembly, it is my honor to confer upon you the prestigious rank of Rear Admiral. Congratulations. " 2937, "Your career stands as a shining example of our ideals and values, and few officers have rendered greater service to the Alliance. On behalf of the GTVA Security Council and General Assembly, I hereby confer upon you the prestigious rank of Vice Admiral." 2938, "Congratulations. You have earned your place in the highest echelon of allied leadership. Your character, courage, and genius are an inspiration to us all. On behalf of the GTVA Security Council and General Assembly, I hereby confer upon you the prestigious rank of Admiral. Now go read a book." 2939, "Space Superiority" 2940, "Excellent" 2941, "Light" 2942, "Triton / Mekhu" 2943, " " 2944, "Affectionately nicknamed 'The Bat' by its pilots, the GTF Ulysses is a well-designed craft that has had a far longer useful life than its engineers ever imagined. Developed jointly by Terran and Vasudan contractors, the Ulysses was first deployed near the end of the Great War. Its excellent maneuverability and high top speed give it an agility that pilots love, but at a cost of thin armor and a small secondary weapon loadout. The Ulysses is a better choice for offensive missions than defensive ones." 2945, "Heavy Assault" 2946, "Poor" 2947, "Heavy" 2948, "Han-Ronald Corp" 2949, " " 2950, "The old workhorse of the Terran fleet, the Hercules is a beloved but aging design. It was the mainstay of the Terran forces during the Great War, but it is slowly being phased out of the modern fleet. As they are replaced by Herc IIs, Myrmidons, and other recent designs, Hercules fighters are increasingly relegated to training and guard duties far from the front lines. Pilots who've flown Hercs for years love the ship's heavy armor and firepower and have learned to compensate for its low speed and poor maneuverability. The old Hercs are still widely used by NTF forces." 2951, "Heavy Assault" 2952, "Average" 2953, "Heavy" 2954, "RNI Systems" 2955, " " 2956, "The GTF Hercules Mark II is the next generation of Terran heavy assault fighter. Introduced during the Great War, the original Herc's balance of firepower and maneuverability made it the most versatile strike fighter in the fleet. Some military historians have claimed the Hercules won the Great War, citing its deployment in key battles near the end of the Shivan conflict. Implementing recent advances in fusion drive technology, the Mark II improves the assault fighter's speed and maneuverability without sacrificing loadout capacity." 2957, "Strategic Assault" 2958, "Poor" 2959, "Ultra Heavy" 2960, "Nankam Aeronautical" 2961, " " 2962, "The GTF Ares class of fighters is a radical upgrade of the Hercules II fighter. The power plant has been completely replaced with the newer, more powerful Nankam NA-27f model. Depleted uranium shielding has been added atop critical subsystems, making the Ares harder to incapacitate. Two primary weapon banks have been added, for greater firepower than the Herc II. This greater punch and protection come at a cost, however, as the Ares handles like a potato." 2963, "Heavy Assault" 2964, "Average" 2965, "Heavy" 2966, "Triton Dynamics" 2967, " " 2968, "GTF Erinyes craft are fresh off the drawing boards of Triton Dynamics. Though fast and heavily armored, their main attraction is firepower. With eight primary banks and two secondary weapon bays, Erinyes are at the top of the combat craft food chain. Both sets of weapon banks have been designed to maximize compatibility with the greatest possible number of weapon system. Erinyes-class ships are being evenly distributed through the GTVA fleet, but only elite pilots are currently authorized to fly them." 2969, "Recon" 2970, "Good" 2971, "Light" 2972, "Han-Ronald Corp" 2973, " " 2974, "The GTF Loki is designated as a fighter, but it's more of a heavy reconnaissance craft. The Loki's micro-roughened hull and shielded exhaust chamber give it an extremely reduced profile to detection sensors. This makes it ideal for reconnaissance and infiltration missions that rely on stealth rather than firepower. Lacking the weaponry and armor to survive prolonged battles, the Loki can usually stay alive long enough for its high maneuverability and speed to discourage pursuers. Lokis are widely used by NTF forces." 2975, "Stealth Recon" 2976, "Excellent" 2977, "Light" 2978, "Nankam Aeronautical" 2979, " " 2980, "The Pegasus is used almost exclusively for reconnaissance missions. It's the fastest, most maneuverable ship in the Terran arsenal. The craft's contours and hull materials were carefully designed to minimize its profile to detection sensors. It is woefully armored and packs only minimal weaponry, making it a death box in a firefight. Pegasus pilots are a special breed of daredevils who pride themselves on getting into and out of situations that would be the death of other pilots, all without firing a shot." 2981, "Interceptor" 2982, "High" 2983, "Average" 2984, "Nankam Aeronautical" 2985, " " 2986, "The GTF Perseus is the newest fighter in the GTVA's arsenal. Slated to replace the aging Valkyrie as the Alliance's primary interceptor, the Perseus's high max speed and maneuverability make it ideal to hunt and destroy enemy bombers. Perseus fighters have been assigned to the 3rd Battle Group on a trial basis, with wide deployment expected after the OpEval period. Primary weapons include the Subach HL-7 and Prometheus cannon, with secondary loads of Harpoon and Hornet missiles. Preliminary results have shown the Perseus to be a superb fighter." 2987, "Advanced Space Superiority" 2988, "Average" 2989, "Average" 2990, "RNI Systems" 2991, " " 2992, "RNI Systems' GTF Myrmidon replaces the Ulysses as the Alliance's primary space superiority fighter. The Myrmidon has received high marks for speed, maneuverability, armor, and loadout. An ultra-efficient hull configuration provides space for three secondary weapon systems, a first for Terran-Vasudan fighters. This versatility enables Myrmidon squadrons to fulfill a range of combat roles, from light assault to heavy reconnaissance. In the Deneb system, the 53rd Hammerheads of the GTD Aquitaine have demonstrated the effectiveness of the Myrmidon against NTF forces." 2993, "Advanced Space Superiority" 2994, "Excellent" 2995, "Very Heavy" 2996, "Triton Dynamics" 2997, " " 2998, "The SF Mara class of Shivan fighters was first encountered by the GTC Vigilant while patrolling the Gamma Draconis jump node in the Capella system. All other information concerning the Mara is classified level Psi." 2999, "Medium Bomber" 3000, "Poor" 3001, "Medium" 3002, "Han-Ronald Corp." 3003, " " 3004, "The GTB Artemis is the most agile bomber in the GTVA fleet, which makes it ideal for quick-hitting missions against warships and other slow targets. Of the same technological generation as the Boanerges class, the Artemis is less heavily armed and carries a lighter weapon payload, but it is significantly more maneuverable. While the Boanerges can inflict more damage, the Artemis can undertake (and return from) missions the slower Boanerges would have no hope of surviving. All Artemis-class bombers in the GVTA fleet are currently serving with the 2nd and 3rd Battle Groups." 3005, "Medium Bomber" 3006, "Average" 3007, "Medium" 3008, "Han-Ronald Corp." 3009, " " 3010, "The GTB Artemis D.H. is an experimental variant of the standard Artemis class. The most notable change is that the Artemis's factory-issued Han-Ronald engines have been replaced by the same Nankam NA-27f powerplant now found in the GTF Ares fightercraft. The D.H. variant is faster and more maneuverable than the standard Artemis bomber, at no cost to armor or armament. During the OpEval period, Artemis D.H. bombers are being deployed in only select squadrons in different theatres of the war. If the evaluation trials go well, wider deployment of the Artemis D.H. class is expected." 3011, "Heavy Bomber" 3012, "Poor" 3013, "Heavy" 3014, "Han-Ronald Corp." 3015, " " 3016, "The GTB Medusa is the workhorse of the GTVA's bomber fleet. Its large bomb capacity enables it to take out cruiser-class warships, while its strong shielding ensures it can get close enough to deliver the punch. The first bomber to carry the potent Cyclops bomb, the Medusa is sure to be one of the highlights of a bomber pilot's career." 3017, "Assault Bomber" 3018, "Very Poor" 3019, "Very Heavy" 3020, "Han-Ronald Corp." 3021, " " 3022, "The GTB Ursa is the slowest bomber in the GTVA fleet. What it lacks in speed, however, it more than makes up with its massive payload. The Ursa was the first GTVA bomber designed specifically to destroy capital ships. With a rack of Helios bombs, in addition to a standard complement of Hornet missiles and Prometheus cannon, a squadron of Ursas can take out a destroyer. Ursas have the highest shielding of any bomber, along with a GTVI-designed hyper-dense hull. These help ensure that the Ursa gets close enough to deliver its payload and possibly even survive the escape." 3023, "Strike Bomber" 3024, "Average" 3025, "Medium" 3026, "Dynamic Metamer" 3027, " " 3028, "The GTB Zeus is the fastest of all currently active GTVA bombers. It replaced the fleet's old Athena bombers as they were mothballed during the years following the Great War. Though slightly slower than the Athena, the Zeus's heavier armor and armament give it a much better battlezone survivability rate. Many of the Zeus wings in the GTVA fleet defected to the NTF during the initial stages of the rebellion." 3029, "Heavy Bomber" 3030, "Very Poor" 3031, "Very Heavy" 3032, "RNI Systems" 3033, " " 3034, "The new GTB Boanerges has been assigned to elite bomber squadrons in the 3rd, 4th, and 5th Terran battle groups. The challenge of maintaining an aging fleet has motivated the GTVA to develop a new generation of ships able to withstand long-term abuse in the field. By maximizing shielding and payload (while offering enough maneuverability to make it a viable tactical unit), the Boanerges promises to remain in service for decades to come. One test pilot observed that the Boanerges handles better than any other bomber and has enough firepower to make it a formidable anti-capship weapon." 3035, "The GTDr Amazon Model IV unmanned combat drone was once used for live basic combat training. They weren't tough, they weren't smart, and they weren't well armored. But they blew up very nicely. These drones are no longer manufactured, but their virtual counterparts are used in the Training Simulator Module (TSM) series. The Model IV is every fighter pilot's first TSM opponent, the first mobile foe he faces during simulator courses. If you can't handle an Amazon during training, it's time to reconsider your choice of careers." 3036, "The GTDr Amazon Advanced Model VII was an unmanned combat drone used for advanced flight combat training. It was larger, smarter, and more heavily armored than the basic Amazon drone. As with the basic Amazon, these are now encountered only in the virtual battlefields of the TSM training module series. The Model VII is used to simulate assaults on enemy capital ships, training fighter and bomber pilots to target turrets and ship subsystems. Command has found that virtual training against Model VIIs increases the survival rate of pilots by 37% when attacking capital ships." 3037, "The GTS Hygeia is the fleet's newest Terran support ship. It is fast and maneuverable, a necessity when trying to dock with fighters in the heat of battle. Triton Dynamics designed the Hygeia class with huge cargo bays for munitions storage, plus the latest magnetic-stasis delivery system for quickly re-supplying combat craft with missiles and bombs. The Hygeia's repair facilities are driven by neural-net AI, for ultra-fast system diagnostics and repair. The high number of warheads carried by the Hygeia makes it a dangerous ship to be near when it blows up." 3038, "The GTFr Triton hauls almost twice the tonnage of the Poseidon-class freighters that have served the Alliance since the Great War. The ability to distribute supplies and munitions is vital in any theater of operations. With the Triton, battle groups can keep their forces well-equipped, even if dispersed over multiple systems. The Triton not only has the ability to dock with and haul TAC units, but it also has an internal cargo bay for ship-to-ship transfers. The GTVA expects the Triton to reduce its reliance on deep-space depots, which are vulnerable to attack and sabotage." 3039, "TC-TRI containers are made by Triton Dynamics specifically to house fragile replacement parts for TD vessels that must be repaired in the field. Once these parts have been placed in storage at a repair facility, the GTVA reuses the containers in many capacities." 3040, "The GTFr Poseidon is the smaller of the two standard Terran military freighters. Though it carries only half as much cargo as the Triton, the Poseidon is more often chosen for dangerous missions. Its greater speed gives it better survivability on the front lines, as does the fact that it has four weapon turrets, compared to the Triton's two. When Allied Command sends supplies and munitions that have to get through, a Poseidon is usually chosen to transport them." 3041, " The TC 2 is the standard issue cargo container in the GTVA for deep space cargo transport. Its thin hull will preserve Terran-standard atmospheric conditions inside, as long as the hull seal has not been comprised by weapon fire or collision. TC 2 containers are cheap to manufacture and heavily used everywhere but the front lines (where the armored TAC 1 containers are employed, when available)." 3042, " The TSC 2 container is armored, providing more protection for its cargo than does the TC 2. This armor serves mainly to protect against hull breaches due to collisions, as it's not thick enough to provide much protection against enemy attacks. TSC 2s are used in busy supply depots in which collision damage is a hazard." 3043, "The TAC 1 is a very heavily armored type of Terran cargo container. It is most often used to hold delicate or valuable cargoes. TAC 1s are generally found in front-line operations in which protection from enemy attacks is a primary consideration." 3044, "The TTC 1 is a civilian cargo container modified for military use. It is a dense-hulled container originally designed to protect fragile technical and scientific equipment. The same protection is now used to guard against collision and attack damage to replacement ship subsystems and other electronic equipment intended for combat spacecraft." 3045, "The GTC Fenris class is the aging stalwart among the Alliance's warships. Before the Great War, the Fenris was Terran Command's only class of cruisers. During the war, Terran Command decided to build a second line of cruisers, the Leviathans, to free the Fenris from escort and guard duties. Fenris cruisers have fought in virtually every theatre of operation. These fast, versatile cruisers pack enough punch in their 260-meter-long hulls to go toe-to-toe with any enemy cruiser. The Fenris's speed and maneuverability make it a good choice for strike missions." 3046, "Terrans developed the GTM Hippocrates early in the post-war Reconstruction period. With the outbreak of the NTF insurgency, the GTVA has once again called the Hippocrates into active military service. Its on-board facilities provide state-of-the-art medical care to thousands of patients. Hippocrates also help transport refugees out of contested systems into the safety of Allied-controlled regions. The unusual design of the Hippocrates enables its crew to isolate sections of the ship quickly in the event of quarantine or hull breach." 3047, "Early in the Great War, Han-Ronald engineers designed and built the Leviathan class of cruisers. The Leviathan is much heavier armed and armored than the Fenris, but also much slower and less maneuverable. Leviathan cruisers are used to guard critical installations, such as permanent jump nodes, deep-space factories, and gas-mining operations, where firepower is king and speed is of little importance. They're also well-suited to escorting slow-moving freighters or transports. The Fenris is good for fast-moving operations, but when you need some muscle, call in a Leviathan." 3048, "The GTSC Faustus is primarily a class of civilian research vessels. During times of peace, they serve as mobile laboratories for scientists in many disciplines. During wartime, however, Faustus vessels are commandeered by the military, mostly for weapons research. It was on a Faustus ship, during the Great War, that Shivan shield technology was first reverse-engineered from a captured Shivan fighter. Faustus vessels have poor armor and only a few weak turrets for defense. Only desperate circumstances find a Faustus anywhere near the front lines." 3049, "When a fighter pilot sees a ship of the GTG Zephyrus class, one thought flashes through his or her mind: 'Thank God I don't have to fly that tub!' The Zephyrus is a gas miner designed to harvest the gases of interstellar nebulae. It's the largest non-combatant ship in the GTVA fleet. The Zephyrus's thin armor, weak weaponry, and poor speed give it a very low survival rate in combat, so these ships stay well back from the front lines. Despite these weaknesses, the Zephyrus plays a critical role in the operation of the GTVA fleet. The deuterium gathered by Zephyrus ships powers the fleet's fusion drives." 3050, "Ships of the GTA Charybdis class have been packed with the latest tachyon-enabled AWACS equipment from GTVI labs. Each GTVA battle group has a squadron of Charybdis-class ships assigned to it. These ships double the range of the group's standard detection arrays. Charybdis ships' thin armor and weak defenses make them easy victims for enemy bombers. They have proven indispensable, however, in forays into the nebula beyond the Knossos portal. Charybdis-class ships are very vulnerable in this environment, as witnessed by the recent loss of the GTA Panopticon from the 3rd Battle Group." 3051, "For over 30 years, the GTD Orion class was the largest ship in the Terran-Vasudan armada. Over two kilometers in length, bristling with dozens of death-dealing turrets, the Orion is as awesome in repose as it is in battle. All GVTA Orions have been retrofitted with the latest anti-warship beam weapons, as well as flak and AAA turrets for dealing with fighters and bombers. The Orion's cavernous hanger bays easily accommodate more than two dozen fighter or bomber wings." 3052, "The new GTD Hecate class of destroyers is replacing the Orion class as the flagship of Terran battle groups. More heavily armed than the Orion, the Hecate also carries over 150 combat spacecraft and a crew of 10,000. The GTD Aquitaine is a superb example of this new ship class, serving as the flagship of the Capella-based 3rd Fleet." 3053, "The GTD Hades was a fusion of Terran and Shivan military technologies. It was constructed by Galactic Terran Intelligence (GTI), a rogue branch of the GTA. In 2335, GTI leaders sought to overthrow the provisional GTA government established in Delta Serpentis. After the defeat of the GTI and the destruction of the Hades, the GTA classified the details of this research at level Omega. There are rumors that the Alliance has attempted to reconstruct the Hades to learn more about the GTI's activities. These reports have yet to be confirmed by government sources." 3054, "The GTI Arcadia is a multi-purpose installation that has served the Terran fleet since the days of the Great War. Almost every major star system is host to at least one Arcadia, which is often used as a center for trade and communications. Home to scores of small ships, including repair vessels, fighters, and transports, an Arcadia installation is always a hub of intrasystem and interstellar traffic. An Arcadia is not an easy target for hostile forces, as it combines the firepower of over 20 weapon turrets with the ability to launch up to ten wings of fighters from its fighterbay." 3055, "The GTVA Colossus resulted from an endeavor unprecedented in Terran or Vasudan history. This 6-kilometer-long behemoth is the result of 20 years of joint effort from dozens of contractors of both races. The Colossus is the most powerful space-faring warship ever made, bristling with over 80 weapon turrets. It also houses 60 fighter and bomber wings and requires a crew of over 30,000. The firepower of the Colossus is greater than that of most GTVA battle groups." 3056, "Deimos-class corvettes, such as the GTCv Actium and the GTCv Lysander, are the newest addition to the Terran fleet. These sleek, ultra-modern warships are the products of a new era of ship design, maximizing maneuverability and firepower. Their hulls are strengthened with collapsed-core molybdenum sheathing for better protection against beam fire, and their Vasudan-designed reactor core provides more energy per ton than any other allied ship class. As the Leviathan and Fenris cruisers of the Great War are gradually phased out, these corvettes will become the foundation of tomorrow's fleet." 3057, "The GTC Aeolus is the first cruiser class ever produced by the RNI shipyards orbiting Laramis II. Only two dozen of these cruisers were put into service in GTVA fleets, with production ending in 2365. Allied Command assigns Aeolus-class ships primarily to guard slow-moving convoys against fighter and bomber wings, as these cruisers are severely out-gunned by most capital ships in service today. Their flak and AAA turrets serve as marvelous deterrents to smaller craft, however." 3058, "The Iceni is the NTF command frigate, built under Admiral Bosch's direction at the Freedom shipyards in Polaris, captured by the Neo-Terran Front at the start of their rebellion. With over two dozen turrets and a sheath of ultra-dense depleted uranium shielding around its subsystems, the Iceni is an extremely tough nut to crack. With Bosch on board, providing tactical guidance, the Iceni is the equal of any GTVA battle group. Intelligence believes the ship was custom-designed for a secret NTF project." 3059, "Hidden NTF asteroid base." 3060, "The GTT Elysium class of transports has been in service for over 40 years. Its mission hasn't changed from the time of the Great War - to transport civilian and military personnel from one star system to another. The Elysium is very poorly armed, with a single Subach HL-7 cannon, and also suffers from thin armor plating. Only desperate circumstances find Elysiums anywhere near the front lines. Assaults and dangerous transport missions handled almost exclusively by the much tougher GTT Argo class." 3061, "The GTT Argo has become the standard military transport vehicle for the Terran fleet. Argos sometimes carry new weapon and combat craft prototypes to and from testing grounds or to front-line deployment positions. Military VIPs occasionally commandeer Argos to travel from star system to star system in some semblance of comfort. Argos are most often used as assault transports, carrying squads of Marines through heavy flak to board enemy vessels that Command has decided to capture rather than destroy." 3062, "The GTI Ganymede is the Alliance's newest repair and resupply facility. Ganymede installations are currently deployed behind the front lines in the Vega, Vasuda, and Capella systems. Each Ganymede can service up to five warships simultaneously. Repairs of any type or degree can be made here, on any ship in the GTVA fleet. Ganymedes also provide retrofitting services, enabling Allied Command to extend the lifetime of aging ships by upgrading weaponry, systems, and engines." 3063, "The subspace portal was discovered in the Gamma Draconis system in 2367. The interlocking circular motions of its components apparently create a subspace vortex that connects the Gamma Draconis system to another part of our universe. Dr. Hargrove's team continues to study the device, though their findings are highly classified." 3064, "The GTSG Watchdog was the first generation of Terran sentry platform, the distant precursor to the Cerberus and Alastor platforms. Seriously underpowered by today's standards, the Watchdog also suffers from paper-thin armor. Many Watchdogs are Great War relics left active and in place because it wasn't worthwhile removing or deactivating them. The NTF occasionally uses stolen Watchdogs to guard supply depots or minor installations." 3065, "Until the advent of the GTSG Alastor, the GTSG Cerberus was the most advanced sentry gun emplacement available to Terran forces. They were vital to Terran defenses during the Great War, racking up over 100 kills of Vasudan and Shivan combat craft. But the current conflict has found them primarily in back-line roles, guarding installations deemed relatively safe from attack. With no mobility and only two Subach HL-7 turrets, they serve as more of a distraction than a viable threat to modern combat craft." 3066, "GTSG Alastor sentry gun platforms can be dropped by warships to cover a retreat, or they can be used to strengthen firepower around strategic locations. While Alastors alone cannot hold a position against more than a few fighters, complementing them with a warship and several wings of fighters presents an exemplary defense against all but the most determined foes. Two Bessmer-Kohn cannon turrets on opposing sides of the platform give the Alastor a full field of fire. The turrets are controlled by the latest neural-net cyber-AI to track multiple targets simultaneously." 3067, "The GTEP Hermes escape pod is now standard equipment on every GTVA warship of cruiser size or larger. Each ship has several escape pods magnetically coupled to airlocks scattered around the ship's outer hull. Not intended for whole-crew evacuations, the Hermes has space for up to 20 crew members. Each pod is propelled by a small fusion engine, enough to remove the pod from the immediate vicinity of an exploding warship. It is also capable of subspace jumps." 3068, "The TC-Meson Bomb is used solely as a container for Meson Bomb deployments. Each is custom built specifically to hold a Meson Bomb. The container is permanently sealed once the bomb is safely housed within it." 3069, "Heavy Fighter" 3070, "Poor" 3071, "Heavy" 3072, "Mekhu Enterprises" 3073, " " 3074, "The solidly built GVF Seth is a versatile Great War-era fighter that still performs dual roles as bomber escort and bomber interceptor. The Seth's relatively slow cruising speed is deceptive, as its Mekhu-Sahr plasma powerplant can give it an incredible afterburner boost, more than doubling its velocity. A total of six weapon banks and a wide variety of loadouts give the Seth the needed punch to eliminate incoming bombers quickly." 3075, "Interceptor" 3076, "Good" 3077, "Light" 3078, "Akheton Corporation" 3079, " " 3080, "The GVF Horus was the fastest fighter class during the Great War and it's still the fastest fighter in the GTVA fleet. Its weapon capacity is average for a fighter, with four primary banks and two missile bays. The Horus pays for its speed and maneuverability with thin armor and relatively weak shields. The Horus shines as a bomber interceptor, a role Allied Command puts it in as often as possible. For offensive operations against well-defended targets, however, the Horus is a poor choice." 3081, "Space Superiority" 3082, "Excellent" 3083, "Light" 3084, "Sahr Corporation" 3085, " " 3086, "The GVF Thoth has been manufactured exclusively in the Sahr Corp.'s shipyards at Altair for over 40 years. During the heyday of the Hammer of Light, the HoL captured these yards and the Thoth became a primary fighter among HoL forces. When these shipyards were recaptured, the Thoth once again became an important component of the Vasudan navy. In the hands of a skilled pilot, the Thoth's maneuverability and small size make it a hard target to hit. A single missile bank means that a Thoth pilot relies on his primary weapons to make most kills." 3087, "Advanced Interceptor" 3088, "Excellent" 3089, "Light" 3090, "Akheton Corporation" 3091, " " 3092, "Fast and highly maneuverable, the GVF Serapis is primarily used as a bomber interceptor. Its thin armor and weak shields give it a low survival rate in dogfights against more heavily armored fighters. Despite having only two primary and secondary weapon banks, the Serapis has been retrofitted to accommodate almost any loadout in the GTVA arsenal. Veteran Vasudan pilots love the Serapis for its agility and loadout options. Some Terran pilots who've been privileged enough to fly it claim to prefer it to any Terran fighter." 3093, "Heavy Fighter" 3094, "Poor" 3095, "Medium" 3096, "Sahr Corporation" 3097, " " 3098, "The GVF Tauret is replacing the Seth as the Vasudans' heavy assault fighter. While integrating cutting-edge technology developed in collaboration with the Terrans, the Tauret boasts a distinctly Vasudan design. Its unusual configuration was inspired by the Apsu-Hek, a creature that once inhabited the deserts of Vasuda Prime. The Apsu-Hek has become an emblem of the Vasudan diaspora, and the Tauret continues the tradition of symbolic design. Armed with four gun mounts and two missile banks, the Tauret has the speed and firepower to challenge both fighters and warships." 3099, "Bomber" 3100, "Average" 3101, "Heavy" 3102, "Mekhu Enterprises" 3103, " " 3104, "The GVB Sekhmet is a Shivan design that was initially adapted to Vasudan needs by Hammer of Light engineers. The version currently in use was further modified by technicians at Mekhu Enterprises. Sporting four primary weapon banks and three missile/bomb bays, the Sekhmet packs a massive punch. Add in a top speed that surpasses that of some fighters and an ultra-dense molybdenum armor plating, and it's easy to see why the Sekhmet is the favorite bomber among Vasudan pilots." 3105, "Reserve Bomber" 3106, "Very Poor" 3107, "Heavy" 3108, "Akheton Corporation" 3109, " " 3110, "The GVB Osiris was the primary bomber of the PVN during the Great War. It is showing its age during the current conflict, as the more advanced Bakha and Sekhmet bombers have replaced it on the front lines in most theatres of conflict. Osiris bombers still in service have been retrofitted to make them compatible with most GTVA missiles and bombs. If well-protected by fighter escorts, a wing of Osiris bombers can still wreak havoc on enemy cruisers and corvettes." 3111, "Advanced Bomber" 3112, "Good" 3113, "Heavy" 3114, "Akheton Corporation" 3115, " " 3116, "Learning a lesson from the bomber losses of the Great War, Vasudan defense contractor Akheton designed the GVB Bakha, a fast, agile bomber that could still deliver a warship-shattering payload. The Bakha's dual Akh-12 engines are baffled and masked, giving it a small profile for heat-seeking missiles. The bomber's speed and maneuverability make it the craft of choice for taking out destroyers and corvettes with multiple flak, AAA, and anti-ship beam turrets. Over 6,000 Bakhas have been produced in the orbiting shipyards around Vasuda Prime." 3117, "Stealth Recon" 3118, "Excellent" 3119, "Light" 3120, "Akheton Corporation" 3121, " " 3122, "The stealth prototype GVF Ptah was a top-secret development project assigned to Vasudan conglomerate Akheton Corp. Designed to be invisible to standard detection arrays mounted on combat craft, Ptahs have performed admirably during their OpEval period. The masking materials and blending technologies used across their outer surfaces seem to confuse Shivan detection systems as well. The Ptah is currently available only to select fighter units in the Vasudan navy, with no word on when they will be more widely distributed." 3123, "The GVS Nephtys is the Vasudans' new support ship. It is fast and maneuverable, a necessity when trying to dock with fighters in the heat of battle. Mekhu Enterprises built a cargo bay into the rear of the ship, enabling it to carry extra supplies and munitions during emergencies. Mekhu enterprises licensed the GTS Hygeia's magnetic-stasis delivery system from Triton Dynamics, so both ships are equally adept at re-supplying combat craft with missiles and bombs. The high number of warheads carried by the Nephtys makes it a dangerous ship to be near when it blows up." 3124, "The GVT Isis is most often used as a military personnel transport but also occasionally serves as a repair ship or even a tugboat, helping to maneuver large vessels into docking bays. Two cannon turrets and thick molybdenum plating serve to protect its cargo. Magnetic cargo locks located on the Isis's undercarriage enable it to transport small cargo containers of supplies and munitions in emergencies." 3125, "The Ma'at freighter class has served the Vasudan navy for over 50 years. More than 200 of these vessels still serve the GTVA, carrying desperately needed supplies, foodstuffs, and munitions to every theatre of the war. With only three weapon turrets, a lone Ma'at is easy prey for a wing of enemy bombers. Thus Ma'ats usually travel in mixed convoys with other freighters, guarded by cruisers and fighter wings." 3126, "For the past 20 years, the GVFr Bes has been the mainstay of Vasudan shipping fleets. While some Terran systems languished in the post-war era, the Vasudans experienced an economic recovery that was miraculous, given the annihilation of their home planet. Experts credit the policies of the restored Imperial government that emerged following Khonsu II's dissolution of the Vasudan parliament. As commerce among the Vasudan systems resumed and expanded into Terran worlds, a new generation of space-faring cargo vessels was required to meet the needs of this burgeoning economy." 3127, "The Vasudan VAC 5 is an armored cargo container that is used to transport fragile or valuable equipment to front-line bases. These containers are better protected than most combat spacecraft, giving their cargoes an excellent chance to survive collisions and stray energy blasts." 3128, "The Vasudan VAC 4 is an armored cargo container that is used to transport fragile or valuable equipment to front-line bases. These containers are better protected than most combat spacecraft, giving their cargoes an excellent chance to survive collisions and stray energy blasts." 3129, "When the first Satis-class freighter was encountered by Terran forces during the Terran-Vasudan War, its firepower led Terran Command to classify it as a light cruiser. Only after a disabled Satis was captured did its true nature become known. Now designated the GVFr Satis class, these freighters still serve as an iron fist within the velvet glove of a freighter convoy. Few enemy fighters who mistake a Satis for a Ma'at or Bes live to regret their error." 3130, "The GVG Anuket was originally designed for resource extraction in the volatile environment of gas giants. More recently, the Anuket has been modified for nebular operations. The Anuket has the most sophisticated sensor array available, enabling it to navigate the intense EM maelstroms of supernova remnants. In the nebula, the Anuket plays two important roles. First, the miner collects samples for scientific analysis and serves as a laboratory for field experiments. Second, the Anuket gathers deuterium-rich gas for use in the fusion drives that power the allied fleet." 3131, "The GVC Aten is among the smallest of the GTVA's cruiser classes, with thin armor and only a few, relatively weak turrets. Terran fighters and bombers exploited these weaknesses during the early years of the Great War, when the Terrans and Vasudans were still enemies. The Aten is most often seen in the current conflict as a rear-guard defense for convoys or installations, backing up wings of fighters and bombers." 3132, "The GVC Mentu cruiser is the lightest of the new Vasudan warships. Following the Great War, allied scientists developed the beam cannons that now serve as the primary armaments of today's GTVA warships. Rather than modify existing ships, the Vasudans developed new designs to mount these weapons. The Mentu's 16 turrets include heavy beam cannons for duking it out with other warships, as well as AAA and flak turrets to fend off smaller craft. The GVC Somtus and the GVC Mycerinus recently demonstrated the strength of the Mentu against NTF forces in Epsilon Pegasi." 3133, "Design of the corvette class GVCv Sobek began in the dark days after the destruction of Vasuda Prime by the Shivans in the Great War. The Vasudan navy wanted a vessel that could single-handedly counter powerful Shivan cruisers and provide critical support to Vasudan destroyers in battles against Shivan capital ships. The Sobek class fills those requirements admirably. Bristling with almost two dozen turrets, these corvettes are a terror to all vessels of cruiser size and below, while presenting a dire threat even to ships far larger than themselves." 3134, "The GVD Typhon was the height of Vasudan military technology when it appeared to face Terran forces during the early days of the Terran-Vasudan War. The first Typhon was sighted at the Vega Engagement and quickly destroyed the GTD Eisenhower and much of the 4th fleet. The more recent Hatshepsut class of destroyers is larger and wields a deadlier array of armaments, but the Typhon is still a match for almost any foe. Up to 30 wings of fighters or bombers can be housed within its docking bays, ready to engage at a moment's notice." 3135, "The GVSG Ankh sentry gun platform is the Vasudan equivalent of the GTSG Watchdog. Both are Great War relics that perform poorly by modern standards. The Ankh serves to guard back-line storage depots and installations. With no armor or shielding, the Ankh is easily destroyed. Its two small turrets can deter unarmed raiders or badly damaged fighters, but it poses little threat to most combat craft." 3136, "When the GTVA asked the Vasudan navy to upgrade the Great War-era Ankh sentry gun platform, the GVSG Edjo was the Vasudans' answer. The Edjo has significantly more armor plating than the Ankh, improving its survivability, but the Vasudans placed only one small cannon turret on the new platform, giving it half the punch of the Ankh. After seeing the Edjo, the Terrans quietly began developing their own advanced sentry gun platforms. The Vasudan navy seems content to leave this aspect of military technology to the Terrans." 3137, "The GVEP Ra escape pod has been the standard emergency vehicle on Vasudan capital ships since the Terran-Vasudan War. In keeping with Vasudan philosophies, the Ra is almost never used to evacuate personnel, but instead is employed to preserve records and other data that could be of use to the allies. Thus Ra-class craft have minimal life support systems and a small fusion engine. The energy supplied by the escape pod's powerplant goes almost entirely to powering the pod's homing beacon." 3138, "The GVA Setekh is the Vasudan class of AWACS vessels, comparable to the Terran GTA Charybdis class. Setekhs are smaller, less heavily armored, and have half the turrets of Charybdis ships. Despite these shortcomings, the Vasudan navy insists upon deploying Setekhs in Vasudan battle groups, claiming the Vasudan versions are more appropriate for their fleets. Setekhs' crystalline detection arrays provide their fleets with doubled radar range within the nebular region. Every Vasudan battle group operating in this theatre has a wing of Setekhs attached to it." 3139, "In 2360, Allied Command commissioned the first of the GVD Hatshepsut-class destroyers. The Vasudan contractor Akheton designed the Hatshepsut to efficiently integrate the new beam cannon. The process of retrofitting the older Typhon-class warships yielded vessels prone to system failures and reactor overloads. Though a handful of modified Typhons remain in service, the Hatshepsut has taken over as the primary Vasudan destroyer. With 24 turrets, 5 beam cannons, and 2 fighterbays, destroyers such as GVD Psamtik of Deneb's 13th Battle Group serve at the vanguard of the modern Vasudan fleet." 3140, "The Shivan fighter class SF Dragon is a fast, extremely agile craft. Its twin lasers pack a deadly punch. The Dragon's weakness seems to be a thin hull. The trouble is that their speed and maneuverability make them extremely difficult to hit." 3141, "The SF Basilisk is a Shivan heavy attack fighter. Slow but heavily armed and well-protected, the Basilisk targets slower-moving vessels, such as bombers, freighters, and gas miners. Their powerful lasers make them a danger to all such craft, so they must be engaged and destroyed as quickly as possible." 3142, "The Manticore fighter is the fastest known craft in the Shivan armada. With a single, powerful laser and two missile banks, it is a dangerous offensive weapon. Its Achilles' heel lies in its thin hull and weak shields. Manticores do not last long in dogfights against other fighters. They prefer to target bombers, which are nearly helpless against the Manticore's speed and weaponry." 3143, "The SF Aeshma is a relatively rare, and only recently encountered, class of Shivan fighter. It appears to be a heavy attack fighter, like the Basilisk. With a low known top speed, Aeshmas seem to target slower-moving vessels, such as bombers, freighters, and gas miners. Their powerful lasers make them a danger to all such craft, so they must be engaged and destroyed as quickly as possible." 3144, "The SF Mara class of Shivan fighters was first encountered by the GTC Vigilant while patrolling the Gamma Draconis jump node in the Capella system. All other information concerning the Mara is classified level Psi." 3145, "First encountered in Gamma Draconis, the SF Astaroth is a fast, agile fighter that appears to have achieved its maneuverability at the expense of its armor and weaponry. Once the shields of an Astaroth are down, the fighter can be dispatched quickly." 3146, "The SB Nephilim is the slowest of the Shivan bomber classes. These craft were first encountered during the Great War and are still found in many Shivan attack formations. Nephilims are heavily armored and shielded, enabling them to deliver their devastating payloads despite their lack of speed." 3147, "The SB Taurvi is a Shivan vessel that has only recently been encountered. The Taurvi is one of the weaker Shivan bomber classes, but still the equal of every bomber in the GTVA arsenal. Not as maneuverable as a Nahema, nor as tough as a Seraphim or Nephilim, the Taurvi appears to be a Shivan compromise between speed and power." 3148, "Either the SB Nahema class is a new Shivan bomber design, or the Shivans are finally taking the GTVA seriously and bringing in their best ships. The Nahema is considered to be the Shivan's most dangerous bomber. It has demonstrated the ability to outrun virtually every fighter in the GTVA fleet. Its powerful laser banks and high-capacity missile bays make it a threat to combat craft of all types, as well as to capital ships." 3149, "The SB Seraphim is a familiar foe to GTVA forces. They appear to be similar to Nephilims in speed, armor, and shield strength, but have demonstrated a larger bomb capacity." 3150, "Encountered on rare occasions since the Shivans first entered the Great War, the ST Azrael is the only known class of Shivan transport. Little is known about it even now, but it is believed to house many Shivans within its thin hulls. Since Azraels might be carrying Shivan pilots or other skilled crew members, it is always worthwhile to eliminate these lightly defended ships." 3151, "The SFr Dis class of freighters is smaller than the Asmodeus class and not as well armed. It is still much more dangerous to attack than the GTVA's Triton or Poseidon freighters, however." 3152, "The SAC 3 is the most common Shivan cargo container found thus far. Its thin plating is barely enough to maintain the interior atmospheric integrity against the vacuum of space. As no additional effort was made to armor these containers against attack, it is assumed that only items of low value or importance are carried within. Nevertheless, standing orders are to capture these containers at every opportunity, unless mission orders specifically dictate otherwise." 3153, "The SFr Mephisto class is equivalent to the Dis class in size and combat capabilities. Given their wildly different configurations, they must serve different purposes for the Shivans, but Allied Intelligence currently offers no further information on this matter." 3154, "The SC 5 class of Shivan cargo container is functionally identical to the SAC 3 class, as far as GTVA engineers have been able to determine. As with all Shivan cargo containers, standing orders are to capture at every opportunity, unless mission orders specifically dictate otherwise." 3155, "Little is known about the SFr Asmodeus line of freighters. With a strong hull and four weapon turrets, they are the most dangerous Shivan freighters to attack. Nothing is known of the cargo Asmodeus freighters commonly carry." 3156, "The SAC 2 is a heavily armored variant of the standard Shivan cargo container. Equipment found in captured SAC 2s appears to be more fragile than that found in the more common SAC 3s. SAC 2 cargo containers are to be captured rather than destroyed at every opportunity. If the choice is between destruction and allowing the container to be recovered by Shivan forces, pilots are authorized to destroy the container." 3157, "The SC Lilith class of Shivan cruisers is a far-deadlier foe than the Cain class. Nearly impenetrable armor plating enables it to withstand tremendous punishment, enabling its nine turrets to lash out at warships and combat spacecraft with impunity." 3158, "Though not as thickly armored as the Lilith class, the SC Rakshasa class of Shivan cruisers is far deadlier. With over a dozen turrets, the Rakshasa is the most heavily armed Shivan cruiser class. It was a Rakshasa cruiser that destroyed the GTC Vigilant at the Gamma Draconis node in the Capella system." 3159, "The weakest of the Shivan cruiser classes is designated SC Cain. These vessels were commonly encountered during Great War battles. Cains are considered to be slightly stronger than the GTC Fenris cruiser class." 3160, "The SD Demon class of Shivan destroyers is much smaller than the Lucifer class but very heavily armed and extremely dangerous. Demons are known to carry numerous wings of fighters and bombers." 3161, "The SD Ravana is a destroyer class GTVA forces have only recently encountered. It appears to be tasked with clearing out smaller foes, a mission for which it is well suited. It eagerly wipes out wings of fighters and bombers and also overwhelms cruisers and corvettes." 3162, "The SD Lucifer was a massive superdestroyer that led the Shivan armada in the Great War. No weapon in the allied arsenal could penetrate the Lucifer's shields. In the Altair system, Vasudan scientists uncovered ancient artifacts that explained how to track ships into subspace, where the Lucifer's shields would not function. A desperate mission to attack the Lucifer in subspace succeeded. But the explosion of the Lucifer collapsed the Sol jump node, severing all contact with Earth. The victory over the Lucifer effectively ended the Shivan invasion." 3163, "The SSG Trident line of sentry gun platforms is well known from numerous encounters during the Great War. These are still used to guard Shivan installations, but many of the stronger Belial platforms have been deployed to the most critical defensive positions." 3164, "The SSG Belial sentry gun platform appears to be a radical redesign of the Trident platform that was first encountered during the Great War. Pilots who have encountered both report that the Belial is harder to kill. It is reliably known that the Belial has twice as many laser turrets as the Trident sentry gun. Both types are used to guard storage depots, gas miners, and other Shivan installations." 3165, "Almost nothing is known of the Rahu line of gas miners. It is assumed that they function in much the same way as our Zephyrus miners, funneling nebular gas into internal machinery that fractionates it into its molecular components for further processing. Rahu miners are armed with heavy laser turrets, so care must be taken when attacking them." 3166, "Only one class of Shivan ship is classified as a corvette - the SCv Moloch class. Though they're physically as large as the GTCv Deimos class, Molochs do not seem to pack the same punch. They are far more deadly than any Shivan cruisers, however." 3167, "Very little is known about the SJ Sathanas class. This juggernaut seems comparable in strength to the GTVA Colossus. All intelligence concerning the Sathanas has been classified level Upsilon." 3168, "A Sathanas, off in the distance." 3169, "It's a piece." 3170, "Fixed gun emplacement" 3171, "Poor" 3172, "Heavy" 3173, "RNI Systems" 3174, "Advanced sentry gun platform." 3175, "The GTSC Mjolnir is the most advanced sentry gun device known. Vastly tougher and deadlier than the earlier Watchdog, Cerberus, and Alastor models, the Mjolnir is a danger to any hostile fighter or bomber that comes within range. Its two beam weapons and three missile banks enable it to take on multiple bogeys simultaneously. Mjolnirs are also referred to as RBCs (remote beam cannons). They are used to help protect the most vital front-line Alliance installations." 3176, "Fixed gun emplacement" 3177, "Poor" 3178, "Heavy" 3179, "RNI Systems" 3180, "Advanced sentry gun platform." 3181, "The GTSC Mjolnir is the most advanced sentry gun device known. Vastly tougher and deadlier than the earlier Watchdog, Cerberus, and Alastor models, the Mjolnir is a danger to any hostile fighter or bomber that comes within range. Its two beam weapons and three missile banks enable it to take on multiple bogeys simultaneously. Mjolnirs are also referred to as RBCs (remote beam cannons). They are used to help protect the most vital front-line Alliance installations." 3182, "All details concerning this object have been classified level Omega, accessible only by those immediately authorized by the GTVA Security Council." 3183, "Harr! The FS2 Volition Bravos is the scurviest ship in the known universe. Furl yer sails, strike yer colors, and prepare to be boarded by the FreeSpace 2 team!" 3184, "The Great War" 3185, "In 2335, the Terran-Vasudan War entered its fourteenth year. The Galactic Terran Alliance (GTA) and the Parliamentary Vasudan Navy (PVN) were both exhausted, demoralized, and on the verge of internal collapse. The invasion of a mysterious species, designated the Shivans, compelled Terran and Vasudan leaders to sign an armistice and form a new alliance. Using advanced weaponry and shields, the Shivans attacked without provocation and without warning. The allies acquired and developed new technologies to confront the menace. At the vanguard of the Shivan armada was the SD Lucifer, a massive superdestroyer. The Lucifer exterminated all life on Vasuda Prime and set course for Earth. No weapon in the allied arsenal could penetrate the Lucifer's shields. In the Altair system, Vasudan scientists uncovered the ruins of an extinct civilization destroyed by the Shivans eight thousand years ago. The artifacts explained how to track the Lucifer into subspace where its shields would not function. In subspace, the Lucifer could be destroyed. >From the Delta Serpentis system, a squadron launched from the GTD Bastion pursued the Lucifer into the Sol jump node. These fighters and bombers had to destroy the Lucifer's reactors before the superdestroyer extinguished all life on Earth. According to declassified transmissions, the mission succeeded. However, the explosion of the Lucifer created a subspace cataclysm that collapsed the Sol jump node, severing all contact between Earth and the other systems of Terran-Vasudan space." 3186, "Reconstruction" 3187, "By the end of 2335, the Great War was over. The victory over the Lucifer had dealt the decisive blow. Incapable of coordinated strikes or strategic planning, the Shivans were outmaneuvered, isolated, and gradually destroyed. However, both species faced the challenge of rebuilding their interstellar societies from the ground up. An ill-fated coup d'etat, orchestrated by the rogue intelligence branch of the GTA, marked the beginning of post-war factional politics. With its economy in ruins and political structures in turmoil, the Galactic Terran Alliance disintegrated into semi-autonomous regional blocs, each with its own agenda. The major entities included the Adhara Coalition, the Antares Federation, the Regulus Syndicate, and the Luyten New Alliance. As these groups consolidated and stabilized, the reconstruction gained momentum, and the resumption of open commerce rekindled the notion of a pan-Terran community. Despite the annihilation of all life in their home system, the success of the Vasudan reconstruction surpassed that of their Terran allies. The Vasudans were governed by a Parliament until 2339, when the Vasudan Emperor, Khonsu II, dissolved this body and formed a new government, bringing an end to an institution notorious for its Byzantine treachery, corruption, and arrogance. The heir of a 10,000 year dynasty, Khonsu distinguished himself as a leader of unusual acumen and wisdom. Economists credit the Khonsu regime for the miraculous rehabilitation of Vasudan industry and society." 3188, "GTVA" 3189, "The Galactic Terran-Vasudan Alliance (GTVA) was formed in 2345, ten years after the Great War. This treaty organization recognized the autonomy of its constituents as it provided a framework for trade and mutual defense. The Great War had transformed the enmity between Terrans and Vasudans into a lasting fellowship. As the industry and economy of the Terran-Vasudan systems recovered, support for a more powerful GTVA gained momentum. In 2358, delegates signed into existence the Beta Aquilae Convention (BETAC), named after the system where the constitution was drafted and ratified. BETAC dismantled the governments of the Terran blocs and recognized the General Assembly, the Security Council, and the Vasudan Imperium as the supreme authorities of Terran-Vasudan space. Under BETAC, the Vasudans and the Terrans maintain separate fleets under a single command structure. A warship is designated GT or GV, indicating whether it is Galactic Terran or Galactic Vasudan. The two species openly exchange information and technology, and the most recent fighters and bombers can be modified to accommodate pilots of either species. Technically, BETAC is but one of a series of conventions and treaties that define how the GTVA functions as a political, military, and economic entity. However, the significance of BETAC as the cornerstone of the Terran-Vasudan alliance has made it the favored target of NTF propagandists." 3190, "Earth" 3191, "In 2335, the destruction of the Lucifer superdestroyer collapsed the Sol jump node in Delta Serpentis, severing all contact with Earth. The fate of the Terran home planet remains open to speculation, though a number of scenarios are possible. As the center of an interstellar community, Earth could not survive in isolation without a radical transformation of its political and economic structures. On this point, there is no disagreement. However, the question remains whether this transition occurred peacefully or whether Terran society collapsed into anarchy. Strong arguments have been advanced for both sides. For generations, Earth had been the political, economic, and cultural center of Terran civilization. Humans still measured time in hours, days, months, and years. They named their ships after the mythological figures of ancient Terran civilizations, and systems were still identified according to the constellations observed from Earth. The planet served as capital of the GTA, and the bulk of the Terran industrial base was located in the Sol system. Offworlders identified their nationality according to the old Earth boundaries, though nation-states dissolved after the discovery of subspace and the emergence of an interstellar Terran society. Though necessity has diminished Earth's practical importance in the post-war era, discovering the means to return home remains a high priority." 3192, "Neo-Terran Front" 3193, "Eighteen months ago, Admiral Aken Bosch, commander of the GTVA 6th Fleet, launched a violent military coup in the Polaris system. Within weeks, a regional domino effect also toppled the governments of Regulus and Sirius, all swearing allegiance to Bosch and his Neo-Terran Front. Bosch's vision of Neo-Terra informs the ideology of his movement. Though Terrans have lived in exile from Earth since the end of the Great War, Bosch imagined a utopia that would restore the grandeur of the lost world. As the people of Earth once relied on Polaris to help them navigate the seas, the North Star would become the spiritual and political compass for Terrans of the new era. Bosch's message had a profound impact on the so-called Lost Generation, born during the post-war Reconstruction. The Neo-Terran Front provided the youth of Polaris, Regulus, and Sirius with a cause to fight and die for. Bosch succeeded because his pro-Terran ideology was explicitly anti-Vasudan. The NTF opposed any Terran-Vasudan alliance and called for the dissolution of the GTVA. The NTF core systems had suffered political and economic chaos throughout the post-war Reconstruction. The Vasudans' miraculous recovery under Khonsu II's leadership embittered those Terrans still struggling to rebuild their own systems. Bosch exploited this anti-Vasudan sentiment to achieve his own political ends." 3194, "Vasudans" 3195, "The Vasudans are a civilization of philosophers, artists, and scholars. They immerse themselves in the teachings of those who came before them, perceiving history not as a linear chronology of events but as a space inhabited by both the living and the dead. To the Terran outsider, Vasudan society appears convoluted and ritualistic. The Vasudans themselves may seem arrogant, treacherous, and superstitious. On the other hand, Vasudans tend to view Terrans as aggressive, paranoid, and stupid. Thirty years of peaceful interaction between Terrans and Vasudans has helped to deconstruct these stereotypes. The crowning achievement of the Vasudan civilization is its language. For the average Terran, the formalities governing its usage are beyond comprehension. Syntax and vocabulary are dictated by such factors as the speaker's age, rank, and caste, the time of day and the phase of the Vasudan calendar, and the relative spatial position of the speaker to the Emperor. This is further compounded by the existence of several alphabets, dozens of verb tenses, and thousands of dialects. A translation device is standard on all GTVA communications systems, enabling Terrans and Vasudans to understand each other. Because the Vasudan homeworld was primarily desert, the Terrans used Egyptian names to designate Vasudan warships during the Terran-Vasudan War and the Great War. After the defeat of the Shivans, the Vasudans insisted on maintaining this convention. The Emperor strongly identified with the history of Ancient Egypt, particularly the longevity of its civilization. Following their Emperor's example, Vasudans will take on what they call a Terran name from the myths and history of Ancient Egypt." 3196, "Hammer of Light" 3197, "The dark side of the Vasudan obsession with history was the emergence during the Great War of Hammer of Light (HoL), a cult that gained a strong following among the PVN, resulting in defections to the HoL cause. The HoL believed the Shivans were the cosmic redeemers and destroyers predicted in obscure prophecies written thousands of years ago. Following the destruction of the Lucifer, the ideology and activities of Hammer of Light shifted. While some followers committed ritual suicide, the military branch of the movement continued their armed opposition to the Vasudan government and its alliance with the Terrans. Though they continued to espouse HoL's religious dogma, their activities turned more toward acts of terrorism and guerilla warfare. This branch of the HoL was later crushed in Operation Templar, following the HoL's kidnapping of the Vasudan admiralty. Other HoL leaders vanished into obscurity, returning to the study of arcane texts. A number of these religious leaders were apprehended and imprisoned for their role in the insurgency, though a few are still in hiding." 3198, "Shivans" 3199, "32 years after the Great War, we still know almost nothing about the Shivans. Physically, the Shivans have multiple, compound eyes and five legs with claw-like manipulators. Their insect-like carapace does not appear original to the creature's physiognomy, suggesting the Shivans are a cybernetic fusion of biology and technology. The integrated plasma weapon also exhibits properties of an organic-artificial fusion. The weapon may be a kind of focusing device powered by the energy of the being itself, though this point is the subject of heated controversy. These details are cited as evidence that the Shivans could not have evolved as the Terran or Vasudan species had, but that they were likely constructed by another entity. Only a handful of Shivans have ever been captured, and all research on live specimens ended with the GTI's Hades rebellion in 2335. The results of these studies remain highly classified. Though the Shivans are obviously xenocidal, their motives and origins have yet to be determined. According to Ancient artifacts, the Shivans seem to possess some kind of sensitivity to subspace disturbances. We do not know if the Shivans returned to this corner of the galaxy by chance, by cycle or pattern, or by their detection of Terran-Vasudan subspace travel. Xenobiologists know very little about Shivan society. A leading hypothesis is the hive mind theory, arguing that Shivan society is broken down in specialized functions driven by a collective intelligence. The most convincing evidence supporting this theory is the behavior of Shivan forces following the destruction of the Lucifer, the turning point of the Great War. Other experts caution against attributing insectoid properties to the Shivans, regardless of their appearance and behavior. Shivan communication seems to occur in the electromagnetic spectrum, though efforts to decode their transmissions have yielded no meaningful results to date." 3200, "The Ancients" 3201, "During the Great War, as the annihilation of Earth seemed imminent, Vasudan scientists discovered the ruins of an extinct civilization we now call the Ancients. Data excavated at the site enabled the allies to track and destroy the SD Lucifer in subspace. After the Great War, scientists uncovered more sites throughout Terran-Vasudan space. Though only fragments remain, this interstellar society thrived thousands of years ago. Their empire was more expansive than the current boundaries of known space, and archeologists believe they might eventually uncover a map of the Ancient nodes, enabling the Alliance to travel to systems previously uncharted. There is virtually no visual record of this civilization, except hieroglyphic forms discovered at the archeological sites and a handful of technological schematics. Major excavations are underway in Altair, Aldebaran, and Deneb, but the data gathered there remains classified at the highest level. Terran archeologists use a Minoan naming convention to identify sites and major artifacts. Current evidence suggests the Shivans exterminated this civilization over eight thousand years ago. The Ancients believed the Shivans were a race of cosmic destroyers, and that the extinction of their species was an act of retribution for striving beyond their ordained place in the cosmic order." 3202, "Subspace" 3203, "In simple terms, subspace is an n-dimensional tunnel between one point in the universe and another. A vessel can travel through this tunnel in a matter of minutes, making a journey that might otherwise take decades or even centuries at light speed. A jump drive causes a ship to vibrate in multiple dimensions until its modulations are in perfect synchronization with the subspace continuum. A vortex opens, creating an aperture from an infinitesimally small point in the cosmos, enabling the vessel to cross the subspace threshold. Two types of jumps are possible. First, an intrasystem jump can occur between two points in a star system. Most small, space-faring vessels are equipped with motivators capable of these short jumps. The presence of an intense gravitational field is required, prohibiting travel beyond the boundaries of a star system. Second, ships can jump from system to system via nodes. Until the Great War, only larger ships could generate sufficient power to use jump nodes. The development of jump drives for fighters and bombers in 2335 enabled the Alliance to destroy the SD Lucifer in subspace. Producing these small jump drives is prohibitively expensive, so they are restricted to missions that require pilots to travel between systems. The Head-Up Display indicates the location of jump nodes with a green sphere. The vast majority of subspace nodes are extremely unstable, forming and dissipating in nanoseconds. Other nodes have a longer lifespan, existing for centuries or millennia before collapsing. The jump nodes sanctioned by the GTVA for interstellar travel are expected to remain stable for many years." 3204, "When your shields are damaged, press [Q] to equalize them." 3205, "Press [R] to target a ship that's attacking you." 3206, "Press [Alt-H] to enable auto-targeting of hostile ships. Press [Alt-H] again to disable." 3207, "Attacking the Weapons subsystem of a large ship reduces the accuracy of its turrets. Press [S] to target subsystems." 3208, "You may sometimes call in reinforcements by pressing [C] then [4]. This will lower your score, however." 3209, "Countermeasures can protect you from incoming missiles, but only if the missiles are very close." 3210, "Press [Shift-/] to link your secondary weapons together. Press [.] to cycle between primary weapons." 3211, "Target bombs by pressing [B]. When you destroy them, watch out for the warhead's shockwave!" 3212, "If the game's too easy or too hard for you, change the skill level in the Options Menu (press [F2])" 3213, "If you fail a mission, click on 'Recommendations' in the debriefing for tips." 3214, "Firing missiles or bombs when you're very close to your target may be harmful to your health." 3215, "If you fire bombs when you're too far from your target, they may get shot down." 3216, "Press [G] to target the nearest ship or turret attacking your target. This is an effective way to protect against large ships." 3217, "Press [Alt-M] to enable auto-speed matching. This automatically matches your speed to that of your target. Press [Alt-M] again to disable it." 3218, "Before firing an aspect-seeking missile, such as the Tornado, you must first gain lock on your target." 3219, "To link your primary weapons, press [.] twice. Your lasers fire less frequently but inflict more damage." 3220, "When attacking large ships, it is vital to take out turrets. Target them by pressing [K]." 3221, "If gameplay is choppy, lower your detail settings in the Options Menu (press [F2])." 3222, "During a mission, you can view all messages by pressing [F4] and choosing the 'Messages' button." 3223, "If you leave a mission early, you'll get in trouble. Wait for the order to return to base." 3224, "If you want more kills, tell your wingmen to 'Ignore My Target' in the communications menu (press [C])." 3225, "Hosting a 4-player game on a 56K modem will likely result in a high lag/latency game for everyone." 3226, "When firing bombs with a high reload time, you can switch to another bank to fire more rapidly." 3227, "When your shields are extremely low and you're in danger, transfer energy from your weapons to your shields by pressing [Scroll Lock]." 3228, "If you're out of countermeasures, you can sometimes avoid a missile by turning away from it and hitting your afterburners at the last moment." 3229, "Flying ahead of your wingmen into a battle can be very dangerous. Sometimes it's safest to order them in ahead of you." 3230, "Some ships blow up with very large shockwaves. Get clear quickly to avoid severe damage." 3231, "Press [F1] anywhere to get context-sensitive help." 3232, "Call for a support ship [Shift-R] BEFORE you run out of missiles." 3233, "If your mission is to protect other ships, go after enemy bombers first." 3234, "In multiplayer missions, press [1] to send a message to all players." 3235, "In team vs. team missions, press [2] to send a message to just your team." 3236, "In team vs. team missions, press [3] to send a message to the other team." 3237, "In multiplayer missions, press [4] to send a message to your target." 3238, "Communicating with your wingmen is a key to winning tough missions." 3239, "When attacking a capital ship, concentrate on one section. Once the turrets and flak cannons in that section have been destroyed, bombing runs will be much easier." 3240, "In case a mission is just too tough, you'll be given a chance to skip it after five failed attempts." 3241, "For the crime of high treason, you are hereby stripped of your wings and all privileges bestowed upon you as officer of the Galactic Terran-Vasudan Alliance. You will be held in custody pending your preliminary hearing, and, if indicted, you will face a military tribunal. Firing upon allied vessels is a capital offense, punishable by death. You will be transferred to the Vega Penal Colony at 1900 hours." 3242, "Friendly ships are not valid targets." 3243, "GTW Subach HL-7" 3244, "Standard Issue Level 3 Hull Damage Level 2 Shield Damage" 3245, "The Subach-Innes HL-7 is a xaser weapon, firing an intense, highly focused beam of x-ray emissions. Until the Shivans appeared with their shield technology, these weapons were considered an unnecessary and costly extravagance. But Great War dogfights against Shivan craft quickly taught the Allies that their ships didn't stand a chance unless they could punch through shields. The HL-7 works superbly against shields of all varieties and has become the standard issue Primary weapon for all Terran fighters and bombers." 3246, "GTW Subach HL-7" 3247, "Standard Issue Level 3 Hull Damage Level 3 Shield Damage" 3248, "Subach HL-7D" 3249, "The Subach-Innes HL-7 is a xaser weapon, firing an intense, highly focused beam of x-ray emissions. Until the Shivans appeared with their shield technology, these weapons were considered an unnecessary and costly extravagance. But Great War dogfights against Shivan craft quickly taught the Allies that their ships didn't stand a chance unless they could punch through shields. The HL-7 works superbly against shields of all varieties and has become the standard issue Primary weapon for all Terran fighters and bombers." 3250, "GTW Mekhu HL-7" 3251, "Standard Issue Level 3 Hull Damage Level 3 Shield Damage" 3252, "Mekhu HL-7" 3253, "The Mekhu HL-7 is the Vasudan re-engineered variant of the Subach HL-7 xaser. Modifications made to the design by engineers at Mekhu give it a higher firing rate and longer range than the original Terran version. These improvements come at the cost of a slight decrease in power output. This trade-off fits well with Vasudan military tactics, but most Terran pilots prefer the performance of the original weapon." 3254, "GTW Mekhu HL-7" 3255, "Standard Issue Level 5 Hull Damage Level 6 Shield Damage" 3256, "Mekhu HL-7D" 3257, "The Mekhu HL-7 is the Vasudan re-engineered variant of the Subach HL-7 xaser. Modifications made to the design by engineers at Mekhu give it a higher firing rate and longer range than the original Terran version. These improvements come at the cost of a slight decrease in power output. This trade-off fits well with Vasudan military tactics, but most Terran pilots prefer the performance of the original weapon." 3258, "GTW Akheton SDG" 3259, "Tactical Weapon Subsystem Disruption" 3260, "GTW Akheton SDG" 3261, "The Vasudan-made Akheton SDG Advanced Disruptor was a direct result of the phenomenal success of GTA disruption weaponry in the Great War. The GTW-41x Advanced Disruptor subsequently underwent a retrofit and was pushed into mass production. With the exception of the Subach HL-7, more SDG units have been produced by the GTVA than any other weapon in history. The SDG is notorious for its demanding power requirements." 3262, "GTW ML-70 Morning Star" 3263, "Long-Range Tactical Kinetic Weapon " 3264, "GTW ML-70 Morning Star" 3265, "The GTW ML-70 Morning Star improves upon the performance of the Flail gun, which was developed during the Great War. The original Flail was too expensive to mass produce, because of its limited usage/effectiveness profile. Recent advances in high-temperature optics enable the main focusing chamber of the Morning Star to produce a much more coherent beam, increasing its range and damage levels. This comes at the expense of somewhat higher energy requirements, however." 3266, "GTW ML-70 Morning Star D" 3267, "Long-Range Tactical Kinetic Weapon " 3268, "GTW ML-70 Morning Star" 3269, "The GTW ML-70 Morning Star improves upon the performance of the Flail gun, which was developed during the Great War. The original Flail was too expensive to mass produce, because of its limited usage/effectiveness profile. Recent advances in high-temperature optics enable the main focusing chamber of the Morning Star to produce a much more coherent beam, increasing its range and damage levels. This comes at the expense of somewhat higher energy requirements, however." 3270, "GTW-5a Prometheus (retrofit) Cannon" 3271, "Medium Energy Usage Level 4 Hull Damage Level 1 Shield Damage" 3272, "GTW-5a Prometheus R" 3273, "The GTW-5a Prometheus R is a modified version of the original Prometheus weapon. With the link to Earth severed, the GTVA had been unable to obtain sufficient quantities of argon (a required element in the Prometheus's power-generation module) to continue to manufacture the standard Prometheus. GTVA engineers modified the original design to incorporate some of the advanced electromagnetic mechanisms of the Banshee. The technology has not been perfected, however, and the Prometheus R suffers from a long recharge cycle and high energy requirements." 3274, "GTW-5 Prometheus (standard) Cannon" 3275, "Medium Energy Usage Level 5 Hull Damage Level 4 Shield Damage" 3276, "GTW-5 Prometheus S" 3277, "The original GTW-5 Prometheus S was removed from service when the link to Earth was lost and the GTVA was unable to obtain sufficient quantities of argon (a required element in the Prometheus's power-generation module). Recent deployment of Anuket and Zephyrus gas miners has enabled us to resume production of the GTW-5 Prometheus S. The S-type is a minor variant of the original Prometheus laser cannon. The S-type's faster recharge cycle and lower energy drain cause many pilots to prefer it over the R variant." 3278, "GTW-5 Prometheus Cannon D" 3279, "Medium Energy Usage Level 3 Hull Damage Level 3 Shield Damage" 3280, "GTW-5 Prometheus S" 3281, "The original GTW-5 Prometheus S was removed from service when the link to Earth was lost and the GTVA was unable to obtain sufficient quantities of argon (a required element in the Prometheus's power-generation module). Recent deployment of Anuket and Zephyrus gas miners has enabled us to resume production of the GTW-5 Prometheus S. The S-type is a minor variant of the original Prometheus laser cannon. The S-type's faster recharge cycle and lower energy drain cause many pilots to prefer it over the R variant." 3282, "GTW-66 Maxim Cannon" 3283, "HiVel Weapon Level 8 Hull Damage Level 1 Shield Damage" 3284, "GTW-66 Maxim" 3285, "Reconstruction efforts after the Great War inspired advancements in metallurgy and efficient conventional explosives. The two are elegantly combined in the GTW-66 Maxim. The Maxim is by definition an energy weapon, though it behaves like a high-velocity mass-driver cannon, accelerating uranium slugs along its smoothbore barrel. The Maxim has a difficult time penetrating energy-based shields, but it has a devastating effect on hull plating and subsystem armor." 3286, "GTW-66 Maxim Cannon D" 3287, "HiVel Weapon Level 5 Hull Damage Level 1 Shield Damage" 3288, "GTW-66 Maxim" 3289, "Reconstruction efforts after the Great War inspired advancements in metallurgy and efficient conventional explosives. The two are elegantly combined in the GTW-66 Maxim. The Maxim is by definition an energy weapon, though it behaves like a high-velocity mass-driver cannon, accelerating uranium slugs along its smoothbore barrel. The Maxim has a difficult time penetrating energy-based shields, but it has a devastating effect on hull plating and subsystem armor." 3290, "GTW UD-8 Kayser" 3291, "Special Issue Level 6 Hull Damage Level 5 Shield Damage" 3292, "GTW UD-8 Kayser" 3293, "The GTW UD-8 Kayser is the result of an intensive study of Shivan weapon technology. The Kayser emits focused waves of subatomic particles that bombard its target. Impact causes the wave function of the particles to collapse and emit extremely intense, zero-point energy microbursts. Standard policy dictates that weapons of this magnitude be mounted only on bombers, but it has become common practice for field technicians to mount them on fighters." 3294, "GTW UD-8 Kayser" 3295, "Special Issue Level 4 Hull Damage Level 4 Shield Damage" 3296, "GTW UD-8 Kayser D" 3297, "The GTW UD-8 Kayser is the result of an intensive study of Shivan weapon technology. The Kayser emits focused waves of subatomic particles that bombard its target. Impact causes the wave function of the particles to collapse and emit extremely intense, zero-point energy microbursts. Standard policy dictates that weapons of this magnitude be mounted only on bombers, but it has become common practice for field technicians to mount them on fighters." 3298, "GTW-19 Circe" 3299, "Tactical Weapon Level 6 Shield Damage" 3300, "GTW-19 Circe" 3301, "Derived from advanced electromagnetic weaponry, such as the Banshee, the GTW-19 Circe disrupts shield systems by focusing a barrage of widely varying EM harmonics upon its target. This energy is completely ineffective against any kind of armor plating or insulated subsystem. For this reason, the Circe is most effective when paired with a hull-damaging partner, such as the Maxim or Prometheus." 3302, "GTW-83 Lamprey" 3303, " Tactical Weapon Medium Energy Usage Level 3 Shield Damage" 3304, "GTW-83 Lamprey" 3305, "The GTW-83 Lamprey cannon is a second-generation Leech gun. It drains the energy systems of its target, depleting the reserves available to the target's Primary weapons, shields, and engines. Coupled with a weapon that pummels both hull and shields, the Lamprey is highly effective against enemy fighters and bombers." 3306, "Targeting Laser" 3307, "" 3308, "" 3309, "GTM MX-64 Rockeye" 3310, "Standard Issue Fire and Forget" 3311, "GTM MX-64 Rockeye" 3312, "The GTM MX-64 Rockeye is a faster, more accurate, larger payload version of the MX-50 that was in service at the beginning of the Great War. The missile developed as a result of experimentation by engineers at some of STX Exploration's most isolated mining operations, in the systems of Laramis and Luyten 726-BA. Advances in remote-controlled explosive devices were used by GTVA engineers to improve the old MX-50s. The heat-seeking MX-64 Rockeye is now a standard loadout for Terran fighter craft." 3313, "GTM MX-64 Rockeye" 3314, "Standard Issue Fire and Forget" 3315, "GTM MX-64 Rockeye" 3316, "The GTM MX-64 Rockeye is a faster, more accurate, larger payload version of the MX-50 that was in service at the beginning of the Great War. The missile developed as a result of experimentation by engineers at some of STX Exploration's most isolated mining operations, in the systems of Laramis and Luyten 726-BA. Advances in remote-controlled explosive devices were used by GTVA engineers to improve the old MX-50s. The heat-seeking MX-64 Rockeye is now a standard loadout for Terran fighter craft." 3317, "GTM MX-6 Tempest Missile" 3318, "Standard Issue High-Payload Dumbfire" 3319, "GTM MX-6 Tempest" 3320, "The GTM MX-6 Tempest improves upon its predecessor, the Fury missile. Faster and more deadly than the Fury, the Tempest is also smaller, enabling flight crews to load more into each Secondary weapon bay. The Tempest is a dumbfire missile, moving in a straight line from its point of release. The missile detonates when it strikes a solid object or when it reaches its effective range of approximately 600 meters. Tempests are best used at close range. With a velocity of 360 m/s, nothing outruns a Tempest." 3321, "GTM MX-6 Tempest Missile" 3322, "Standard Issue High-Payload Dumbfire" 3323, "GTM MX-6 Tempest" 3324, "The GTM MX-6 Tempest improves upon its predecessor, the Fury missile. Faster and more deadly than the Fury, the Tempest is also smaller, enabling flight crews to load more into each Secondary weapon bay. The Tempest is a dumbfire missile, moving in a straight line from its point of release. The missile detonates when it strikes a solid object or when it reaches its effective range of approximately 600 meters. Tempests are best used at close range. With a velocity of 360 m/s, nothing outruns a Tempest." 3325, "GTM-4 Hornet Swarm Missile" 3326, "Standard Issue Swarm Type All-Purpose Missile" 3327, "GTM-4 Hornet" 3328, "The GTM-4 Hornet was showing its age even toward the end of the Great War, but it was cheap to manufacture. As a result, war-time production of the Hornet ran full-tilt at factories in eight star systems right up to the end of the war. After hostilities ceased, the GTVA found itself with an inventory of 2.6 million Hornet missiles. This stockpile has been spread among all GTVA battle groups, with each receiving at least 100,000 Hornets. This aspect-seeking missile still delivers a devastating four-missile punch, which makes it a consistent favorite of many pilots." 3329, "GTM-4 Hornet Swarm Missile" 3330, "Standard Issue Swarm Type All-Purpose Missile" 3331, "GTM-4 Hornet" 3332, "The GTM-4 Hornet was showing its age even toward the end of the Great War, but it was cheap to manufacture. As a result, war-time production of the Hornet ran full-tilt at factories in eight star systems right up to the end of the war. After hostilities ceased, the GTVA found itself with an inventory of 2.6 million Hornet missiles. This stockpile has been spread among all GTVA battle groups, with each receiving at least 100,000 Hornets. This aspect-seeking missile still delivers a devastating four-missile punch, which makes it a consistent favorite of many pilots." 3333, "GTM-4a Tornado Missile" 3334, "Prototype Advanced Swarm Type All-Purpose Missile " 3335, "GTM-4a Tornado" 3336, "The GTM-4a Tornado is an upgrade to the Hornet missile. With improved fire control systems and guidance computers, the Tornado can be fired more rapidly and with greater accuracy than the Hornet. Though physically smaller than its predecessor, the Tornado launcher fires more rockets per volley, delivering a more devastating punch. Be advised that a Tornado missile will fail to arm its payload properly if aspect lock has not been achieved before firing." 3337, "GTM-4a Tornado Missile D" 3338, "Prototype Advanced Swarm Type All-Purpose Missile " 3339, "GTM-4a Tornado D" 3340, "The GTM-4a Tornado is an upgrade to the Hornet missile. With improved fire control systems and guidance computers, the Tornado can be fired more rapidly and with greater accuracy than the Hornet. Though physically smaller than its predecessor, the Tornado launcher fires more rockets per volley, delivering a more devastating punch. Be advised that a Tornado missile will fail to arm its payload properly if aspect lock has not been achieved before firing." 3341, "GTM-19 Harpoon" 3342, "Standard Issue Fast Target Lock" 3343, "GTM-19 Harpoon" 3344, "The GTM-19 Harpoon is the most sophisticated weapon in the GTVA arsenal. Not only is it the fastest aspect-seeking missile used by the fleet, but advanced fuzzy-logic circuitry enables it to gain lock faster than any other missile in its class. The missile's warhead is wrapped in a shell of ultra-dense depleted uranium, ensuring maximum penetration into the hull of its target before the warhead detonates." 3345, "GTM-19 Harpoon D" 3346, "Standard Issue Fast Target Lock" 3347, "GTM-19 Harpoon" 3348, "The GTM-19 Harpoon is the most sophisticated weapon in the GTVA arsenal. Not only is it the fastest aspect-seeking missile used by the fleet, but advanced fuzzy-logic circuitry enables it to gain lock faster than any other missile in its class. The missile's warhead is wrapped in a shell of ultra-dense depleted uranium, ensuring maximum penetration into the hull of its target before the warhead detonates." 3349, "GTM-55 Trebuchet" 3350, "Prototype Long-Range Anti-Bomber High Payload" 3351, "GTM-55 Trebuchet" 3352, "The new GTM-55 Trebuchet was developed as a long-range, anti-bomber missile with an effective range of 4,000 meters. It also utilizes the latest in precision targeting technology for short lock times. The Trebuchet plays a vital role in defensive missions, enabling escort and patrol fighters to intercept incoming bombers without straying from the ship or emplacement under attack." 3353, "GTI TAG-A Missile" 3354, "Special Issue Electronic Warfare" 3355, "GTI TAG-A Missile" 3356, "The TAG-A missile was conceived during the GTVI's top-secret stealth technology research projects. The missile was manufactured and swiftly pressed into service as a means of counteracting the sensor-disrupting effects of the recently discovered Knossos nebula. Upon impact with a hard surface, the TAG missile adheres and activates a small, short-lived electronic beacon. This beacon is powered by a small fuel cell with a usable lifetime of several seconds. During this time, it broadcasts location and targeting information to all friendly ships within range." 3357, "GTI TAG-B Missile" 3358, "Special Issue Electronic Warfare" 3359, "GTI TAG-B Missile" 3360, "The TAG-B is an enhanced version of the standard TAG-A missile, also developed by GTVI laboratories. With a more shock-resistant substructure around its electronics package, the TAG-B is packed with ultra-sophisticated equipment to provide more useful targeting information to friendly forces. Massive retrofitting of GTVA ship turrets is underway to fully utilize this improved targeting technology." 3361, "GTI TAG-C Missile" 3362, "Special Issue Electronic Warfare" 3363, "GTI TAG-C Missile" 3364, "The TAG-C is the third and final generation of TAG missiles developed by the GTI labs. This model provides greater reliability and compatibility with existing GTA turret hardware. Although these missiles are extremely scarce, tagging a target with one results in a devastating barrage from local friendly artillery. TAG-Cs have thus far been restricted to elite squadron use only." 3365, "GTM-10 Piranha" 3366, "Standard Issue Area Effect Fighter Suppresion Weapon" 3367, "GTM-10 Piranha" 3368, "A third-generation version of the old Synaptic and Havoc missiles, the GTM-10 Piranha provides bombers with a high-explosive anti-fighter screen. The Piranha is detonated remotely by pressing the Secondary weapon trigger a second time. This releases over a dozen small, heat-seeking missiles that attack any enemy vessel within range. This function makes the missile effective against incoming wings of fighters in close formation. The Piranha is now the standard issue defensive weapon for bombers attacking targets protected by close fighter cover." 3369, "GTM-43a Stiletto II" 3370, "Tactical Missile Destroys Subsystems" 3371, "GTM-43a Stiletto II" 3372, "The GTM-43a Stiletto II improves upon the original Stiletto's design with higher acceleration and maximum velocity, better guidance system, and greater range. The Stiletto II, like its predecessor, is designed to incapacitate the subsystems of capital ships, homing in on the EM signature of the currently targeted subsystem." 3373, "GTM-11 Infyrno" 3374, "Standard Issue Area Effect Fighter Suppression Weapon" 3375, "GTM-11 Infyrno" 3376, "The GTM-11 Infyrno is an area-effect bomber suppression weapon, often employed to knock out incoming waves of slow-moving bombers. Upon detonation, the Infyrno releases multiple submunitions that contain ultra-high-explosive charges. The Infyrno is detonated remotely by pressing the Secondary weapon trigger a second time. A HUD indicator displays the distance from the warhead to the firing ship. If the pilot triggers the detonation too early, he risks being caught in the Infyrno's extensive blast radius." 3377, "GTM-11 Infyrno D" 3378, "Standard Issue Area Effect Fighter Suppression Weapon" 3379, "GTM-11 Infyrno" 3380, "The GTM-11 Infyrno is an area-effect bomber suppression weapon, often employed to knock out incoming waves of slow-moving bombers. Upon detonation, the Infyrno releases multiple submunitions that contain ultra-high-explosive charges. The Infyrno is detonated remotely by pressing the Secondary weapon trigger a second time. A HUD indicator displays the distance from the warhead to the firing ship. If the pilot triggers the detonation too early, he risks being caught in the Infyrno's extensive blast radius." 3381, "GTM-12 Cyclops" 3382, "Special Issue Anti-Cruiser Bomb Non-Conventional Warhead " 3383, "GTM-12 Cyclops" 3384, "The GTM-12 Cyclops has been in service for over 15 years in the GTVA arsenal. It is the standard ultra-high-delivery Secondary weapon loadout, utilizing the latest in aspect-seeking guidance technologies. The Cyclops has the distinction of being the most consistently upgraded weapon in the fleet. Although its development began shortly after the Great War ended, its excellent performance has kept it firmly entrenched in the role of main assault weapon. Its payload is approximately fifty percent greater than that of the older Tsunami warheads." 3385, "GTM-12 Cyclops" 3386, "Special Issue Anti-Cruiser Bomb Non-Conventional Warhead " 3387, "GTM-12 Cyclops" 3388, "The GTM-12 Cyclops has been in service for over 15 years in the GTVA arsenal. It is the standard ultra-high-delivery Secondary weapon loadout, utilizing the latest in aspect-seeking guidance technologies. The Cyclops has the distinction of being the most consistently upgraded weapon in the fleet. Although its development began shortly after the Great War ended, its excellent performance has kept it firmly entrenched in the role of main assault weapon. Its payload is approximately fifty percent greater than that of the older Tsunami warheads." 3389, "GRM-1" 3390, "Conventional Warhead " 3391, "Standard issue bomb used by Rebel forces. Thought to be ineffective against large targets." 3392, "GTM-13 Helios" 3393, "Special Issue Anti-Capital Ship Weapon Anti-Matter Torpedo" 3394, "GTM-13 Helios" 3395, "The GTM-13 Helios is the product of an entire generation of high-energy physics research, based primarily at the GTVA particle accelerator complex near Antares. The most powerful warhead in the fleet's arsenal, the Helios generates a massive shockwave from the cataclysmic annihilation of matter and anti-matter, triggered upon impact with its target. Each bank of Helios warheads can fire only once every 30 seconds. The Helios is prohibitively expensive to produce, thus its deployment is severely restricted." 3396, "GTM-14 EMP Adv." 3397, "Advanced Missile Electromagnetic Pulse Weapon General Purpose Suppression" 3398, "GTM-14 EM Pulse Adv." 3399, "The GTM-14 Electromagnetic Pulse Advanced warhead interferes with the electronics systems of vessels caught within its blast radius. This renders the affected ships unable to track targets, manage communications, or gain aspect missile lock. Tactically, the GTM-14 is a very effective anti-bomber weapon, as it also temporarily shuts down the guidance and propulsion systems of warheads in flight. This advanced version of the standard EM Pulse missile disrupts subsystems at a deeper circuitry level, resulting in a longer-lasting effect." 3400, "GTM MX-52" 3401, "Standard Issue Fire and Forget" 3402, "GTM MX-52 Suitable for all space battles - defensive and offensive - medium payload (16.5 Kt) - infrared tracking and semi-intelligent targeting - pilot chooses desired target, and the MX-50 tracks the chosen target based off the emission of heat from the - engine, the weapon bays, and the cockpit of the target ship - the MX-50 will always attack a target that is determined to be hostile by the onboard computer of any GTA combat vessel, thus ensuring a higher kill rate, should the pilot find himself in a heated battle situation where precise aiming might be difficult. Early experiments with energy based defenses like the deflector array at Ross 128 have shown that this weapon is exceedingly weak against anything besides steel based targets." 3403, " --------------------------------------------------------- FreeSpace 2: Das Launcher-Men --------------------------------------------------------- Mit Hilfe des Launcher-Mens knnen Sie FreeSpace 2 starten und an Ihre Hardware anpassen knnen, neue Versionen des Spiels herunterladen und die FreeSpace 2 Homepages im World Wide Web aufrufen. Hier eine kurze Beschreibung fr jeden Auswahlpunkt: SPIELEN Startet das Spiel FreeSpace 2 SETUP ffnet den Setup-Dialog, der wiederum in Grafik, Audio, Joystick, Geschwindigkeit, Netzwerk, DirectX und Sonstiges eingeteilt ist. " 3404, " * Grafik - Sie mssen eine 3D-Grafikkarte besitzen, um FreeSpace 2 spielen zu knnen. Sie knnen das Spiel nach Glide- und Direct3D- kompatiblen Karten suchen lassen. - 'Filmsequenzen im Interlaced-Modus abspielen' - Hierbei werden die Bilder in zwei Durchgngen gezeichnet, damit langsamere Grafikkarten damit zurechtkommen. - 'Filmsequenzen im FastClear-Modus abspielen' - Durch FastClear werden die Einzelbilder der Animationen direkt aufeinandergezeichnet, ohne dazwischen den Bildschirm zu lschen. Das kann auf manchen Karten einige Flackereffekte verhindern. - 'Niedrige Direct3D-Texturdetails' beschleunigt das Spiel, indem weniger Texturdetails verwendet werden, was natrlich dann in einer schlechteren Grafik resultiert. Deswegen sollten Sie diese Option nur dann aktivieren, wenn Sie whrend das Spiel oft stockt oder langsam luft. - 'WFOG erzwingen' - WFOG, eine Direct3D-Option, ist eine alter- native Art, Nebeleffekte anzuzeigen (durch feste Tabellen statt mit Vektorangaben). Manche Karten untersttzen WFOG nicht korrekt (z.B. die S4-Karte), deswegen ist die Option normalerweise deaktiviert. Sie knnen aber gerne damit experimentieren. - 'Direct3D ZBuffer Bias deaktivieren' - Wenn Sie Direct3D verwenden und Probleme beim Rendern der Geschwader-Logos sehen (die Logos berdecken alles andere), sollte diese Option den Fehler beheben. " 3405, " * Audio - FreeSpace 2 untersttzt DirectSound, A3D und EAX. Sie knnen einen dieser Standards auswhlen, nachdem Sie auf 'Verfgbare Soundkarten suchen' klicken und dann die gewnschte Soundkarte in der Liste aussuchen. Ausserdem knnen Sie die Soundeffekte des Launchers hier ein- und ausschalten. * Joystick - Hier knnen Sie Ihren Joystick fr FreeSpace 2 einstellen. Wenn Ihr Joystick Force Feedback untersttzt, kompatibel zu DirectX 6.0, knnen Sie diese Option hier aktivieren. * Geschwindigkeit - Hier stellen Sie die Detailoptionen fr neue Piloten ein. Wir mchten darauf hinweisen, dass die Spielgeschwindigkeit deutlich beeintrchtigt werden kann, wenn Sie diese Option hher als empfohlen setzen. * Netzwerk - Hier stellen Sie die Eigenschaften Ihrer Netzwerkhardware ein, wie Geschwindigkeit und Art der Internetverbindung (falls vorhanden). Sie knnen ausserdem hier Ihr PXO-Login eingeben, falls Sie sich bei diesem Internetservice eingetragen haben, oder einen anderen Port erzwingen (Standard: 7808). Die 'PXO Banner' beziehen sich auf den PXO-Chatscreen und zeigen, wenn aktiviert, Banner von guten FreeSpace 2-Webseiten an. * DirectX - Hier wird Ihre DirectX-Version getestet. Es wird Ihnen auch die Mglichkeit geboten, von hier aus DirectX zu installieren oder zu aktualisieren. * Sonstiges - Hier knnen Sie sich noch die Sprache fr das Spiel aussuchen. Einen berblick ber die mglichen Startparameter, die Sie in der Befehlszeile eingeben knnen, finden Sie in der README.TXT-Datei. " 3406, " README LESEN ffnet die Datei README.TXT mit weiteren Hinweisen zu FreeSpace 2. UPDATE berprft, ob eine neuere Version von FreeSpace 2 zum Download verfgbar ist. Sollte dies der Fall sein, knnen Sie direkt von dem Dialog aus das Update herunterladen und installieren. HILFE ffnet diesen Hilfetext. DEINSTALLIEREN Entfernt FreeSpace 2 von Ihrem System. BEENDEN Schliesst den Launcher, ohne FreeSpace 2 zu starten. Das VOLITION-Logo ffnet die Volition's Homepage im Internet. Das PXO-Logo ffnet die Homepage von Parallax Online, dem kostenlosen Multiplayerservice fr Spiele von Volition und Outrage. " 3407, "Well done. You have successfully completed the Shivan Gauntlet simulation. Return to base" 3408, "Destroy Rampart" 3409, "Destroy Ascendant" 3410, "Well done. You have successfully completed the Terran Gauntlet simulation. Return to base." 3411, "Well done. You have successfully completed the Vasudan Gauntlet simulation. Return to base." 3412, "We have just received a communication from Admiral Bosch. His orders are for every $f NTF battle group to send half its strength to the Deneb system immediately. There's an offensive planned and Bosch wants to gather forces before striking. Our group will send the three warships you helped us capture in your previous mission." 3413, "*Aeolus Duel" 3414, "*Deimos Duel" 3415, "*Close Quarters" 3416, "*Ganymede Redux" 3417, "*Team Chaos" 3418, "*Ganymede Showdown" 3419, "So where's the Iceni, Command? Lets end this now." 3420, "Protect Tatenen" #end #German 0, "Der Hauptfeldzug von FreeSpace 2" 1, "Das Sondereinsatzkommando hat Sie fr einen gefhrlichen Untergrund-Einsatz ausgewhlt. Nehmen Sie den Auftrag an?" 2, "Das Sondereinsatzkommando braucht Ihre Hilfe bei einem riskanten Rettungseinsatz. Melden Sie sich freiwillig?" 3, "3. Akt" 4, "Shiv. Spiessrutenlauf" 5, "Ein Spiessrutenlauf, in dem Sie gegen etliche Angriffswellen aus shivanischen Jgern und Kriegsschiffen antreten mssen." 6, "Bla bla" 7, "Um die Verluste an Piloten zu minimieren, hat das alliierte Oberkommando befohlen, dass wir einen Wochenplan mit Kampfsimulationen ausarbeiten und durchfhren. In dieser speziellen Simulation werden Sie sich gegen mehrere Angriffswellen shivanischer Raumschiffe verteidigen mssen. Dazu kann auch das eine oder andere Grosskampfschiff gehren, also nehmen Sie besser einen Bomber mit in Ihrer Staffel." 8, "Es wird nicht erwartet, dass Sie alle diese Kampfsimulation berleben. Ihr Ziel ist es vielmehr, so viele Gegner wie mglich auszuschalten, und dazu mssen Sie so lange am Leben bleiben wie mglich. Es wird allerdings erwartet, dass Sie bei dieser Simulation jedesmal etwas besser abschneiden als beim letzten Mal. Mit genug bung sollten Sie sie eines Tages komplett berstehen knnen. Viel Glck, Piloten." 9, "Nur die besten Piloten schaffen diese Simulation. Damit haben Sie sich einen Platz in der Elite der GTVA-Piloten gesichert." 10, "" 11, "Der Shivanische Spiessrutenlauf ist extrem schwierig. Versuchen Sie es noch mal, sobald Sie sich etwas erholt haben. Das Ziel der Sache ist, dass Sie alle denkbaren Fehler im Simulator machen, und dafr keinen im Gefecht." 12, "ben Sie diese Simulation, bis Sie sie schaffen. Setzen Sie auf jeden Fall auch Bomber ein, um die Kriegsschiffe auszuschalten." 13, "Nichts" 14, "Staffel Aries zerstren" 15, "Staffel Leo zerstren" 16, "Staffel Gemini zerstren" 17, "Staffel Virgo zerstren" 18, "Staffel Libra zerstren" 19, "Staffel Taurus zerstren" 20, "Staffel Cancer zerstren" 21, "Karnatoth zerstren" 22, "Staffel Pisces zerstren" 23, "Ramakara zerstren" 24, "Zurck zum Sttzpunkt" 25, "Drcken Sie Alt-J" 26, "Vernichten Sie alle shivanischen Schiffe" 27, "Herzlichen Glckwunsch! Ihre Leistung berechtigt Sie zu einer kurzen Pause, in der Sie Ihre Punktzahl etwas aufbessern knnen. Wir haben ein paar ausgemusterte Schiffe da draussen, die Sie abschiessen knnen. Sie haben 30 Sekunden Zeit." 28, "Bereiten Sie sich auf die zweite Stufe dieser Simulation vor, Alpha-Staffel. Es wird jetzt entschieden schwerer." 29, "Gut gemacht. Sie haben die Simulation 'Shivanischer Spiessrutenlauf' erfolgreich absolviert. Zurck zum Sttzpunkt." 30, "Terr. Spiessrutenlauf" 31, "Ein Spiessrutenlauf, in dem Sie gegen etliche Angriffswellen aus terranischen Jgern und Kriegsschiffen antreten mssen." 32, "Es ist sehr lehrreich, ein Schlachtfeld einmal mit den Augen des Feindes zu betrachten. Aus diesem Grund hat das alliierte Oberkommando befohlen, dass auf unserem Wochenplan auch Kampfsimulationen gegen GTVA-Krfte stehen. In dieser speziellen Simulation werden Sie sich gegen mehrere Angriffswellen terranischer Raumschiffe verteidigen mssen. Dazu kann auch das eine oder andere Grosskampfschiff gehren, also nehmen Sie besser einen Bomber mit in Ihrer Staffel." 33, "Nur die besten Piloten schaffen diese Simulation. Damit haben Sie sich einen Platz in der Elite der GTVA-Piloten gesichert." 34, "Der Terranische Spiessrutenlauf ist extrem schwierig. Versuchen Sie es noch mal, sobald Sie sich etwas erholt haben. Das Ziel der Sache ist, dass Sie alle denkbaren Fehler im Simulator machen, und dafr keinen im Gefecht." 35, "ben Sie diese Simulation, bis Sie sie schaffen. Setzen Sie auf jeden Fall auch Bomber ein, um die Kriegsschiffe auszuschalten." 36, "Vernichten Sie alle terranischen Schiffe" 37, "Gut gemacht. Sie haben die Simulation 'Terranischer Spiessrutenlauf' erfolgreich absolviert. Zurck zum Sttzpunkt." 38, "Vas. Spiessrutenlauf" 39, "Ein Spiessrutenlauf, in dem Sie gegen etliche Angriffswellen aus vasudanischen Jgern und Kriegsschiffen antreten mssen." 40, "Es ist sehr lehrreich, ein Schlachtfeld einmal mit den Augen des Feindes zu betrachten. Aus diesem Grund hat das alliierte Oberkommando befohlen, dass auf unserem Wochenplan auch Kampfsimulationen gegen GTVA-Krfte stehen. In dieser speziellen Simulation werden Sie sich gegen mehrere Angriffswellen vasudanischer Raumschiffe verteidigen mssen. Dazu kann auch das eine oder andere Grosskampfschiff gehren, also nehmen Sie besser einen Bomber mit in Ihrer Staffel." 41, "Der Vasudanische Spiessrutenlauf ist extrem schwierig. Versuchen Sie es noch mal, sobald Sie sich etwas erholt haben. Das Ziel der Sache ist, dass Sie alle denkbaren Fehler im Simulator machen, und dafr keinen im Gefecht." 42, "Vernichten Sie alle vasudanischen Schiffe" 43, "Gut gemacht. Sie haben die Simulation 'Vasudanischer Spiessrutenlauf' erfolgreich absolviert. Zurck zum Sttzpunkt." 44, "Rebellen & Renegaten" 45, "Snipen und Alpha 1 mssen die Iceni scannen, whrend sie das Rebellen-Flaggschiff nach regulus eskortieren." 46, "Sondereinsatzkommando Sie haben sich freiwillig fr einen Geheimeinsatz zum Sondereinsatzkommando (SEK) gemeldet, in Zusammenarbeit mit dem Galaktischen Terranisch-Vasudanischen Nachrichtendienst (GTVN). Unser Hauptziel ist es, der Allianz genaue und umfassende Informationen ber die Taktik, Technologie, Aktivitten und strategischen Ziele aller Krfte zu liefern, die der GTVA feindlich gesonnen sind." 47, "Ihr Auftrag Die Missionen des Sondereinsatzkommandos werden weit hinter den feindlichen Linien durchgefhrt, mit einem Minimum an logistischer Versorgung. Zu unseren Aktivitten auf feindlichem Gebiet gehren Infiltration, Sabotage, gezielte Anschlge und das Sammeln von Informationen. Sie werden als Agent in die Neo-Terranische Front eingeschleust, als Staffelfhrer der Staffel Alpha des 185. Jgergeschwaders." 48, "Lt. Commander Snipes Ihr Kontaktmann bei diesem Auftrag ist Lieutenant Commander Christopher Snipes, ein alliierter Offizier, der vor sechs Monaten zur NTF 'desertiert' ist. Als Geschwaderfhrer des 185. wird Snipes Ihnen Ihre Ziele sowohl als NTF-Pilot als auch als alliierter Agent zuteilen. Sie werden mit einem Gert ausgestattet, das es Ihnen erlaubt, whrend eines Gefechts mit Snipes ber eine abhrsichere Frequenz zu kommunizieren. Die NTF-Schiffe werden diese bertragungen als Zieldaten interpretieren." 49, "Das ETAK-Projekt Ziel unserer verdeckten Ermittlungen ist das ETAK-Projekt der NTF. Da nur die hchsten Dienstrnge Zugriff auf diese Daten haben, ist unser Wissen ber dieses Projekt sehr lckenhaft. ETAK befasst sich mit der Entwicklung einer neuen, richtungsweisenden Technologie, wahrscheinlich einer Massenvernichtungswaffe. Admiral Bosch leitet das Projekt persnlich, und die Rebellen bauen einen Prototypen auf seinem Kommandoschiff ein, der Iceni. Wir mssen uns diese Sache nher ansehen. Selbst eine Scanner-Abtastung der Iceni wre schon eine wertvolle Hilfe." 50, "Eine letzte Warnung Bei diesem Unternehmen arbeiten wir eng mit dem Vasudanischen Taktischen Befehlsstab und der terranischen 6. Flotte zusammen. Die Wahrscheinlichkeit, dass Sie gegen alliierte Jger kmpfen mssen, ist sehr gering. Sollten Sie jedoch wirklich von Alliierten angegriffen werden, haben Sie die begrenzte Erlaubnis, das Feuer zu erwidern, aber nur zur Selbstverteidigung oder um die von Lieutenant Commander Snipes festgelegten Ziele zu erreichen. Halten Sie sich auf jeden Fall zurck, und beurteilen Sie die Lage nach Ihrem Ermessen." 51, "Hier spricht Lieutenant Commander Snipes. Ich mchte alle neuen Piloten beim 185. willkommen heissen. Wie Sie wissen, hat die Niederlage von Admiral Koth in Epsilon Pegasi das Polaris-System fr alliierte Angriffe verwundbar gemacht. Um 14.25 Standardzeit haben vorgeschobene Krfte der GTVA unsere Blockade am Sprungknoten durchbrochen. Die Colossus wird nicht lange auf sich warten lassen." 52, "Bosch geht kein Risiko ein. Wir ziehen das Befehlsschiff Iceni ins Regulus-System zurck, wo Bosch den Sitz seiner provisorischen Regierung einrichten will. Wir haben dieses Manver ja schon mehrfach durchgezogen, Piloten. Alpha- und Beta-Staffel geben der Iceni Geleitschutz zum Sprungknoten. Delta, Sie bleiben als Eingreifreserve in Bereitschaft," 53, "Der Regulus-Knoten liegt mitten in einem kleinen Asteroidenfeld. Unsere Aufgabe ist es, eine Schneise freizurumen. Asteroiden auf Kollisionskurs mit der Iceni sind in Ihrem HUD durch weisse Klammern gekennzeichnet, damit Sie auch wissen, worauf Sie schiessen mssen. Die Kanoniere der Iceni werden uns untersttzen, es sollte also nicht allzu anstrengend werden." 54, "In Ordnung, Pilot, ich habe ein paar gute und ein paar schlechte Nachrichten. Die gute Nachricht ist, dass wir die Iceni und die Hinton nach Regulus schaffen konnten. Die Daten Ihres Scanners wurden an den GTVN bertragen, und unsere Operation zur Enthllung des geheimnisvollen ETAK-Projektes geht weiter wie geplant. Die schlechte Nachricht ist, dass wir in grsserer Gefahr sind, als Ihnen wahrscheinlich klar ist. Die vasudanischen Kriegsschiffe standen unter dem Befehl von Admiral Ahmose, der ber unsere Aktivitten im Bilde war. Die Tatsache, dass die Vasudaner den exakten Zeitpunkt und Ort kannten, an dem die Iceni abfliegen sollte, hat die Rebellen etwas misstrauisch gemacht. Wie blich bertreibt der GTVA mal wieder. Ahmose und sein Befehlsstab sollen jetzt wegen Befehlsverweigerung vor ein Kriegsgericht gestellt werden. Die Rebellen sind da natrlich ganz hellhrig geworden: Der Admiral kannte nicht nur die Position der Iceni, sondern es war ihm auch noch verboten, diese Information auszunutzen. Damit steht unser Geschwader bei der NTF ziemlich weit oben auf der Liste der Verdchtigen. Und noch etwas: Die Piloten unter Ahmoses Befehl waren ber seinen Renegaten-Status informiert worden, bevor sie den Angriff flogen. Unter diesen Umstnden konnten wir nur das Feuer erwidern oder unsere Tarnung auffliegen lassen. Passen Sie auf sich auf, Pilot. Das alles hier wird dadurch nicht leichter." 55, "In Ordnung, Pilot, ich habe ein paar gute und ein paar schlechte Nachrichten. Die gute Nachricht ist, dass wir die Iceni zur Hlle geschickt haben, zusammen mit Bosch und dem ETAK-Projekt - was immer das gewesen sein mag. Die schlechte Nachricht ist, dass die alliierten Kriegsschiffe, die die Iceni angegriffen haben, unter dem Befehl von Admiral Ahmose standen, der ber unsere Aktivitten im Bilde war. Die Tatsache, dass die Vasudaner den exakten Zeitpunkt und Ort kannten, an dem die Iceni abfliegen sollte, hat die Rebellen etwas misstrauisch gemacht. Die Spionageabwehr hat die Akten aller neuen Piloten erneut berprft und in Ihren Unterlagen ein paar Unstimmigkeiten entdeckt. Als Ihr Vorgesetzter ist es meine Pflicht, Ihnen mitzuteilen, dass Sie um 21.00 Standardzeit wegen Spionage und Hochverrates hingerichtet werden. Schade, dass es so enden musste, Pilot." 56, "Sie hatten keine Erlaubnis, zum Sttzpunkt zurckzukehren, Pilot. Ihre Handlungsweise hat nicht nur das Leben all derer gefhrdet, die an diesem Einsatz beteiligt waren, sondern auch die Ziele der NTF in diesem Einsatzgebiet. Sofern das Oberkommando keine anderslautende Entscheidung trifft, werden Ihnen hiermit neben Ihrer Flugerlaubnis auch alle Rechte und Privilegien eines Offiziers der NTF aberkannt. Bis zu Ihrer Exekution um 21.00 werden Sie in der Arrestzelle in Gewahrsam genommen." 57, "In Ordnung, Pilot, ich habe ein paar gute und ein paar schlechte Nachrichten. Die gute Nachricht ist, dass wir die Iceni nach Regulus schaffen konnten. Die Daten Ihres Scanners wurden an den GTVN bertragen, und unsere Operation zur Enthllung des geheimnisvollen ETAK-Projektes geht weiter wie geplant. Die schlechte Nachricht ist, dass wir in grsserer Gefahr sind, als Ihnen wahrscheinlich klar ist. Die vasudanischen Kriegsschiffe standen unter dem Befehl von Admiral Ahmose, der ber unsere Aktivitten im Bilde war. Die Tatsache, dass die Vasudaner den exakten Zeitpunkt und Ort kannten, an dem die Iceni abfliegen sollte, hat die Rebellen etwas misstrauisch gemacht. Wie blich bertreibt der GTVA mal wieder. Ahmose und sein Befehlsstab sollen jetzt wegen Befehlsverweigerung vor ein Kriegsgericht gestellt werden. Die Rebellen sind da natrlich ganz hellhrig geworden: Der Admiral kannte nicht nur die Position der Iceni, sondern es war ihm auch noch verboten, diese Information auszunutzen. Damit steht unser Geschwader bei der NTF ziemlich weit oben auf der Liste der Verdchtigen. Und noch etwas: Die Piloten unter Ahmoses Befehl waren ber seinen Renegaten-Status informiert worden, bevor sie den Angriff flogen. Unter diesen Umstnden konnten wir nur das Feuer erwidern oder unsere Tarnung auffliegen lassen. Passen Sie auf sich auf, Pilot. Das alles hier wird dadurch nicht leichter." 58, "Sonstiges" 59, "Elektronik" 60, "Zurck zum Sttzpunkt" 61, "Scorpio-Staffel zerstren" 62, "Zerstren Sie die Yaaru" 63, "Sagittarius-Staffel zerstren" 64, "Beschtzen Sie die Iceni" 65, "Beschtzen Sie die Hinton" 66, "Zurck zum Sttzpunkt" 67, "Scannen Sie die Iceni" 68, "Geben Sie der Iceni Geleitschutz zum Regulus-Sprungknoten" 69, "Scannen Sie die Iceni" 70, "Scannen Sie die Hinton" 71, "Beschtzen Sie die Hinton" 72, "Alliierte Truppen kommen ins System! Wir haben einen Kreuzer der Mentu-Klasse mit Jger-Geleitschutz und eine Staffel Bomber! An alle Einheiten: Verteidigen Sie die Iceni!" 73, "In Ordnung, Jungs, so sieht der Spielplan aus: Wir schalten erst alle Jger und Bomber aus, dann schiessen wir den Kreuzer in handliche Stcke." 74, "Gute Arbeit, Piloten. Admiral Bosch und die Iceni haben das Regulus-System erreicht. Also, zurck zur Basis." 75, "Gute Arbeit, Pilot. Man weiss nie, was man findet, wenn man nicht nachschaut." 76, "Wir haben Neuigkeiten von der Epsilon-Pegasi-Blockade! Weitere vasudanische Kriegsschiffe sind unterwegs! Die Iceni wird wie geplant zum Regulus-Knoten weiterfliegen!" 77, "An alle Einheiten: Verteidigen Sie die Iceni und die Hinton. Beide mssen das Regulus-System erreichen! Die Zukunft von Neo-Terra hngt davon ab!" 78, "Alpha 1, empfangen Sie mich? Wir sprechen hier ber einen sicheren Kanal. Wir brauchen eine Abtastung der Iceni. Erfassen Sie das Kriegsschiff als Ziel und nhern Sie sich ihm auf 600 Meter. Halten Sie den Vorhaltekreis des Schiffs in Ihrem Fadenkreuz." 79, "Was macht denn der Forschungskreuzer hier draussen? Davon hat mir das NTF-Oberkommando nie etwas gesagt. Muss irgendwas mit elektronischer Kriegsfhrung zu tun haben." 80, "Piloten, Sie mssen eine Schneise fr die Iceni freischiessen. Zerstren Sie die Asteroiden, bevor sie mit dem Kommandoschiff kollidieren knnen. Asteroiden auf Kollisionskurs werden auf Ihrem HUD mit weissen Klammern markiert." 81, "Das ist komisch. Ich habe keine Ahnung, was das bedeutet. Mal sehen, was unsere Analytiker zu Hause damit anfangen knnen." 82, "Irgendwas stimmt hier nicht. Command sagte, die Vasudaner wrden nicht angreifen, bevor die Iceni Polaris verlsst!" 83, "In Ordnung, so lauten die Spielregeln: Schiessen Sie alles ab, was die Iceni angreift. Schalten Sie Geschtztrme aus und fangen Sie Bomben ab." 84, "Die Vasudaner haben die Hinton vernichtet! Piloten, verdoppeln Sie Ihre Anstrengungen! Die Iceni muss ins Regulus-System gelangen!" 85, "Entweder wurden wir reingelegt, oder die Vasudaner halten sich nicht an ihre Befehle. Jetzt heisst es 'sie oder wir', Pilot." 86, "Wenn man auf Sie schiesst, schiessen Sie zurck. Wenn Sie sich nicht verteidigen, werden Sie hier draussen sterben, Alpha 1. Diese Vasudaner sind Abtrnnige!" 87, "Verdammt, Piloten! Wir haben die Iceni verloren! Einsatz abbrechen, zurck zum Sttzpunkt!" 88, "Liebe den Verrat..." 89, "Snipen und Alpha 1 mssen die NTT Sunder kapern." 90, "Wie Sie zweifellos schon gehrt haben, hat die GVD Psamtik die NTD Cyrene vernichtet, das Flaggschiff der Sirius-Flotte. So schlimm es auch in Polaris aussieht, die Situation am Sirius ist noch schlimmer. Bosch hat unseren Kampfverband abgezogen, um damit die NTF-Stellung in diesem System zu verstrken." 91, "Wir werden in sechs Stunden am Sirius ankommen. Das 185. wird sofort ausschwrmen, um sich mit der NTT Sunder zu treffen. Unser Auftrag lautet, dem Transporter Geleitschutz zurck zum Regulus-Sprungknoten zu geben. Die Fracht an Bord der Sunder wurde als so top secret eingestuft, dass selbst mir noch ein paar Geheimhaltungsstufen fehlen. Also sagen wir mal, wenn die Sunder hinber ist, sind wir es auch." 92, "Die Allianz kmpft an zwei Fronten, um die Alpha-Centauri und Deneb-Sprungknoten zu sichern, daher schtzt der Geheimdienst das Risiko eines Zusammenstosses mit gegnerischen Krften als gering ein. Andererseits haben sie uns auch genau das bei Polaris erzhlt, wo wir dann pltzlich die halbe vasudanische Armada im Pelz hatten. Rechnen Sie mit den Unerwarteten, Junge, und melden Sie sich um exakt 13.10 auf dem Flugdeck. Weggetreten." 93, "Dank unseres Doppelspiels ist die Sunder jetzt in alliiertem Gewahrsam. Mit unseren Scannerdaten von der Iceni und dem gekaperten Rebellen-Transporter kann der GTVN jetzt anfangen, das Rtsel um Boschs ETAK-Projekt zu lsen. Der Kommandant der Sevrin hat Boschs gesammelten Zorn wegen der angeblichen Zerstrung der Sunder abbekommen. Der Kapitn und seine Offiziere wurden gemeinsam vor das Kriegsgericht gestellt und werden heuten um 07.00 exekutiert. Das hat man davon, wenn man bei der falschen Truppe anheuert. Aber das heisst nicht, dass wir schon ber den Berg sind. Die Rebellen sind verrckt, aber nicht langsam. Sie werden nicht lange brauchen, um zu merken, dass unsere Rolle in dieser Sache und der vasudanische Hinterhalt in Polaris mehr als reiner Zufall sind. Wenn es so aussieht, als seien sie Ihnen auf die Schliche gekommen, ist es Ihre Pflicht als Agent des GTVN, zu fliehen und den alliierten Truppen alles mitzuteilen, was Sie erfahren haben. Verstanden?" 94, "Dank unseres Doppelspiels ist die Sunder jetzt in alliiertem Gewahrsam. Mit unseren Scannerdaten von der Iceni und dem gekaperten Rebellen-Transporter kann der GTVN jetzt anfangen, das Rtsel um Boschs ETAK-Projekt zu lsen. Die Zerstrung der Hamaka hat uns zum Handeln gezwungen. Die Rebellen wissen jetzt, dass wir vollwertige Mitglieder des noblen Galaktischen Terranisch-Vasudanischen Nachrichtendienstes sind. Soweit es mich betrifft, haben wir alle Ziele dieser Geheimdienstaktion erreicht. Die Rebellen htten nicht mehr lange gebraucht, um zu merken, dass unsere Rolle in dieser Sache und der vasudanische Hinterhalt in Polaris mehr als reiner Zufall sind. Wir bringen Sie nach Deneb, von wo aus Sie einen Transporter zurck nach Capella erwischen knnen. Dort melden Sie sich auf der Aquitaine zurck und holen sich einen neuen Auftrag ab. Es war mir eine Ehre, mit Ihnen zu arbeiten, Pilot. Viel Glck!" 95, "Sie knnen erst dann mit dem nchsten GTVN-Einsatz weitermachen, wenn die Hamako und die Sunder berleben." 96, "Mit der Zerstrung der Sunder ist unser Doppelspiel fehlgeschlagen. Allein mit unseren Scannerdaten von der Iceni wird es dem GTVN schwerfallen, das Rtsel um Boschs ETAK-Projekt zu lsen. Wir haben sechs Monate in diese Operation gesteckt und stehen jetzt doch mit leeren Hnden da. Wir bringen Sie nach Deneb, von wo aus Sie einen Transporter zurck nach Capella erwischen knnen. Dort melden Sie sich auf der Aquitaine zurck und holen sich einen neuen Auftrag ab. Tut mir leid, dass Ihr Ausflug zum GTVN nicht erfolgreicher endet, Pilot. Sie waren wirklich vielversprechend." 97, "berwachen Sie stndig den Zustand der Sunder." 98, "Verlassen Sie niemals einen Einsatzort, ohne dazu aufgefordert worden zu sein." 99, "Unbekannt" 100, "Zerstren Sie die NTF-Jger" 101, "Zerstren Sie die Hellespont" 102, "Zerstren Sie die Mylae" 103, "Staffel Aquarius zerstren" 104, "Zerstren Sie die Iota" 105, "Zerstren Sie die Kappa" 106, "Beschtzen Sie die Sunder" 107, "Beschtzen Sie die Hamako" 108, "Geben Sie der Sunder Geleitschutz" 109, "Beschtzen Sie die Hamako" 110, "Tut mir leid, dass ich Sie nicht vorwarnen konnte, Alpha 1. Ich habe diese Jger mit Strsendern und Kerndetonatoren bestcken lassen. Die Wartungschefin beim 185. Geschwader ist eine unserer Agentinnen, sie hat mir geholfen." 111, "Diese Detonatoren waren Mist. Dabei habe ich mich sogar an die Gebrauchsanleitung gehalten. Zumindest habe wir schnell aufgerumt. Spione wie wir nennen das 'klren'." 112, "Die Strsender htten alle bertragungen zum Rebellen-Oberkommando verhindern sollen. Aber bei unserem Glck erscheint hier gleich die NTF-Armada." 113, "Mayday! Mayday! Reaktorkernschden an allen Jgern! Das halbe Geschwader ist ausgefallen!" 114, "Command, empfangen Sie mich? Wir sind reingelegt worden! Alpha 1 und Beta 1 sind Verrter! Wir sind sabotiert worden!" 115, "Ganz ruhig, Piloten. Wir haben eine verstmmelte bertragung empfangen, irgendwas ber Reaktorkernschden. Was ist mit Ihrem Geschwader passiert?" 116, "Wir sind in den Hinterhalt eines schweren Aufklrungsgeschwaders geraten, die einen neuen Jgertyp flogen. Sie haben meine Staffel abgeschossen und sind dann sofort gesprungen, bevor wir reagieren konnten." 117, "Ein neuer Jgertyp? Sie knnen uns bei der Einsatznachbesprechung alles darber erzhlen. Sie sollten jetzt neue Munition fassen und ein paar Schden beseitigen lassen, damit Sie den Geleitschutz zu Ende bringen knnen." 118, "Ein Teil dieser bertragung ist durchgekommen. Ich weiss nicht, ob sie uns durchschaut haben oder nicht. Spielen wir erstmal weiter ihr Spiel. Ein paar Freunde von mir sind schon unterwegs, keine Panik." 119, "Unser Auftrag, Alpha 1, lautet, die NTT Sunder zu kapern. Der Pilot des Transporters ist einer von uns, daher wird er unserem Kurs folgen. Wir mssen die Rebellen glauben machen, dass die Sunder zerstrt worden ist. Ein Kder-Transporter wird daher in ein paar Minuten hier eintreffen." 120, "Es ist noch mehr Verstrkung unterwegs, Alpha und Beta. Sie mssen nur noch ein paar Minuten durchhalten." 121, "Alpha 1, greifen Sie die Rebellenjger an! Ausschwrmen zum Angriff! Los! Los!" 122, "Alpha 1, darf ich vorstellen: Das 99. Totenschdelgeschwader, Sondereinsatzkommando. Die Elite der Elite. Diese Jger, die die Jungs fliegen, gehren zur Erinyes-Klasse. Von deren Existenz hat sonst niemand auch nur eine Ahnung." 123, "Wir setzen jetzt diesen getrkten Transporter ab. Wenn die Rebellen glauben, wir htten die Sunder vernichtet, wissen sie nicht, wieviel wir wissen. Dann knnen wir auch unsere Geheimoperation fortsetzen." 124, "Natrlich nur, wenn sie uns nicht aufhngen, weil wir bei diesem Einsatz versagt haben. Vielleicht riskieren wir ja ein bisschen viel, aber was soll's..." 125, "Hier spricht die NTCv Sevrin, 2. Kampfgruppe, Regulus. Wie sieht es bei Ihnen aus, Piloten? Wir haben Anweisung, uns mit einem Transporter zu treffen." 126, "Sevrin, Sie kommen zu spt! Die Vasudaner haben mein gesamtes Geschwader und zwei Kreuzer hier draussen zerblasen! Sie wollen jemanden abholen? Dann scannen Sie geflligst das Trmmerfeld! Das da drben ist die Sunder! Sie sind eine Schande fr die ganze NTF, Sevrin! Ich werde Sie melden!" 127, "Ganz ruhig, Beta 1. Wir haben unsere Befehle buchstabengetreu befolgt. Fliegen Sie jetzt zurck zur Basis, bevor die Vasudaner zurckkommen. Hier draussen knnen wir nichts mehr tun." 128, "Sehen Sie die Hamako da drben? Das ist das neue AWACS-Schiff. Wir benutzen sie, um alle gegnerischen Funkbertragungen zu blockieren. Solange das Schiff einsatzbereit bleibt, erfhrt niemand draussen, was wir vorhaben. Soweit es die NTF betrifft, sind wir immer noch loyale und ergebene Piloten." 129, "Also passen Sie auf die Hamako auf, in Ordnung? Wenn wir das AWACS-Schiff verlieren, ist unsere Tarnung im Eimer." 130, "Haltet die Augen auf, Jungs, wir sind fast da. Aber wenn dieses Transporter-Double hier nicht bald auftaucht, mssen wir alles abbrechen." 131, "Die Sunder schafft es nicht! Alle Einheiten, zurck zum Sttzpunkt. Das hier haben wir frchterlich in den Sand gesetzt." 132, "Die NTC Mylae ist gerade angekommen. Passen Sie auf die Flak auf!" 133, "Guter Schuss. Die Mylae ist unschdlich gemacht." 134, "Hier kommt die Hellespont, Aeolus-Klasse." 135, "Wir haben die Hellespont ausgeschaltet. Gut gemacht, Leute." 136, "Okay, die Naxos kommt rein, mitsamt unserem doppelten Lottchen. Ist auch langsam Zeit, dass Ihr Jungs Euch blicken lasst! Sichern wir die Gegend, und dann ab nach Hause." 137, "In Ordnung, Alpha 1. Jetzt brauchen wir nur noch auf die NTF zu warten. Position halten." 138, "...doch hasse den Verrter" 139, "Alpha 1 und das 185. greifen ein GTVA-Nachschubdepot an" 140, "Ich bin Lieutenant Commander Jack Niven, Ihr neuer Geschwaderfhrer. Commander Snipes wurde versetzt, daher werden Sie Ihre Anweisungen bis auf weiteres von mir bekommen. Der 13. und der 11. Vasudanische Kampfverband kommen auf uns zu, also werden wir einen schweren Kampf zu bestehen haben. Wenn wir Sirius verlieren, stehen wir mit dem Rcken zur Wand. Die NTF hat zu hart gekmpft, um jetzt aufzugeben." 141, "Die auf Vega stationierte 4. Flotte ist fr die Versorgung der Vasudaner zustndig. Sie hat ein Frachtdepot in der Nhe des Alpha-Centauri-Sprungknotens eingerichtet. Unsere Aufklrer haben 16 Sperrgeschtze als Verteidigungsring gezhlt, in regelmssigen Abstnden von einer Jgerpatrouille berwacht. Das 185. hat die Aufgabe, diesen Nachschub abzuschneiden. Alle Ziele sind terranische Konstruktionen." 142, "Unser Angriff liegt vom Timing her genau zwischen den Jgerpatrouillen. Unser Ziel ist die Zerstrung aller Frachtbehlter und Sperrgeschtze. Sobald wir das Gebiet gesichert haben, sind wir in einer guten Position, um einen Hinterhalt fr alliierte Ziele zu legen. Der Angriff sollte viele Gegner zu dem Depot locken und damit unsere Chancen bei Gefechten tiefer im System verbessern." 143, "Wir haben Glck, dass wir Sie lebend zurckbekommen haben, Pilot. Unsere Agenten vor Ort haben den Bordcomputer Ihres Jgers mit entscheidenden Daten vollgestopft. Dank dieser Informationen werden die Analytiker des GTVN das Rtsel um Boschs ETAK-Projekt wohl lsen knnen. Diese Agenten waren es auch, die uns ber Ihre bevorstehende Exekution informiert haben. Leider haben wir keine Hinweise darauf, wo Lieutenant Commander Snipes steckt oder wie es ihm geht. Wir frchten das Schlimmste. In Anerkennung Ihrer herausragenden Dienste fr den Galaktischen Terranisch-Vasudanischen Nachrichtendienst und das Sondereinsatzkommando verleihen wir Ihnen hiermit das Geheimdienstkreuz am Bande. Diese Auszeichnung drfen nur wenige Auserwhlte tragen. Wir werden Sie bis zur Vega mitnehmen, da wartet ein Transporter auf Sie, der Sie zur Capella zurckbringt. Sie melden sich wieder auf der Aquitaine, wo Sie auch Ihren nchsten Einsatzbefehl erhalten. Herzlichen Glckwunsch zu Ihrem erfolgreichen Abstecher zum GTVN." 144, "Sie haben mit voller Absicht auf einen Transporter mit Zivilisten gefeuert und ihn vernichtet. Das alliierte Oberkommando hat seinem Entsetzen und Abscheu Ausdruck gegeben, dass ein alliierter Offizier ein solches Gemetzel an Unschuldigen begeht. Als Sie damals Ihr Offizierspatent von der GTVA bekamen, haben Sie einen heiligen Eid geschworen, Ihr Leben fr die Brger der Allianz einzusetzen. Sie haben geschworen, die Beta-Aquilae-Konvention zu achten, die ausdrcklich Angriffe auf Zivilschiffe verbietet. Ihre Handlungsweise verletzt jedes ethische Prinzip, das uns als Zivilisation heilig ist, und Sie werden sich fr dieses Verbrechen verantworten mssen. Bis zu Ihrer Vernehmung bleiben Sie in Haft. Sollten Sie angeklagt werden, finden Sie sich vor dem Kriegsgericht auf Beta Aquilae wieder." 145, "Zivilisten" 146, "Subach HL-7" 147, "Schrott" 148, "Medizinische Gerte" 149, "Lebensmittel" 150, "Vernichten Sie Alpha" 151, "Zerstren Sie die Beta" 152, "Vernichten Sie die Alastor" 153, "Zerstren Sie die Saharan" 154, "Zerstren Sie alle sich anbietenden Ziele" 155, "Der hier gehrt Ihnen, Alpha 1. Wir geben Deckung, whrend Sie den Transporter zerstren." 156, "Feindliches Ziel im Anflug. Es ist ein Truppentransporter der Elysium-Klasse." 157, "Auf wessen Seite stehen Sie denn eigentlich, Alpha 1? Wessen Befehle werden Sie befolgen? Entscheiden Sie sich jetzt, Pilot." 158, "Tut mir leid, aber Sie werden Ihre Ordensverleihung nicht mehr erleben, Pilot." 159, "Zerstren Sie diesen Transporter, Alpha 1. Das ist ein Befehl!" 160, "Ihre Zeit ist abgelaufen, Pilot. Wir wissen jetzt alles ber Sie. Sie haben uns in Polaris reingelegt, und Sie haben die Sunder zerstrt. Jetzt wartet ein Erschiessungskommando auf Sie." 161, "Vllig zwecklos, am Sprungantrieb rumzufummeln, Pilot. Sie haben nicht die ntigen Zugriffscodes." 162, "Sie sind ein kaltbltiger Killer, Alpha 1. Aber wir wissen jetzt alles ber Sie. Sie haben uns in Polaris reingelegt, und Sie haben die Sunder zerstrt. Hiermit werden Ihnen Ihr Rang und alle Privilegien eines Offiziers der Neo-Terranischen Front aberkannt." 163, "Alpha 1, wir bermitteln Ihnen nun die Zugriffscodes und Sprungkoordinaten in Ihren Navigationscomputer. Ihr Subraumantrieb sollte wieder funktionieren." 164, "Tut mir leid, aber als Geheimagent sind Sie fr uns jetzt wertlos geworden. Zurck zum Sttzpunkt, wir werden einen neuen Job fr Sie finden." 165, "Nicht schiessen! An Bord dieses Transporter sind keine Militrs! Wir evakuieren Zivilisten nach Alpha Centauri. Ein Angriff auf dieses Schiff wre ein Verstoss gegen die Beta-Aquilae-Konvention." 166, "Alpha 1, hier spricht Command. Wir schicken jetzt Verstrkung. Halten Sie durch, Hilfe ist unterwegs." 167, "Zeigen Sie ihnen, was Sie von der Beta-Aquilae-Konvention halten, Pilot." 168, "Wie der Blitz" 169, "Die 99. Skulls des Sondereinsatzkommandos mssen Snipes und die anderen berlebenden an Bord der Grall retten." 170, "Sondereinsatzkommando Sie wurden fr einen verdeckten Einsatz des Sondereinsatzkommandos ausgewhlt, in Zusammenarbeit mit dem Galaktischen Terranisch-Vasudanischen Nachrichtendienst (GTVN). Unser Hauptziel ist es, der Allianz genaue und umfassende Informationen ber die Taktik, Technologie, Aktivitten und strategischen Ziele aller Krfte zu liefern, die der GTVA feindlich gesonnen sind." 171, "Lieutenant Commander Snipes Um 04.37 fingen unsere Aufklrer eine verschlsselte Nachricht von Lieutenant Commander Snipes auf. Sein Schiff, die NTT Grall, driftet hilflos in einer von Shivanern berlaufenen Gegend des Nebelgebietes; es kann dort nicht mehr lange berleben. Die Grall war an der NTC Alexandria angedockt, als dieser Kreuzer unsere Blockade am Knossosportal in Gamma Draconis durchbrach." 172, "Notruf Hier ein Teil seiner bertragung. Wir haben die Mitteilung bearbeitet, damit sie besser verstndlich ist: Granitberg, hier Schwarze Taube. Erbitte sofortige Abholung. Maschine und Sprungantrieb ausser Funktion. Position Delta 429 zu 372. Setze Pharosbojen aus, um Suche zu erleichtern. Starke shivanische Verbnde und schwere EM-Strme in der Umgebung. berleben ziemlich unwahrscheinlich." 173, "Der Rckzug der Allianz Wie Sie wissen, befinden sich die alliierten Truppen auf dem Rckzug nach Gamma Draconis, daher gibt es so gut wie keine logistische Untersttzung. Wir haben keine Verstrkungen und nur ein einziges Nachschubschiff. Wir operieren hier in einem feindverseuchten Gebiet, also richten Sie sich auf schwere gegnerische Angriffe ein. Diesmal stehen die Chancen schlecht fr Sie, Pilot." 174, "Sie wissen, wozu Sie hier sind, also gehen wir gleich an die Arbeit. Unsere Aufklrer haben eine Pharos-Navigationsboje geortet, nicht weit von der Stelle entfernt, an der Snipes' Nachricht empfangen wurde. Ihre Staffel wird an dieser Position mit ihrer Suche nach der Grall beginnen. Nehmen Sie Kontakt mit Snipes auf, wenn mglich. Sein Transporter wurde schwer mitgenommen, und es ist sehr wahrscheinlich, dass er bereits tot ist." 175, "Dieser Sektor des Nebelgebietes ist extrem aktiv. Die Aufklrer berichten von schweren elektromagnetischen Interferenzen, die Sensoren und Funk gleichermassen lahmlegen. Diese Bojen sind unsere einzige Chance, Snipes und die Grall zu finden. Der EM-Sturm macht es fast unmglich, ein Raketenziel zu erfassen, wir empfehlen daher eine Zuladung aus Tempests und Rockeyes." 176, "Erst wenn Sie Snipes gefunden haben, rufen Sie Lambda 1. Das ist sehr wichtig. Alarmieren Sie das Rettungsschiff nicht zu frh. Unser Transporter dockt dann an der Grall an und holt die berlebenden raus. Sie mssen ihnen etwas Zeit zum Umsteigen verschaffen. Gute Jagd!" 177, "Herzlichen Glckwunsch, Pilot. Sie haben mein Leben gerettet, und dafr schulde ich Ihnen was. Wenn ich bei den Lamettatrgern mehr Einfluss htte, wrde ich Ihnen eine Dienstmedaille verleihen lassen, aber die Dinger verteilt das Oberkommando nicht mal so eben. Sie mussten sich nicht freiwillig melden fr diesen Einsatz, aber ich bin verdammt froh, dass Sie es getan haben. Eine wichtige Lektion am Rande: Das Sondereinsatzkommando hat mich nicht wegen meiner treuen blauen Augen gerettet, sondern weil ich wichtige Informationen habe. Informationen sind das einzige, was einen hier draussen am Leben erhlt. Ich schlage mich jetzt zum 99. durch, da wartet mein nchster Auftrag. Und ich glaube, wir knnten Sie gut dabei brauchen. Ich habe das schon mit dem Oberkommando abgeklrt, also liegt die Entscheidung bei Ihnen, Pilot. Ich hoffe, Sie tun das Richtige." 178, "Lieutenant Commander Christopher Snipes war einer besten Agenten, die jemals fr das Sondereinsatzkommando gearbeitet haben, Sein Mut, sein Einfallsreichtum und seine Entschlossenheit haben uns geholfen, Admiral Bosch und seine Neo-Terranische Front zu besiegen. Snipes arbeitete mehr als sechs Monate im Untergrund und informierte den GTVN in dieser Zeit ber die Bewegungen, Strategien und Mglichkeiten des Gegners. Seine Karriere ist fr uns ein leuchtendes Beispiel des Dienstes und der Hingabe an die GTVA und die Ideale, fr die diese Allianz einsteht. Lieutenant Commander Snipes wird hiermit posthum die SEK-Dienstmedaille verliehen, die hchste Auszeichnung, die das GTVA-Sondereinsatzkommando zu vergeben hat. Ich kenne keinen Offizier, der dieser Ehre wrdiger wre als er." 179, "Beschtzen Sie die Grall, whrend ihre Besatzung auf das Bergungsschiff umsteigt." 180, "Sie hatten keine Erlaubnis, zum Sttzpunkt zurckzukehren, Pilot. Ihre Handlungsweise hat nicht nur das Leben all derer gefhrdet, die an diesem Einsatz beteiligt waren, sondern auch die Ziele der GTVA in diesem Einsatzgebiet. Eine Desertion ist ein klarer Fall fr das Kriegsgericht, und Sie werden vorerst in Ihrem Quartier unter Arrest gestellt, bis die Verhre beginnen. Bis ein Militrgericht eine anderslautende Entscheidung trifft, werden Ihnen hiermit neben Ihrer Flugerlaubnis auch alle Rechte und Privilegien eines Offiziers der Galaktischen Terranisch-Vasudanischen Allianz aberkannt." 181, "Verlassen Sie das Einsatzgebiet erst, wenn Snipes und das Rettungsschiff in Sicherheit sind." 182, "Stabspersonal" 183, "Finden Sie die Grall" 184, "Beschtzen Sie die Grall" 185, "Beschtzen Sie Lambda 1" 186, "Folgen Sie den Nav-Bojen" 187, "Lambda 1, bitte kommen" 188, "Retten Sie Lt. Commander Snipes" 189, "Finden und bergen Sie die Grall" 190, "Unsere Aufklrer hatten nicht ganz unrecht, als sie das hier als 'unsichere Gegend' bezeichnet haben." 191, "Meine Sensoren werden gestrt, Sir. Starke elektromagnetische Interferenzen!" 192, "Bitte wiederholen, Alpha 4, ich empfange Sie sehr schwach." 193, "Klappe halten, Piloten. Hrt auf mit dem Geplapper. Konzentriert Euch." 194, "Sie haben mich beim ersten Mal offenbar nicht empfangen, Sir. Ich empfehle, dass wir den Navigationbojen folgen." 195, "Folgen wir den Navigationbojen. Wenn die Grall noch existiert, werden uns diese Leitsignale direkt zu ihr fhren." 196, "In Ordnung. Snipes hier. Ich hoffe, Sie haben einen Transporter mitgebracht." 197, "Rufen Sie den Transporter herbei, wenn Sie soweit sind, Alpha 1." 198, "Ich sag's noch mal: Rufen Sie den Transporter herbei, wenn Sie soweit sind. Wir mssen so schnell wie mglich mit dem Transfer beginnen." 199, "berlebende sind an Bord, sir. Lsen Andockklammern." 200, "Evakuierung abgeschlossen. Zurck zum Sttzpunkt." 201, "An alle Einheiten: Zurck zum Sttzpunkt!" 202, "NTT Grall, hier spricht Sondereinsatzkommando. Wir sind hier, um Sie zu bergen. Empfangen Sie uns?" 203, "Sie haben Glck, dass wir Sie gefunden haben, Snipes. Was ist denn hier draussen passiert?" 204, "Die Schivaner haben uns bei Gamma Dracuis berrannt, darum mussten wir einen Notsprung einlegen. Der Rest ist Geschichte." 205, "Wie viele berlebende?" 206, "17 von uns haben es zum Transporter geschafft. Die Schockwelle hat uns ziemlich bel durchgerttelt. Kommunikation und Lebenserhaltungssysteme waren alles, was wir hier draussen hatten." 207, "Was ist mit den Nav-Bojen?" 208, "Die Alexandria hat sie abgesetzt. Wir konnten uns nicht auf Navigation oder Sensoren verlassen, daher war das unsere beste Chance." 209, "Haben Sie irgendwelche Informationen fr uns?" 210, "Ja, aber das habe ich als geheim eingestuft fr jeden, den das nichts angeht. Und solange Sie uns hier nicht rausholen, geht Sie das nichts an." 211, "In die Hhle des Lwen" 212, "Snipen fhrt die Alpha-Staffel des 99. Geschwaders durch das zweite Knossosportal in den Einsatz." 213, "Die Lage sieht wie folgt aus: Das alliierte Oberkommando hat den vollstndigen Rckzug aller GTVA-Einheiten befohlen. Sie haben Gamma Draconis abgeschrieben, deshalb bringen sie die ganze Armada nach Capella, um dieses System zu halten. In der Zwischenzeit sucht das Sondereinsatzkommando eine Einheit, die eine selbstmrderische Mission bernimmt und ein zweites Knossosgert berprft, das die Vasudaner tief im Nebelgebiet gefunden haben." 214, "Um uns zumindest eine Chance zu geben, bekommen wir eine Staffel shivanische Jger, die das Sondereinsatzkommando schon zu Beginn des Nebel-Feldzugs erbeutet hat. Unsere Ingenieure haben diese Schiffe modifiziert und verbessert. Die fliegen sich sogar besser als das shivanische Original, und wenn man es schlau anstellt, wird man vom Gegner nicht mal entdeckt." 215, "Wir gehen mit einer handverlesenen Staffel rein. Sie fliegen Alpha 1. Ich nehme Alpha 2. Zwei unserer besten Piloten, Xinny und Zero, bernehmen Alpha 3 und 4. Unsere Maras verfgen ber Subraum-Antrieb, so dass wir den Knoten benutzen knnen." 216, "Der Zeitplan gibt uns 15 Minuten fr diesen Einsatz. Wir springen rein, sammeln Daten, halten uns bedeckt und verschwinden wieder, sobald das Trgerschiff uns das Signal gibt. Unser Subraumantrieb bleibt dann genau 15 Sekunden einsatzbereit. Wenn wir unseren Sprung verpassen, lsst uns das Trgerschiff zurck. Wir knnen uns also nicht den kleinsten Fehler leisten." 217, "Und noch etwas, das wir nicht vergessen sollten: Wenn wir losfliegen, sind wir die einzigen alliierten Flieger im Nebelgebiet. Es gibt keine Verstrkung, kein Versorgungsschiff, keinen Sttzpunkt, zu dem wir fliehen knnten. Darum mssen wir diese Aktion streng nach Plan durchziehen. Wir haben fnfzehn Minuten. Keine mehr, keine weniger." 218, "Gute Arbeit, Alpha 1. Die meisten Piloten fliegen in ihrem Leben nur eine einzige Selbstmordmission. Der Einsatz, den wir berlebt haben, htte eigentlich unser letzter sein mssen. Die Analytiker der GTVA berprfen gerade unsere Flugdaten. Leider konnten wir kein einziges dieser shivanischen Gerte vernichten. Die Allianz verlangt von ihren Elitegeschwadern erstklassige Flugleistungen, und unsere Show da draussen war heute etwas enttuschend. Aber zumindest konnten wir die Allianz warnen. Es war uns eine Ehre und ein Privileg, Pilot. Das alliierte Oberkommando hat Sie wieder der GTD Aquitaine zugeteilt. Man sagt, Sie werden das 70. Geschwader anfhren, die Blue Lions, und ich wsste niemanden, der fr diese Aufgabe besser geeignet wre. Viel Glck." 219, "Es ist mglich, das shivanische Artefakt, das Sie gefunden haben, zu vernichten." 220, "Gute Arbeit, Alpha 1. Die meisten Piloten fliegen in ihrem Leben nur eine einzige Selbstmordmission. Der Einsatz, den wir berlebt haben, htte eigentlich unser letzter sein mssen. Ich habe den Nachrichtendienst informiert, dass sich jetzt mehrere Schlachtschiffe der Juggernaut-Klasse im Anflug auf das Capella-System befinden. Wir werden alle Hnde voll damit zu tun haben, alle Leute hier lebend rauszubringen. Gute Arbeit brigens, wie Sie diese shivanischen Gerte ausgeschaltet haben. Das war eine einzigartige Vorstellung. Die Analytiker nehmen sich jetzt gerade die ganzen Daten vor, aber die Ergebnisse sind mit Sicherheit oberhalb Ihrer Sicherheitseinstufung. Sind sie doch immer. Fr die Beschaffung genauer und umfassender Informationen ber die Taktik, Technologie, Aktivitten und strategischen Ziele von Krften, die der GTVA feindlich gesonnen sind, verleihen wir Ihnen hiermit die SEK-Dienstmedaille, die hchste Auszeichnung, die das Sondereinsatzkommando zu vergeben hat. Herzlichen Glckwunsch, Pilot, es war uns eine Ehre und ein Privileg. Das alliierte Oberkommando hat Sie wieder der GTD Aquitaine zugeteilt. Man sagt, Sie werden das 70. Geschwader anfhren, die Blue Lions, und ich wsste niemanden, der fr diese Aufgabe besser geeignet wre. Viel Glck." 221, "Ausgezeichnete Arbeit. Die meisten Piloten fliegen in ihrem Leben nur eine einzige Selbstmordmission. Der Einsatz, den wir berlebt haben, htte eigentlich unser letzter sein mssen. Ich habe den Nachrichtendienst informiert, dass sich jetzt mehrere Schlachtschiffe der Juggernaut-Klasse im Anflug auf das Capella-System befinden. Wir werden alle Hnde voll damit zu tun haben, alle Leute hier lebend rauszubringen. Gute Arbeit, wie Sie diese shivanischen Gerte ausgeschaltet haben. Das war eine einzigartige Vorstellung. Die Analytiker nehmen sich jetzt gerade die ganzen Daten vor, aber die Ergebnisse sind mit Sicherheit oberhalb Ihrer Sicherheitseinstufung. Sind sie doch immer. Noch etwas: Fr die Beschaffung genauer und umfassender Informationen ber die Taktik, Technologie, Aktivitten und strategischen Ziele von Krften, die der GTVA feindlich gesonnen sind, verleihen wir Ihnen hiermit die SEK-Dienstmedaille, die hchste Auszeichnung, die das Sondereinsatzkommando zu vergeben hat. Herzlichen Glckwunsch, Pilot, es war uns eine Ehre und ein Privileg. Das alliierte Oberkommando hat Sie wieder der GTD Aquitaine zugeteilt. Man sagt, Sie werden das 70. Geschwader anfhren, die Blue Lions, und ich wsste niemanden, der fr diese Aufgabe besser geeignet wre. Viel Glck." 222, "rtuyj64kj" 223, "Shivanische Gerte zerstren" 224, "Knossos-2-Sektor erkunden" 225, "Shivanisches Gert zerstren" 226, "Alpha-Staffel, wir sind am Sprungknoten, der Antrieb funktioniert wieder. Wir werden uns auf der anderen Seite mit dem Rettungsschiff treffen. Aktivieren!" 227, "Abdrehen! Abdrehen! Hauen Sie die Nachbrenner rein!" 228, "Das war ein ganz schn knapp. Wir sollten erstemal 15 Minuten warten und die Unterhosen wechseln. Auf jeden Fall haben wir genug Shivaner entdeckt, und noch ein Sathanas-Schlachtschiff auf dem Weg nach Capella." 229, "Die Sensoren zeigen ein unbekanntes Flugobjekt direkt voraus, shivanische Signatur. berprfen Sie das Ding, Alpha 1. Wir geben Ihnen Deckung." 230, "Ich orte zwei weitere unidentifizierte Objekte in unmittelbarer Nhe. Was halten Sie davon, Commander?" 231, "Was denn? Sehe ich vielleicht shivanisch aus? Oh-oh. Schauen Sie sich das mal an. Knossos-Gert Nummer Drei, 150 Einheiten rechts. Wo zur Hlle sind wir hier?" 232, "Nicht angreifen. Wiederhole: Nicht angreifen. Die berprfen uns nur. Niemand schiesst, solange die nicht auf uns feuern. Ist wie eine Runde Schwimmen im Haifischbecken." 233, "Alle Einheiten, Feuer erwidern! IFF-Status wurde korrigiert. Die Flitterwochen sind vorbei. Wiederhole: Die Flitterwochen sind vorbei." 234, "Unsere Aufgabe hier lautet, so viele Ziele wie mglich zu erledigen, bevor uns die Zeit ausgeht. Alpha 1, schalten Sie das Gert aus." 235, "Ausgezeichnet, Alpha 1. Was das auch immer fr ein Ding war, jetzt haben die Schivaner eins weniger davon. Schalten wir noch aus, was wir knnen, bevor wir zum Sprungknoten zurckfliegen." 236, "Okay, das macht dann zwei. Gutes Teamwork, Staffel. Versuchen wir mal einen Drilling. Ausschwrmen und vernichten." 237, "Sauber aufgerumt. Gute Arbeit, Alpha-Staffel. Ich bin sehr Stolz auf Sie. Und jetzt ab zum Sprungknoten. In Binrsystemen kriege ich immer eine Gnsehaut." 238, "Gegner im Anflug! Kreuzer der Ravana-Klasse, Zielbezeichnung Nebiros. Nachbrenner rein und ausweichen. Wir mssen zu diesem Sprungknoten kommen, Jungs." 239, "Weicht den Strahlgeschtzen dieses Kreuzers aus! Wir haben es fast geschafft! Bleibt innerhalb des Sprungknoten! Wer sein Sprungfenster verpasst, ist tot!" 240, "Das wird ja immer besser hier. Da ist noch ein Schlachtschiff von Knossos 3 angekommen." 241, "Die Sensoren orten ein fnftes Schlachtschiff. Wir haben hier ein echtes Problem." 242, "Sathanas Nummer Sechs jetzt im System. Wenn das so weitergeht, stehen hier bald hundert Schlachtschiffe und ballern auf Capella." 243, "Schlachtschiff Nummer Sieben ist angekommen. Wir mssen die Allianz warnen. Tut nichts Unberlegtes. Bleibt einfach nur am Leben." 244, "Ich orte gerade Sathanas Nummer 8." 245, "Ich habe eine weitere Anzeige auf den Sensoren. Nummer Neun." 246, "Ein kleiner Sicherheitstip, Piloten. Wir haben zehn Minuten bis zum Sprung, also fliegt nicht zu weit raus." 247, "Zeit luft ab in fnf Minuten. Bereitmachen zum Einsatz." 248, "Zwei Minuten, Zeit luft! Ausschwrmen am Sprungknoten, Alpha!" 249, "Sprungantrieb wird aktiviert in 1 Minute. Bereithalten zum Sprung." 250, "Alpha 1, ich empfange hier ein paar merkwrdige Daten von diesem Gert. Sie sollten lieber Abstand halten, falls das Ding explodiert." 251, "Ganz allein" 252, "Die Alpha-Staffel muss die Nosferatu zerstren, eine shivanische Korvette der Moloch-Klasse." 253, "Unsere Aufklrer haben im Gamma-Draconis-System eine shivanische Korvette der Moloch-Klasse geortet, die Nosferatu. Schon frher haben hier alliierte Piloten die Nosferatu angegriffen, und wir haben viele gute Piloten dabei verloren." 254, "Der Geheimdienst glaubt, dass die Korvette unterwegs war zum Capella-Sprungknoten, um die shivanische Flotte dort zu verstrken. Doch das Schiff hat seinen Subraumsprung abgebrochen, bevor es an seinem Ziel ankam; wahrscheinlich ein Versagen des Antriebs oder der Navigation." 255, "Doch jetzt, wo die Korvette von der shivanischen Hauptmacht getrennt ist, haben wir eine einmalige Chance, sie aus dem Verkehr zu ziehen. Ihr Auftrag lautet, die $h Nosferatu und ihre Jgerstaffeln zu vernichten. Das Oberkommando kann nicht mehr als eine Staffel fr diesen Einsatz abstellen, und wir haben nur diese eine Chance. Doch in Anbetracht Ihrer beispielhaften Leistungen sind wir sicher, dass Sie dieser Aufgabe gewachsen sind." 256, "Gut gemacht, Staffel Alpha. Obwohl der Feind in der berzahl war, haben Sie die Nosferatu und ihre Jger vernichtet, bevor sie an der Front Schaden anrichten konnten. Ihre heutige Tat war unsere Rache fr die Soldaten, die beim Kampf gegen dieses Kriegsschiff ihr Leben verloren haben. Das Oberkommando wird mit diesem Ergebnis sehr zufrieden sein." 257, "Gute Arbeit, Alpha. Sie haben die Nosferatu und ihre Jger vernichtet, bevor sie an der Front Schaden anrichten konnten. Ihre heutige Tat war unsere Rache fr die Soldaten, die beim Kampf gegen dieses Kriegsschiff ihr Leben verloren haben. Leider haben einige der Dragon-Jger den Angriff berstanden. Sie wissen ja, dass der Dragon einer der besten Jger in der Flotte der Shivaner ist. Daher ist es immer wichtig, sie zu dezimieren. Naja, auf jeden Fall haben Sie Ihr Hauptziel erreicht." 258, "Auch wenn Sie die Jger der Nosferatu ausgeschaltet haben, so haben Sie Ihr Hauptziel doch nicht erreicht. Daher ist die Nosferatu immer noch eine grosse Bedrohung fr unsere Truppen im Gamma-Draconis-System. Ich brauche wohl nicht zu erwhnen, dass das Oberkommando von diesem Ausgang des Einsatzes enttuscht sein wird." 259, "Sie sollten auf jeden Fall mindestens zwei Bomber mitnehmen, um die Nosferatu zu vernichten." 260, "Das Oberkommando wird nicht erfreut sein, dass Sie weder die Nosferatu noch ihre Jger vernichten konnten. Sie wurden fr diese Aufgabe ausgesucht, weil das alliierte Oberkommando der Meinung war, Sie knnten auch unter starkem Druck gute Leistungen vollbringen. Bedauerlicherweise war unsere Einschtzung Ihrer Fhigkeiten weit berzogen. Daher ist die Nosferatu immer noch eine grosse Bedrohung fr unsere Truppen im Gamma-Draconis-System." 261, "Legen Sie die Nosferatu lahm." 262, "Zerstren Sie die Nosferatu" 263, "Zerstren Sie die Nosferatu" 264, "Legen Sie die Nosferatu lahm" 265, "berprfen Sie den Status ihres Navigation-Subsystems, Alpha. Lassen Sie das Schiff nicht entkommen!" 266, "Ausgezeichnete Arbeit, Alpha-Staffel. Die Nosferatu ist Geschichte. Zerstren Sie die restlichen Jger, und dann zurck zum Sttzpunkt." 267, "Ausgezeichnete Arbeit, Alpha-Staffel. Die Nosferatu ist Geschichte. Kehren Sie zurck zum Sttzpunkt." 268, "Die Nosferatu aktiviert ihren Subraumantrieb. Brechen Sie Ihren Einsatz ab. Sichern Sie das Gebiet und kehren Sie zurck zum Sttzpunkt." 269, "Gute Arbeit, Piloten. Zurck zum Sttzpunkt." 270, "Frontlinie" 271, "Der GTVA-Sicherheitsrat hat uns seine Strategie mitgeteilt, mit der er die Shivaner im Capella-System festhalten will. Ich werde in einer Stunde zu den Offizieren und Mannschaften der Aquitaine sprechen. Die 70. Blue Lions werden bei der bevorstehenden Operation eine wichtige Rolle spielen. Ich weiss, dass Sie und Ihr Geschwader dieser Herausforderung gewachsen sind." 272, "Willkommen auf der $f GVD $f Zednanreh, Piloten. Unsere Aufgabe hier ist ganz einfach: Wir bewachen den Sprungknoten nach Epsilon Pegasi. Shivanische Kampfverbnde versuchen stndig, diesen Knoten in ihre Gewalt zu bekommen und in die Systeme dahinter einzudringen. Das knnen wir natrlich nicht zulassen. Der $f 32. $f Kampfverband liegt auf der anderen Seite des Knotens im Gefecht gegen die Shivaner. Unsere Patrouille beginnt in 15 Minuten. Das ist im Moment alles, Piloten." 273, "Sie haben es geschafft, die Shivaner aufzuhalten. Das 32. muss Ihnen dafr danken, dass Sie ihm das Leben viel leichter gemacht haben. Gut gemacht." 274, "Die Shivaner sind ins Epsilon-Pegasi-System durchgebrochen. Sie htten das verhindern knnen, wenn Sie sich etwas Mhe gegeben htten. Das 32. hat sich nicht zurckgemeldet, wir gehen davon aus, dass es von den Shivanern vllig aufgerieben wurde. Sie alleine wissen, wieviel besser Sie heute htten fliegen knnen, Pilot. Ich hoffe, Sie schlafen gut heute Nacht." 275, "Die Shivaner sind ins Epsilon-Pegasi-System durchgebrochen. Sie htten das verhindern knnen, wenn Sie sich etwas Mhe gegeben htten. Das 32. hat sich nicht zurckgemeldet, wir gehen davon aus, dass es von den Shivanern vllig aufgerieben wurde. Ausserdem haben wir die Zednanreh verloren, und auch das htten Sie eventuell verhindern knnen. Sie alleine wissen, wieviel besser Sie heute htten fliegen knnen, Pilot. Ich hoffe, Sie schlafen gut heute Nacht." 276, "Halten Sie die Shivaner vom Sprungknoten fern" 277, "Beschtzen Sie die Zednanreh" 278, "Dieser Einsatz ist vorbei. Zeit zum Heimfliegen." 279, "Dieser Einsatz ist fehlgeschlagen. Zurck zum Sttzpunkt." 280, "Blockadebrecher" 281, "Die NTF versucht, die GTVA-Blockade eines Sprungknotens zu durchbrechen." 282, "Wir haben gerade eine Mitteilung von Admiral Bosch erhalten. Er befiehlt, dass jeder Kampfverband der $f NTF sofort die Hlfte seiner Feuerkraft ins Deneb-System abstellt. Er plant eine Offensive und will seine Krfte sammeln, bevor er zuschlgt. Unsere Gruppe schickt die drei Kriegsschiffe, die Sie uns bei Ihrem letzten Einsatz in die Hnde gespielt haben." 283, "Die Schiffe wurden repariert und unter den Namen $f Retribution, $f Righteous und $f Vindication wieder in Dienst gestellt. Aber ich habe Sie heute rufen lassen, weil es da ein Problem gibt. Die $f GTVA ahnt offensichtlich etwas von Boschs Plnen und will ihn davon abhalten, seine Krfte zu sammeln." 284, "Ein Kampfverband der GTVA blockiert unsere Route zum Deneb-Sprungknoten. Unsere Aufklrer konnten nur die Anwesenheit eines starken Verbandes besttigen, wegen des dichten Jagdschutzes aber keine genauen Zahlen feststellen." 285, "Wir mssen reingehen, um unseren Kriegsschiffen einen Weg zum Sprungknoten zu bahnen. Da wir nicht genau wissen, welche Situation wir vorfinden, werde ich die einzelnen Rotten erst nach unserer Ankunft einweisen. Wir mssen unsere Aufgabe erfllen, egal, was wir da draussen antreffen. Die $f Retribution, die $f Righteous und die $f Vindication mssen die Blockade durchbrechen, alles andere ist Nebensache." 286, "Die Fracht, die wir der $h GTVA abgenommen haben, enthielt einige dringend bentigte Ersatzteile fr unsere Jger der Erinyes-Klasse. Sie werden ein paar davon auf dem Flugdeck sehen, wenn Sie Ihre Schiffe auswhlen. Seien Sie in 15 Minuten startbereit." 287, "Das war ausgezeichnete Arbeit, Piloten! Es war ein schwieriger Auftrag, aber Sie haben ihn exzellent erfllt. Dass unsere Kriegsschiffe die Blockade der GTVA durchbrechen konnten, ist ein ungeheurer Moralschub fr die ganze NTF und kann Ihrer Karriere nur ntzen. Weggetreten in Ihre Quartiere, Piloten. Sie haben sich eine Erholungspause verdient." 288, "Derzeit keine Empfehlungen" 289, "Dieser Einsatz war ein vlliger Fehlschlag. Auch wenn es zugegebenermassen schwierig war, htten Sie sich besser schlagen knnen. Tausende haben heute ihr Leben verloren, und ein Teil der Schuld daran trifft Sie. Ich werde spter entscheiden, ob Sie jemals wieder fr uns fliegen werden. Weggetreten!" 290, "Versuchen Sie diesen Einsatz noch einmal. Wenn Sie ihn nicht schaffen knnen, ist vielleicht die Schwierigkeitsstufe zu hoch eingestellt." 291, "Dieser Einsatz war zumindest teilweise erfolgreich, aber wir htten mehr erreichen mssen. Wir htten jedes vasudanische Ziel auslschen mssen, das sich gezeigt hat. Indem wir aber die Murakami entkommen liessen, haben wir dafr gesorgt, dass sie uns ein anderes Mal das Leben schwermachen wird. Beim nchsten Mal erwarte ich eine saubere Ausfhrung des Auftrages, ohne solche Patzer. Weggetreten." 292, "Bloss die Blockade auszuschalten gengt nicht. Wre die Murakami vernichtet worden, htte die Explosion die Kreuzer und die Korvette schwer beschdigen knnen." 293, "Zerstren Sie die Hakiki" 294, "Zerstren Sie die Murakami" 295, "Beschtzen Sie die Retribution" 296, "Beschtzen Sie die Vindication" 297, "Beschtzen Sie die Retribution, die Righteous und die Vindication" 298, "Zerstren Sie die GTC Hakiki" 299, "Jger und Bomber vernichten" 300, "Zerstren Sie die GVD Murakami" 301, "Aufgepasst, Piloten. Beta-Staffel, Sie schalten den Kreuzer vor uns aus. Alpha, Sie geben Beta Feuerschutz und kmmern sich um alle Jger, die eventuell auftauchen. Los jetzt!" 302, "Wir beginnen mit dem Zielanflug. Wenn wir ankommen, sollte diese Blockade besser weg sein..." 303, "Hier spricht die GVC Hakiki. Dieser Sprungknoten ist fr allen Flugverkehr gesperrt. Drehen Sie ab, oder Sie werden vernichtet." 304, "An alle NTF-Schiffe: Wir werden Sie nicht zum Sprungknoten durchlassen. Ergeben Sie sich!" 305, "Ich wrde lieber sterben." 306, "Wie Sie wollen." 307, "Beta-Staffel, schalten Sie die Strahl-Geschtztrme der Murakami aus." 308, "Alpha, greifen Sie jeden Jger an, der von der Murakami startet." 309, "Righteous und Vindication, schalten Sie die berlastsicherungen Ihrer Haupt-Geschtztrme ab." 310, "Hier Righteous. Sind Sie sicher? Wir knnten unsere Waffensysteme ruinieren oder eine Reaktorkernberhitzung verursachen!" 311, "Ich bin mir ber die Risiken durchaus im Klaren, Righteous. Wir brauchen alle Feuerkraft, die wir kriegen knnen, um die Murakami auszuschalten. Feuerbereit machen!" 312, "Waffensysteme der Righteous bereit und vorgewrmt, Sir." 313, "Hier ist die Vindication. Waffe bereit, Murakami als Ziel erfasst. Warte auf Feuerbefehl." 314, "Feuer!" 315, "Uns schmelzen die ganzen Systeme durch! Die Hauptbatterien berhitzen sich." 316, "Schalten Sie Ihre Waffensysteme ab, Righteous." 317, "Geht nicht! Die Steuerung ist zusammengeschmolzen!" 318, "Alle verteilen! Die Righteous geht gleich hoch!" 319, "Dieser Einsatz ist vorbei, Piloten. Zurck zum Sttzpunkt." 320, "Rebellenjagd" 321, "Die Alpha-Staffel versucht, einen Rebellenangriff am Regulus-Sprungknoten zurckzuschlagen." 322, "In diesem Moment tobt ein Kampf zwischen den $f Alliierten und der $h Neo-Terranischen $h Front um die Kontrolle des Planeten Sirius III. Die alliierten Truppen treffen auf der Oberflche auf heftigen Widerstand, und unsere Kriegsschiffe sind im Orbit des Planeten in schwere Gefechte mit Rebellenschiffen verwickelt." 323, "Unsere Sensoren haben nun eine Jger-Staffel der $h NTF geortet, Zielbezeichnung $h Virgo. Sie fliegt vom Regulus-Sprungknoten aus in das System ein. Das Oberkommando vermutet, dass diese Staffel eine Schneise fr gegnerische Verstrkungen freirumen soll. Aufgrund der schweren Kmpfe im Regulus-System erwarten wir allerdings keine grssere Eingreifflotte." 324, "Ihr Auftrag lautet, die Jger-Staffel der Rebellen zu vernichten und am Regulus-Sprungknoten Patrouille zu fliegen. Fangen Sie eintreffende Feindschiffe sofort ab und zerstren Sie so viele wie mglich, bevor sie nach Sirius III springen knnen. Leider knnen wir Ihnen fr diesen Einsatz keine weiteren Verstrkungen zur Seite stellen. Viel Glck, Alpha." 325, "Ausgezeichnete Arbeit, Pilot. Da Sie die Verstrkung der Rebellen am Regulus-Sprungknoten abgefangen haben, konnten unsere Truppen auf Sirius III einen klaren Sieg erringen. Die NTF wurde vllig von dem Planeten vertrieben." 326, "Gute Arbeit, Alpha. Sie haben bis auf eine Handvoll Rebellenschiffe alle Verstrkungen der NTF von Sirius III ferngehalten. Die GTVA hat einen grossen Sieg errungen, bei nur geringen Verlusten. Die letzten kleineren Widerstandsnester der Rebellen werden in diesem Moment niedergekmpft." 327, "Das Oberkommando bedauert, dass Sie nicht mehr Feindschiffe am Regulus-Sprungknoten vernichten konnten. Die alliierten Truppen haben auf Sirius III schwere Verluste erlitten und konnten nur einen knappen Sieg erringen. Die befestigten Sttzpunkte der NTF auf Sirius III bleiben solange eine stndige Gefahr, bis wir einen neuen Grossangriff organisieren knnen." 328, "Die NTF ist nach wie vor auf Sirius III eingegraben. Die alliierten Truppen haben bei ihrem Rckzug schwere Verluste erlitten. Wenn Sie diese Kriegsschiffe der Rebellen am Regulus-Knoten abgefangen htten, wre diese ganze Schlacht vielleicht vllig anders ausgegangen." 329, "Sie hatten keine Erlaubnis, sich vom Regulus-Sprungknoten zu entfernen. Als Folge Ihrer Insubordination konnten die Rebellen ihre Truppen am Boden verstrken und unsere Krfte auf Sirius III dezimieren. Ihre Handlungsweise hat wahrscheinlich Hunderte guter Mnner und Frauen das Leben gekostet." 330, "Truppen" 331, "Schwere Waffen" 332, "Gepanzerte Einheiten" 333, "Fangen Sie alle NTF-Schiffe ab" 334, "Ein Kreuzer der Fenris-Klasse ist gerade von Regulus hereingesprungen. Es handelt sich um die NTC Napoleon, Alpha. Abfangen und zerstren!" 335, "Truppentransporter im Anflug. Zielbezeichnungen Lambda 1 und Lambda 2. Da kommen die Bodentruppen. Schalten Sie sie aus." 336, "Die Sensoren erfassen eine Staffel gegnerischer Zeus-Bomber." 337, "Ein neues Ziel, Alpha-Staffel! Eine Korvette der Deimos-Klasse, Zielbezeichnung NTC Amakuni. Sieht so aus, als htten unsere Freunde von Regulus ihr schon ziemlich heftig zugesetzt. Bringen wir's zu Ende!" 338, "Die NTC Vengeance kommt jetzt durch den Regulus-Knoten." 339, "Zwei Frachter der Poseidon-Klasse sind in das System eingedrungen. Zielbezeichnungen Kappa 1 und Kappa 2." 340, "Die Amakuni springt nach Sirius III. Mehr Glck beim nchsten Mal, Alpha." 341, "Kappa 1 ist gesprungen." 342, "Kappa 2 ist fort." 343, "Schlechte Neuigkeiten, Alpha. Die Napoleon ist entkommen!" 344, "Die Vengeance aktiviert ihren Subraumantrieb!" 345, "Taurus-Staffel ist nach Sirius III gesprungen." 346, "Lambda 1 ist entkommen!" 347, "Lambda 2 hat den Sprung geschafft." 348, "Das war's, Alpha. Einsatz erfolgreich. Zurck zum Sttzpunkt." 349, "Einsatz abbrechen, zurck zum Sttzpunkt, Alpha. Wir holen Sie da raus." 350, "Gute Arbeit, Alpha! Wir haben die Amakuni!" 351, "Kappa 1 ist zerstrt worden!" 352, "Kappa 2 vernichtet!" 353, "Die Napoleon ist zerstrt worden." 354, "Soviel zum Thema Vengeance. Saubere Arbeit, Alpha." 355, "Alle Zeus-Bomber ausgeschaltet." 356, "Lambda 1 ist zerstrt worden!" 357, "Das war's fr Lambda 2." 358, "Stellungskampf (S)" 359, "Schwere Jger im Einsatz! Ein Gefecht fr 12 Spieler rund um eine terranische Anlage der Arcadia-Klasse" 360, "Bei dieser Gefechtssimulation werden Sie gegen 11 andere alliierte Piloten im Raumkampf antreten. Ihr einziges Ziel bei diesem Einsatz ist es, so viele Abschsse wie mglich zu verbuchen. Die bung endet, wenn das Zeitlimit erreicht wird oder der bungsleiter die Simulation abbricht. Anschliessend werden die Punktzahlen der einzelnen Beteiligten angezeigt. Abschsse von computergesteuerten Schiffen zhlen nicht." 361, "Erzielen Sie whrend des Einsatzes so viele Abschsse wie mglich" 362, "Asteroidengefecht (S)" 363, "Raumkampf fr 12 Mitspieler mit schweren Jgern in einem Asteroidenfeld" 364, "Dmonenkampf (S)" 365, "Raumkampf fr 12 Mitspieler mit schweren Jgern rund um einen shivaanischen Zerstrer der Demon-Klasse" 366, "Raumkampf im Orion (S)" 367, "Raumkampf fr 12 Mitspieler mit schweren Jgern rund um einen terranischen Zerstrer der Orion-Klasse" 368, "Shivanische Rochade (S)" 369, "Raumkampf fr 12 Mitspieler mit schweren Jgern rund um drei shivanische Kriegsschiffe" 370, "Vasudanische Rochade (S)" 371, "Raumkampf fr 12 Mitspieler mit schweren Jgern rund um vier vasudanische Kriegsschiffe" 372, "Hadesschlacht (S)" 373, "Raumkampf fr 12 Mitspieler mit schweren Jgern rund um einen terranischen Zerstrer der Hades-Klasse" 374, "Nebel - Schwere Jger" 375, "Raumkampf fr 12 Mitspieler mit schweren Jgern rund um eine terranische Anlage der Arcadia-Klasse in einem Nebelgebiet" 376, "Bei dieser Gefechtssimulation werden Sie gegen 11 andere alliierte Piloten im Raumkampf antreten. Ihr einziges Ziel bei diesem Einsatz ist es, so viele Abschsse wie mglich zu verbuchen. Die bung endet, wenn das Zeitlimit erreicht wird oder der bungsleiter die Simulation abbricht. Anschliessend werden die Punktzahlen der einzelnen Beteiligten angezeigt. Abschsse von computergesteuerten Schiffen zhlen nicht." 377, "Jger im dichten Nebel (S)" 378, "Raumkampf fr 12 Mitspieler mit schweren Jgern in einem dichten Nebelgebiet" 379, "Bei dieser Gefechtssimulation werden Sie gegen 11 andere alliierte Piloten im Raumkampf antreten. Ihr einziges Ziel bei diesem Einsatz ist es, so viele Abschsse wie mglich zu verbuchen. Die bung endet, wenn das Zeitlimit erreicht wird oder der bungsleiter die Simulation abbricht. Anschliessend werden die Punktzahlen der einzelnen Beteiligten angezeigt. Abschsse von computergesteuerten Schiffen zhlen nicht." 380, "Stellungskampf (L)" 381, "Leichte Jger im Einsatz! Ein Gefecht fr 12 Spieler rund um eine terranische Anlage der Arcadia-Klasse" 382, "Asteroidenkampf (L)" 383, "Raumkampf fr 12 Mitspieler mit leichten Jgern in einem Asteroidenfeld" 384, "Dmonenkampf (L)" 385, "Raumkampf fr 12 Mitspieler mit leichten Jgern rund um einen shivaanischen Zerstrer der Demon-Klasse" 386, "Raumkampf im Orion (L)" 387, "Raumkampf fr 12 Mitspieler mit leichten Jgern rund um einen terranischen Zerstrer der Orion-Klasse" 388, "Shivanische Rochade (L)" 389, "Raumkampf fr 12 Mitspieler mit leichten Jgern rund um drei shivanische Kriegsschiffe" 390, "Vasudanische Rochade (L)" 391, "Raumkampf fr 12 Mitspieler mit leichten Jgern rund um vier vasudanische Kriegsschiffe" 392, "Hadesschlacht (L)" 393, "Raumkampf fr 12 Mitspieler mit leichten Jgern rund um einen terranischen Zerstrer der Hades-Klasse" 394, "Nebel - Leichte Jger" 395, "Raumkampf fr 12 Mitspieler mit leichten Jgern rund um eine terranische Anlage der Arcadia-Klasse in einem Nebelgebiet" 396, "Jger im dichten Nebel (L)" 397, "Raumkampf fr 12 Mitspieler mit leichten Jgern in einem dichten Nebelgebiet" 398, "Stellungskampf (M)" 399, "Mittlere Jger im Einsatz! Ein Gefecht fr 12 Spieler rund um eine terranische Anlage der Arcadia-Klasse" 400, "Asteroidengefecht (M)" 401, "Raumkampf fr 12 Mitspieler mit mittelschweren Jgern in einem Asteroidenfeld" 402, "Dmonenkampf (M)" 403, "Raumkampf fr 12 Mitspieler mit mittelschweren Jgern rund um einen shivaanischen Zerstrer der Demon-Klasse" 404, "Raumkampf im Orion (M)" 405, "Raumkampf fr 12 Mitspieler mit mittelschweren Jgern rund um einen terranischen Zerstrer der Orion-Klasse" 406, "Shivanische Rochade (M)" 407, "Raumkampf fr 12 Mitspieler mit mittelschweren Jgern rund um drei shivanische Kriegsschiffe" 408, "Vasudanische Rochade (M)" 409, "Raumkampf fr 12 Mitspieler mit mittelschweren Jgern rund um vier vasudanische Kriegsschiffe" 410, "Hadesschlacht (M)" 411, "Raumkampf fr 12 Mitspieler mit mittelschweren Jgern rund um einen terranischen Zerstrer der Hades-Klasse" 412, "Nebel - Mittlere Jger" 413, "Raumkampf fr 12 Mitspieler mit mittelschweren Jgern rund um eine terranische Anlage der Arcadia-Klasse in einem Nebelgebiet" 414, "Jger im dichten Nebel (M)" 415, "Raumkampf fr 12 Mitspieler mit mittelschweren Jgern in einem dichten Nebelgebiet" 416, "olus-Duell" 417, "Mannschaft gegen Mannschaft, zwei Kreuzer und ihr Geleitschutz kmpfen bis zum bitteren Ende. Maximal 10 Leben, 6 Leben empfohlen." 418, "Ihre Hauptaufgabe ist es, die $f Ashaton gegen die Angreifer von der $h Zanthar zu verteidigen. Vernichten Sie die Staffel $h Zeta und alle anderen Gegner, auf die Sie treffen. Ihr Sekundrziel ist die Vernichtung der Zanthar. Die $f Omikron-Staffel hilft Ihnen beim Schutz der $f Ashaton." 419, "Ihre Hauptaufgabe ist es, die $f Zanthar gegen die Angreifer von der $h Ashaton zu verteidigen. Vernichten Sie die Staffel $h Alpha und alle anderen Gegner, auf die Sie treffen. Ihr Sekundrziel ist die Vernichtung der $h Ashaton. Die $f Theta-Staffel hilft Ihnen beim Schutz der $f Zanthar." 420, "Herzlichen Glckwunsch! Ihr berlegenes Teamwork und Ihr Geschick haben Ihnen zum Sieg verholfen. Gute Arbeit, Piloten!" 421, "Ihr Team hat dieses Gefecht verloren. Versuchen Sie, Ihre Fhigkeiten und Ihr Teamwork zu verbessern, damit es beim nchsten Mal anders ausgeht." 422, "Die Schlacht endete Unentschieden, keine der beiden Seiten kontrolliert jetzt diesen Sektor. Wir mssen unsere Anstrengungen verdoppeln." 423, "Herzlichen Glckwunsch! Ihr berlegenes Teamwork und Ihr Geschick haben Ihnen zum Sieg verholfen. Gute Arbeit, Piloten!" 424, "Beschtzen Sie die Ashaton" 425, "Beschtzen Sie die Zanthar" 426, "Zerstren Sie die Zanthar" 427, "Zerstren Sie die Ashaton" 428, "Wir haben zu schwere Treffer abbekommen. Aktivieren Subraum-Antrieb." 429, "Die Zanthar ist zerstrt worden." 430, "Die Ashaton ist zerstrt worden." 431, "Duell im All" 432, "Ihre Hauptaufgabe ist es, die $f Kemwer gegen die Angreifer von der $h Heraklion zu verteidigen. Vernichten Sie die Staffel $h Zeta und alle anderen Gegner, auf die Sie treffen. Ihr Sekundrziel ist die Vernichtung der $h Zenenet. Die $f Omikron -Staffel hilft Ihnen beim Schutz der $f Kemwer." 433, "Ihre Hauptaufgabe ist es, die $f Zenenet gegen die Angreifer von der $h Kemwer zu verteidigen. Vernichten Sie die Staffel $h Alpha und alle anderen Gegner, auf die Sie treffen. Ihr Sekundrziel ist die Vernichtung der $h Kemwer. Die $f Theta-Staffel hilft Ihnen beim Schutz der $f Zenenet." 434, "Ihr Team hat dieses Gefecht verloren. Versuchen Sie, Ihre Fhigkeiten und Ihr Teamwork zu verbessern, damit es beim nchsten Mal anders ausgeht." 435, "Die Schlacht endete Unentschieden, keine der beiden Seiten kontrolliert jetzt diesen Sektor. Wir mssen unsere Anstrengungen verdoppeln." 436, "Beschtzen Sie die Kemwer" 437, "Beschtzen Sie die Zenenet" 438, "Zerstren Sie die Zenenet" 439, "Zerstren Sie die Kemwer" 440, "Die Zenenet ist zerstrt worden." 441, "Die Kemwer ist zerstrt worden." 442, "Deimos-Duell" 443, "Mannschaft gegen Mannschaft, zwei Korvetten und ihr Geleitschutz kmpfen bis zum bitteren Ende. Maximal 10 Leben, 6 Leben empfohlen." 444, "Ihre Hauptaufgabe ist es, die $f Heraklion gegen die Angreifer von der $h Tomkin zu verteidigen. Vernichten Sie die Staffel $h Zeta und alle anderen Gegner, auf die Sie treffen. Ihr Sekundrziel ist die Vernichtung der $h Tomkin. Die $f Omikron-Staffel hilft Ihnen beim Schutz der $f Heraklion." 445, "Ihre Hauptaufgabe ist es, die $f Tomkin gegen die Angreifer von der $h Heraklion zu verteidigen. Vernichten Sie die Staffel $h Alpha und alle anderen Gegner, auf die Sie treffen. Ihr Sekundrziel ist die Vernichtung der $h Heraklion. Die $f Theta-Staffel hilft Ihnen beim Schutz der $f Tomkin." 446, "Beschtzen Sie die Heraklion" 447, "Beschtzen Sie die Tomkin" 448, "Zerstren Sie die Tomkin" 449, "Zerstren Sie die Heraklion" 450, "Wir haben zuviele Treffer abbekommen. Aktivieren unseren Sprungantrieb." 451, "Die Tomkin ist zerstrt worden." 452, "Die Heraklion ist zerstrt worden." 453, "Kreuzfahrt" 454, "Die Mannschaft, die ihren Kreuzer als erste in den Sprungknoten des Gegners fliegt, hat gewonnen." 455, "Guten Tag, Piloten. In dieser Simulation sind Sie die Staffel $f Alpha, Ihre Gegner die Staffel $h Zeta. Beide Staffeln mssen einen ihrer Kreuzer zum Sprungknoten des jeweils anderen Teams geleiten. Ihre Aufgabe ist es, den eigenen Kreuzer zu beschtzen und zugleich den des Gegners abzuschiessen. Das Team, dessen Kreuzer als erster durch den gegnerischen Sprungknoten springt, hat gewonnen. Viel Glck, Piloten." 456, "Guten Tag, Piloten. In dieser Simulation sind Sie die Staffel $f Zeta, Ihre Gegner die Staffel $h Alpha. Beide Staffeln mssen einen ihrer Kreuzer zum Sprungknoten des jeweils anderen Teams geleiten. Ihre Aufgabe ist es, den eigenen Kreuzer zu beschtzen und zugleich den des Gegners abzuschiessen. Das Team, dessen Kreuzer als erster durch den gegnerischen Sprungknoten springt, hat gewonnen. Viel Glck, Piloten." 457, "Bringen Sie die GTC Alpha zum anderen Sprungknoten." 458, "Bringen Sie die GTC Zeta zum anderen Sprungknoten." 459, "Dieser Einsatz ist vorbei. Zurck zum Sttzpunkt." 460, "Auf kurze Distanz" 461, "Zerstren Sie die shivanische Korvette des Gegners, bevor er Ihre Korvette zerstren kann." 462, "Die Basis Ihres Teams liegt in einem Sprungknoten, gesichert von fnf Sperrgeschtzen. In der Nhe gibt es zwei simulierte shivanische Korvetten. Eine steht unter Ihrem Befehl, die andere gehorcht Ihrem Gegner. Das Ziel dieses Einsatzes ist es, die gegnerische Korvette zu vernichten, bevor die eigene dran glauben muss. Jedes Team hat zwei Jger und zwei Bomber mit dem ntigen Waffenarsenal." 463, "Schiessen Sie Alphas SCv ab." 464, "Schiessen Sie Zetas SCv ab." 465, "Beschtzen Sie Alphas Ziel" 466, "Beschtzen Sie Zetas Ziel" 467, "Zerstren Sie Zetas Korvette" 468, "Vernichten Sie Alphas Korvette" 469, "Zerstren Sie die Wachen von Zeta" 470, "Vernichten Sie die Alphas Wachen" 471, "Alpha-Team hat sein Ziel als erster zerstrt. Das Alpha-Team hat gewonnen! Alle Piloten zurck zum Sttzpunkt." 472, "Zeta-Team hat sein Ziel als erster zerstrt. Das Zeta-Team hat gewonnen! Alle Piloten zurck zum Sttzpunkt." 473, "Zeta-Team, Ihr Wachposten ist zerstrt worden!" 474, "Alpha-Team, Ihr Wachposten ist zerstrt worden!" 475, "Zeta-Team, Ihr AWACS-Schiff ist zerstrt worden!" 476, "Alpha-Team, Ihr AWACS-Schiff ist zerstrt worden!" 477, "Zeta-Team, ein shivanischer Seraphim-Bomber ist gerade ins System gesprungen!" 478, "Alpha-Team, eine Bomberstaffel steht als Verstrkung bereit." 479, "Keine Zuflucht mehr" 480, "Ein Einsatz Mannschaft gegen Mannschaft - keine Hindernisse, keine Nebel, keine Ausreden." 481, "Vernichten Sie die Staffel $h Zeta" 482, "Vernichten Sie die Staffel $h Alpha." 483, "Sie sind abgeflogen, bevor der Einsatz beendet war. Das vergrssert die Siegeschancen Ihrer Mannschaft nicht gerade." 484, "Damit Sie Punkte bekommen knnen, mssen Sie den Gegner mindestens zwei Minuten lang in ein Gefecht verwickeln" 485, "Besiegen Sie die Zeta-Staffel in einem Raumgefecht von mindestens zwei Minuten Dauer." 486, "Besiegen Sie die Alpha-Staffel in einem Raumgefecht von mindestens zwei Minuten Dauer." 487, "Ganymed-Gambit" 488, "Team gegen Team rund um eine Ganymed-Anlage" 489, "Bei diesem Einsatz spielen Sie Mannschaft gegen Mannschaft - Sie gegen die $h Zeta-Staffel, und dazwischen eine Ganymed-Anlage, in der ein vasudanischer Zerstrer auf Reparaturen wartet. Viel Glck, Piloten!" 490, "Bei diesem Einsatz spielen Sie Mannschaft gegen Mannschaft - Sie gegen die $h Alpha-Staffel, und dazwischen eine Ganymed-Anlage, in der ein vasudanischer Zerstrer auf Reparaturen wartet. Viel Glck, Piloten!" 491, "Tarnung gegen AWACS" 492, "Mannschaft gegen Mannschaft: Tarneinsatz mit AWACS" 493, "Bei diesem Einsatz Team gegen Team treten Sie gegen die $h Zeta-Staffel an. Jede Seite hat ein AWACS-Schiff und die Mglichkeit, Tarnkappenjger zu benutzen." 494, "Bei diesem Einsatz Team gegen Team treten Sie gegen die $h Alpha-Staffel an. Jede Seite hat ein AWACS-Schiff und die Mglichkeit, Tarnkappenjger zu benutzen." 495, "Mannschafts-Chaos" 496, "Mannschaft gegen Mannschaft in einem elektrostatisch aufgeladenen Nebel" 497, "Ihre Aufgabe lautet, die Staffel $h Zeta in einem von Energieentladungen zerrissenen Nebelgebiet zu finden und zu vernichten." 498, "Ihre Aufgabe lautet, die Staffel $h Alpha in einem von Energieentladungen zerrissenen Nebelgebiet zu finden und zu vernichten." 499, "Endstation Ganymed" 500, "Mannschaft gegen Mannschaft rund um eine Ganymed-Reparaturanlage" 501, "Bei diesem Einsatz spielen Sie Mannschaft gegen Mannschaft - Sie gegen die $h Zeta-Staffel, und eine Ganymed-Anlage dazwischen. Viel Glck, Piloten!" 502, "Bei diesem Einsatz spielen Sie Mannschaft gegen Mannschaft - Sie gegen die $h Alpha-Staffel, und eine Ganymed-Anlage dazwischen. Viel Glck, Piloten!" 503, "Altmodischer Luftkampf" 504, "Raumkampf fr 12 Mitspieler mit alten Schiffen rund um eine terranische Anlage der Arcadia-Klasse." 505, "Belisarius, ergeben Sie sich!" 506, "Die 53. Hammerheads von der GTD Aquitaine mssen einen Konvoi aus vasudanischen Transportern beschtzen, der von Cygnus Prime flieht." 507, "Willkommen auf der Aquitaine Hier spricht Admiral Petrarch, Kommandant der GTD Aquitaine. Ich mchte zunchst einmal die Geschwader, die hier im Vegasystem neu zu uns gestossen sind, an Bord herzlich willkommen heissen. Mit ihren 150 Kampf-Raumschiffen dient die Aquitaine als Flaggschiff der 3. Flotte der GTVA, stationiert im Capella-System. Sie gehren ab jetzt zu einer Elite von 10.000 Mnnern und Frauen, den besten Offizieren und Mannschaften der Allianz." 508, "Die Neo-Terranische Front Nach 18 Monaten erbitterter Kmpfe ist Admiral Boschs Neo-Terranische Front die schlimmste Bedrohung der regionalen Sicherheit seit dem Ende des Grossen Krieges vor 32 Jahren. Die NTF verlangt die Unabhngigkeit ihrer Systeme und einen Widerruf der Beta-Aquilae-Konvention, kurz BETAK genannt. Die BETAK etablierte die GTVA als oberste Autoritt im terranisch-vasudanischen Raumgebiet." 509, "Die Ideologie von Neo-Terra Kernpunkt der Ideologie der NTF ist Boschs Vision von Neo-Terra, einer utopischen Gesellschaft, in der die verlorene Grsse und Vorherrschaft der Erde wiederhergestellt ist. Bosch und seine Anhnger lehnen jegliche Allianz mit den Vasudanern als Bedrohung fr die Zukunft der menschlichen Rasse ab. Die Rebellen haben sich in mehreren Systemen festgesetzt, in Polaris, Regulus und Sirius. Aber bevor wir diese Sttzpunkte angreifen, mssen wir Epsilon Pegasi, Alpha Centauri und Deneb sichern. Diese umkmpften Systeme sind jetzt die Brennpunkte der alliierten Operationen." 510, "Die Schlacht um Deneb Das alliierte Oberkommando hat die Aquitaine ins Deneb-System befohlen. Dort werden wir den 13. Vasudanischen Kampfverband verstrken, angefhrt von der GVD Psamtik. Sowohl die NTF als auch die GTVA haben in der Schlacht um Deneb schwere Verluste erlitten. In den letzten zweiundsiebzig Stunden haben wir die GVC Andromeda, die GTC Trafalgar und mehr als 15 Jger-Staffeln verloren. Das Oberkommando geht davon aus, dass die Ankunft der Aquitaine und der Psamtik die Schlacht um Deneb zu unseren Gunsten wenden wird, so dass die NTF gezwungen ist, sich zum Sirius zurckzuziehen." 511, "Hier spricht Captain Loukakis, Geschwaderfhrer der 53. Hammerheads. Um 03.20 Uhr ist die $f Aquitaine in das Deneb-System eingeflogen. Admiral Petrarch hat seine Jger- und Bomber-Staffeln zu einem Grossangriff gegen $h NTF-Stellungen im ganzen System starten lassen. Bis jetzt hatte er die Hammerheads noch als Eingreifreserve in Bereitschaft gehalten." 512, "Doch jetzt hat sich eine bedrohliche Situation in der Nhe des bewohnten Planeten Cygnus Prime ergeben. Mehr als 100.000 vasudanische Zivilisten fliehen in Mannschaftstransportern aus den dortigen Kolonien. Alliierte Schiffe nehmen die Vasudaner so schnell wie mglich auf, aber allein durch die logistischen Schwierigkeiten sind die Transporter einem Angriff der Rebellen schutzlos ausgeliefert." 513, "Um 05.45 haben wir einen Notruf von einem Flchtlingskonvoi aufgefangen, 900 Kilometer vom usseren Orbit um Cygnus Prime entfernt. Die Vasudaner haben eine Staffel Serapis-Jger mit der Codebezeichnung Epsilon reingeschickt, die aber gerade Verstrkung angefordert hat. Staffel Alpha, Sie sind diese Verstrkung." 514, "Da diese Transporter keinen Sprungantrieb haben, mssen Sie den Konvoi beschtzen, bis ein Hilfsschiff kommt. Da aber alle Kriegsschiffe beschftigt sind und auch andere Konvois dringend Schutz brauchen, wissen wir nicht, wann ein Schiff verfgbar sein wird. Das Oberkommando wird Sie auf dem Laufenden halten und, falls ntig, Verstrkung schicken." 515, "Gute Arbeit, Pilot. Sie haben den Angriff der Rebellen abgewehrt und beide vasudanischen Transporter vor der Zerstrung bewahrt. Ihre Geschwaderkameraden und ich sind vllig einer Meinung: Sie werden eine Bereicherung fr die 53. Hammerheads sein. Das Oberkommando meldet, dass 75 Prozent der Flchtlinge gerettet wurden, mit nur geringen Verlusten. Die restlichen 25 Prozent befinden sich unter alliiertem Schutz und werden in Krze ausgeflogen. Ausserdem haben wir einen grossen Sieg ber die NTF davongetragen. Die NTD Jacobus und die NTC Hengst wurden zerstrt, und unsere Blockade der Sprungknoten nach Alpha Centauri und Sirius haben die Rebellenflotte von Nachschub und Verstrkung abgeschnitten. Mehr als 600.000 Soldaten unserer Bodentruppen werden bald auf Cygnus Prime landen, um den Planeten fr uns zurckzuerobern. Bereiten Sie sich auf Ihren nchsten Einsatz vor, Pilot. Die Schlacht um Deneb ist noch nicht vorbei." 516, "Als Offiziere der GTVA haben wir den Eid geleistet, alle Brger der Allianz zu beschtzen. Die Vernichtung des Iota-Transporters ist schlimm, Pilot. Wre das nicht Ihr erster Kampfeinsatz, wrde ich mich fr Ihre sofortige Entlassung aus dem Jger-Korps einsetzen. Aber wir werden Ihnen eine weitere Chance geben. Das Oberkommando meldet schwere Verluste unter den vasudanischen Flchtlingskonvois. Nur die Hlfte konnte gerettet werden, und selbst diese berlebenden befinden sich noch in grosser Gefahr. Unsere Bemhungen, die Rebellen aus Deneb zu vertreiben, sind zum Stillstand gekommen. Wir haben zwar die NTC Hengst vernichten knnen, haben aber die GTC Coriolanus und die GVC Mirage verloren. Versorgungsschiffe brechen pausenlos durch unsere Blockade zur Rebellenflotte durch, und die Befreiung von Cygnus Prime ist ebenfalls ins Stocken geraten. Die Allianz hlt an der Niederschlagung dieses Aufstandes fest, auch wenn sie die Schlacht um Deneb nicht ohne grosse Opfer gewinnen kann." 517, "Greifen Sie die Rebellenjger an, bevor sie die Transporter erreichen. Benutzen Sie Ihre Raketen, um sie schnell auszuschalten, und bleiben Sie dicht beim Konvoi." 518, "Als Offiziere der GTVA haben wir den Eid geleistet, alle Brger der Allianz zu beschtzen. Die Vernichtung der beiden Iota-Transporter ist ungeheuerlich, Pilot. Sie haben den 53. Hammerheads Schande bereitet, und ich werde mich fr Ihre sofortige Entlassung aus dem Jger-Korps einsetzen. Die Offensive der Allianz liegt in Scherben. Nur ein Viertel der vasudanischen Flchtlinge konnte gerettet werden, Tausende andere wurden von der NTF gnadenlos abgeschlachtet. Das Oberkommando berichtet, dass wir die GTD Aeneas, die GTC Coriolanus und die GVC Mirage verloren haben. Unsere Bemhungen, die Sprungknoten nach Alpha Centauri und Sirius zu blockieren, sind fehlgeschlagen. Der Sicherheitsrat wird die Flotte von Deneb zurckziehen und Verhandlungen mit der NTF aufnehmen." 519, "Flchtlinge" 520, "Drcken Sie $Alt-j$" 521, "Geleitschutz fr Iota" 522, "Beschtzen Sie Iota, bis Sie abgelst werden" 523, "Alpha-Staffel, wir haben durch den Rebellen-Angriff drei transporter verloren, die brigen Schiffe haben leichte Schden abbekommen. Wir vermuten, dass die Rebellen mit strkeren Kampfschiffen zurckkommen werden." 524, "Durchhalten, Iota! Command wird Ihnen ein Versorgungsschiff schicken. In Ordnung, Alpha, an die Arbeit! Wir mssen diese Transporter verteidigen, bis das Versorgungsschiff ankommt." 525, "Wir haben Ihre Koordinaten an die GVD Psamtik weitergegeben. Das Schiff sollte jeden Moment aus dem Subraum auftauchen." 526, "Geschtzleitstand, Energie auf die Photonenstrahlkanonen. Beginnen Plasma-Kerneinleitung." 527, "In Ordnung, Psamtik. Begeben uns jetzt in Position." 528, "Hier spricht Iota 1. Wir haben die Andockklammern gesichert. Flchtlinge und Besatzung steigen jetzt um." 529, "Iota 1, wir mssen Ihren Transporter aufgeben, um die Andockschleuse frei zu bekommen. Bereiten Sie die Aktivierung des Autopiloten vor." 530, "Iota 1 ist fertig. Keine Besatzung mehr an Bord. Sie knnen weitermachen." 531, "Hier spricht Iota Zwei. Transfer abgeschlossen. Alle Flchtlinge und Besatzungsmitglieder sind an Bord der Psamtik." 532, "Schalten Sie bei Iota 2 den Autopiloten ein und lsen Sie die Andockklammern." 533, "Autopilot wird eingeschaltet." 534, "Zielobjekt Belisarius wurde ausgeschaltet." 535, "Wir haben Iota 1 verloren!" 536, "Iota 2 ist zerstrt worden! Dieses Massaker muss sofort aufhren!" 537, "Command, hier spricht die Psamtik. Alle berlebenden wurden geborgen. Erwarten weitere Befehle." 538, "Psamtik, wir brauchen mehr Feuerkraft am Alpha-Centauri-Sprungknoten. bermitteln jetzt die Sprungkoordinaten." 539, "Koordinaten empfangen. Aktivieren Subraumantrieb." 540, "Hier Alpha 2. Habe visuellen Kontakt zum Konvoi, fnfzehnhundert Meter voraus. Der Geleitschutz hat zwei Jger weniger." 541, "Iota-Transporter, hier spricht die Alpha-Staffel der 53. Hammerheads von der GTD Aquitaine. Wir haben Anweisung, Ihren Konvoi zu beschtzen. Wie sieht es bei Ihnen aus?" 542, "Die Sensoren empfangen Gegner im Anflug. Eine Staffel Hercs kommt rein." 543, "Alpha 1 und 2, fangen Sie diese Jger ab. Wir werden die Transporter verteidigen." 544, "Alle Einheiten: Abstand halten von Psamtik und Belisarius!" 545, "Geschtzleitstand, Feuer erffnen!" 546, "Wir setzen jetzt die Staffeln Zeta und Theta aus. Sie sind von Ihrem Geleitschutzdienst abgelst, Alpha-Staffel." 547, "Einsatz erfolgreich, Alpha. Zurck zum Sttzpunkt. Gut gemacht, Piloten." 548, "Dieser Einsatz ist vorbei, Alpha. Zurck zum Sttzpunkt." 549, "Iota, Sie haben Freigabe zum Andocken." 550, "Alpha 1, zurck zum Sttzpunkt. Sie mssen sich auf Ihren nchsten Einsatz vorbereiten." 551, "Haben Sie ein Problem mit Ihrem Sprungantrieb, Alpha 1?" 552, "Die Rebellen ziehen sich zurck! Sie haben ihren Angriff abgebrochen!" 553, "Die NTCv Belisarius, eine Korvette der Deimos-Klasse, hat unsere Blockade des Sirius-Sprungknotens durchbrochen. Wir verfolgen das Schiff durch den Subraum. Unseren Daten zufolge fhrt sein Kurs direkt in Ihre Gegend." 554, "Besttigt, Command. Wir werden das Ziel abfangen." 555, "Sprungsignatur nhert sich! Es ist die Belisarius!" 556, "Command, hier spricht die GVD Psamtik. Wir sind an den vorgegebenen Koordinaten eingetroffen." 557, "Belisarius, hier spricht die GVD Psamtik. Schalten Sie Ihre Energie ab und ergeben Sie sich!" 558, "Negativ, Vasudaner! Die NTF ist die einzige legale Regierung in diesem System!" 559, "Kapitulieren Sie, oder Sie werden vernichtet, Belisarius. Dies ist Ihre letzte Warnung." 560, "Ihr aufgeblasener Hochmut beleidigt uns beide, Vasudaner. Ich werde mein Schiff nicht aufgeben!" 561, "Zeta und Theta, Rckkehr zur Psamtik." 562, "Besttigt, Psamtik." 563, "Gefechte in der Finsternis" 564, "Das 53. hat Befehl, ein verstecktes NTF-Depot im Deneb-Asteroidengrtel zu vernichten." 565, "Das Oberkommando hat die 53. Hammerheads angewiesen, ein NTF-Depot im Asteroidengrtel von Deneb zu erobern. Rings um das Depot sind sechs Sperrgeschtze postiert, und einige Frachter der Rebellen haben schon damit begonnen, Material aus dem Depot fortzuschaffen. Die NTF hat sich alle Mhe gegeben, dieses Material zu verstecken." 566, "Alpha 1, Ihr Auftrag lautet, alle sich anbietenden Ziele zu vernichten, einschliesslich Frachtern, Ladecontainern oder Sperrgeschtzen. Die $f Beta-Staffel berprft die Ladungen. Unsere Aufklrer haben eine Staffel $h Lokis geortet, die das Depot bewacht; kmmern Sie sich um diese Gegner zuerst." 567, "Unterschtzen Sie nicht die Bedeutung Ihres Einsatzes, Pilot. Fr einen berfall auf ein Depot bekommt man keine Orden, aber er kann trotzdem so wichtig sein wie der Abschuss eines Kreuzers oder einer Korvette. Wir mssen die Rebellen von ihrem Nachschub abschneiden, wenn wir einen deutlichen Sieg erringen wollen." 568, "Das Oberkommando hat keine offizielle Erklrung fr die Anwesenheit des Admirals im Deneb-System verlauten lassen. Die getarnte Basis und die abgeschirmten Frachtcontainer tragen nur zu dem Rtselraten um die Plne des Admirals bei. Unter den gegebenen Umstnden gab es nichts, was Sie htten tun knnen, um die Flucht von Boschs Befehlsfregatte Iceni zu verhindern." 569, "Der Geheimdienst hat ausserdem in Erfahrung gebracht, dass die Neo-Terranische Front an einem Geheimprojekt namens ETAK arbeitet, wahrscheinlich einer Massenvernichtungswaffe. Indem alle Frachteinheiten in diesem Depot vernichtet wurden, drften wir Boschs Forschung empfindlich gestrt haben." 570, "Drei Rebellen-Frachter sind aus dem Depot entkommen, mit abgeschirmten Frachtbehltern. Wenn sie versuchen, das System zu verlassen, werden unsere Blockadeschiffe sie abfangen." 571, "Scan nicht mglich" 572, "Munition" 573, "Jger-Bauteile" 574, "Sperrgeschtze abschiessen" 575, "Zerstren Sie die Anlage" 576, "Erkunden Sie den Asteroiden" 577, "Vernichten Sie die NTF-Jger" 578, "Zerstren Sie die Anlage der Rebellen" 579, "Vernichten Sie die ganze Fracht" 580, "Vernichten Sie alle Frachter und Sperrgeschtze" 581, "Zerstren Sie die NTF-Verstrkungen" 582, "Okay, Alpha-Staffel. Schalten wir die Jger und Frachter aus. Beta berprft die Fracht. Achtet auf die Sperrgeschtze!" 583, "Beta-Staffel, erfassen Sie die Fracht des Ziels und fliegen Sie dicht ran, um sie zu berprfen. Der optimale Abstand ist 150 Meter." 584, "Alpha 1 und Alpha 3, Sie kmmern sich um die Jger. Konzentrieren Sie sich auf die Lokis." 585, "Command, wir haben hier ein Problem! Wir knnen die Fracht nicht scannen!" 586, "Diagnoseprogramm starten, Beta. Haben Ihre Sensoren eine Fehlfunktion?" 587, "Negativ. Diese Frachter haben eine Art Schutzschild. Unsere Sensoren kommen einfach nicht durch!" 588, "Besttigt, Beta. Abtastung abbrechen und Gegner angreifen!" 589, "Sollen wir die Dinger nicht lieber bergen?" 590, "Negativ, Beta. Command wird keine Bergungsaktion in diesem Asteroidengrtel riskieren." 591, "Wir haben es hier mit mehreren Gegnern zu tun. Diese Fracht muss wichtig sein." 592, "Wir haben das Depot unter Kontrolle, Command. Alle Gegner ausgeschaltet. Alpha und Beta, zerstren Sie die Frachteinheiten." 593, "Moment mal, Alpha. Die Langstreckensensoren orten ein weiteres Ziel drei Kilometer von Ihrer derzeitigen Position." 594, "Ich empfange hier gar nichts, Command." 595, "Wir empfangen eine schwache EM-Signatur von einem der Asteroiden. Wir bermitteln Ihnen die Daten." 596, "Ich empfange immer noch kein klares Signal. Zu viele Strungen." 597, "Auf dem Radarschirm Ihres HUDs sollten Sie einen blinkenden, roten Punkt sehen. Manvrieren Sie Ihren Jger so, dass der Punkt in der Mitte des Radars bleibt, dann fliegen Sie in die richtige Richtung." 598, "Es ist ein grosser Asteroid, Command, mit irgendeinem Bauwerk drauf." 599, "Schauen wir uns das mal genauer an. Vorsichtig, Leute..." 600, "Command, das Ziel hat Geschtztrme und einen Jgerhangar. Das muss eine Rebellen-Einrichtung sein!" 601, "Wir setzen Bomberstaffeln ein! Zerstren Sie diese Basis!" 602, "Command, ich orte Gegner im Anflug." 603, "Vernichtet diese Jger. Wir mssen eine Schneise fr die Delta-Staffel freischiessen." 604, "Hier spricht Admiral Bosch von der Neo-Terranischen Front. An die Krieger der Allianz: Brechen Sie Ihren Angriff sofort ab!" 605, "Command, der Anfhrer der Rebellen ist in diesem Sttzpunkt!" 606, "Ignorieren Sie diese bertragung, Alpha. Admiral Bosch ist im Polaris-System. Das hier muss ein Ablenkungsmanver sein." 607, "Pilot, vernichten Sie diese Anlage. Sie haben Ihre Befehle." 608, "Das ist keine Anlage! Schalten Sie den Antrieb dieses Kriegsschiffes aus! Lassen Sie es nicht entkommen!" 609, "Wir haben keine Zeit, Command! Das Schiff aktiviert schon seinen Subraumantrieb." 610, "Bosch und sein Kriegsschiff sind gesprungen." 611, "Wenn Sie diese Einrichtung vernichten, unterschreiben Sie das Todesurteil fr Ihre Rasse! Ich verlange ungehinderten Zugang zum Sirius-Sprungknoten!" 612, "Es gibt keine Verhandlungen, Bosch." 613, "Hren Sie mir zu! Wenn Sie fr meine Sicherheit garantieren, ziehe ich meine Truppen von Deneb zurck!" 614, "Wir haben das Depot gesichert, Command. Alle Gegner ausgeschaltet. Alpha und Beta in Bereitschaft." 615, "Der Asteroid bricht auseinander, Command!" 616, "Alle gegnerischen Jger wurden ausgeschaltet, Command." 617, "Rmischer Fehlschlag" 618, "Das 53. verfolgt Admiral Aken Bosch zum Sirius-Sprungknoten." 619, "Der Geheimdienst hat Admiral Boschs Befehlsfregatte, die $h NTF $h Iceni, durch den Subraum verfolgt. Wir haben ihren Kurs bis zum Sirius-Sprungknoten verlngert. Das $f 53. wird eingesetzt, um die $h Iceni zu finden und zu vernichten, bevor sie von Deneb entkommt. Wir haben Ihre Waffenzuladung bereits festgelegt, Ihre Jger stehen in Bereitschaft. Melden Sie sich sofort auf dem Flugdeck." 620, "Admiral Boschs Befehlsfregatte hat den Sirius-Sprungknoten erreicht. Ich habe fr das, was heute da draussen geschehen ist, keinerlei Erklrung bekommen, weder offiziell noch inoffiziell. Ich schtze, wenn wir es erfahren sollen, wird man es uns schon sagen. Gute Arbeit, wie Sie diese Jger und Frachter ausgeschaltet haben. Sie haben den 53. Hammerheads gut gedient. Ihre Leistungen bei diesem letzten Einsatz zeigen, dass Sie das Zeug zu einem Fliegeras haben. Ich habe Ihre Versetzung zu den 107. Ravens vorgeschlagen. Die haben viele gute Offiziere bei Deneb verloren, und sie knnten jemanden mit Ihren Fhigkeiten gut gebrauchen. Das ist eine Eliteeinheit, aber ich weiss, Sie werden uns dort keine Schande machen. Viel Glck bei Ihrer neuen Einheit, Pilot. Das Oberkommando hat der Aquitaine die Rckkehr ins Capella-System befohlen. Admiral Petrarch wird um 06.30 zur Mannschaft sprechen." 621, "Sie haben diesen Einsatz erfolgreich abgeschlossen." 622, "Admiral Boschs Befehlsfregatte hat den Sirius-Sprungknoten erreicht. Ich habe fr das, was heute da draussen geschehen ist, keinerlei Erklrung bekommen, weder offiziell noch inoffiziell. Ich schtze, wenn wir es erfahren sollen, wird man es uns schon sagen. Obwohl Sie sich den schwierigen Umstnden entsprechend gut geschlagen haben, htten wir doch unbedingt diesen Frachter erwischen mssen, bevor er das System verliess. Sie werden nicht mehr bei den 53. Hammerheads fliegen. Ich habe Ihre Versetzung zu den 107. Ravens vorgeschlagen. Die haben achtzig Prozent Ihrer Leute bei Deneb verloren und brauchen dringend neue Piloten. Das Oberkommando hat der Aquitaine die Rckkehr ins Capella-System befohlen. Admiral Petrarch wird um 06.30 zur Mannschaft sprechen." 623, "Bleiben Sie den Rebellenkreuzern und ihren Strahlgeschtzen fern. Die alliierten Grosskampfschiffe werden sich um diese Gegner kmmern." 624, "Admiral Boschs Befehlsfregatte hat den Sirius-Sprungknoten erreicht. Ich habe fr das, was heute da draussen geschehen ist, keinerlei Erklrung bekommen, weder offiziell noch inoffiziell. Ich schtze, wenn wir es erfahren sollen, wird man es uns schon sagen. Sie standen einem bermchtigen Gegner gegenber, und Sie hatten Glck, dass Sie da wieder lebend rausgekommen sind. Doch Ihre Leistungen haben unser Ziel nicht erreicht. Wir htten unbedingt diese Frachter erwischen mssen, bevor sie das System verliessen." 625, "Verlassen Sie das Schlachtfeld nicht, bevor Sie den Befehl dazu haben." 626, "Nicht scanbar" 627, "Zerstren Sie die Iceni" 628, "Zerstren Sie die Frachter" 629, "Zerstren Sie die NTF Iceni" 630, "Zerstren Sie die Glorious" 631, "Zerstren Sie die Impervious" 632, "Zerstren Sie die NTF-Frachter" 633, "Zerstren Sie die NTF-Jger" 634, "Jagen Sie die Nachbrenner hoch und fangen Sie die Iceni ab! Sie ist nur noch zwei Kilometer vom Sirius-Sprungknoten entfernt." 635, "Lassen Sie diese Frachter nicht entkommen!" 636, "Zwei NTF-Kreuzer sind gerade angekommen, die NTC Glorious und die NTC Impervious. Sie fliegen auf den Knoten zu. Schalten Sie den Jger-Geleitschutz aus, wir schicken dann die Psamtik, damit sie sich um die Kreuzer kmmert." 637, "Zurck zum Sttzpunkt, Piloten. Die Aquitaine startet." 638, "Delta-Staffel ist jetzt im Einsatz." 639, "Command, wir sind volle fnf Kilometer von der Korvette entfernt rausgekommen! Diese Koordinaten, die Sie uns gegeben haben, waren Unfug! Wir haben nicht die geringste Chance, das Schiff abzufangen!" 640, "Sie haben Ihre Befehle, Pilot." 641, "Command, wo ist die Blockade!? Warum bewacht die Allianz diesen Sprungknoten nicht!?" 642, "Unsere Abwehr wird an anderer Stelle im System dringender gebraucht." 643, "Leider haben Ihre Bemhungen, uns abzufangen, nichts gebracht, Pilot. Vielleicht sollten Sie sich mal fragen, wie weise Ihre Fhrer wirklich sind. Maschinenraum, Subraumantrieb aktivieren!" 644, "Die Iceni ist gesprungen! Ich wiederhole: Die Iceni ist gesprungen!" 645, "Besttigt, Pilot." 646, "Erbitte neue Anweisungen, Command! Was zum Teufel geht hier vor?" 647, "Passen Sie auf, was Sie sagen. Pilot!" 648, "Aufpassen? Wir riskieren hier draussen unser Leben, verdammt noch mal! Da haben wir ja wohl wenigstens eine klare Antwort verdient!" 649, "Das knnen Sie alles bei der Nachbesprechung diskutieren. Wir haben hier dringende Meldungen, dass Rebellenschiffe auf den Sprungknoten zusteuern. Bereithalten fr Auftrags-Update. Command Ende." 650, "Verdammt! Das Oberkommando hat Bosch entkommen lassen!" 651, "Wovon redest Du da?" 652, "Sie haben die Blockade aufgehoben. Dann haben sie uns falsche Koordinaten gegeben. Es gibt keine andere Erklrung." 653, "Warum? Warum sollten die ihn entwischen lassen?" 654, "Was weiss denn ich? Mir sagt man doch nur, was ich unbedingt wissen muss." 655, "Immer mit der Ruhe. Wir sind doch schliesslich auf derselben Seite." 656, "Warum sollten wir die Iceni angreifen? Warum sollten wir diese Fracht zerstren? Ich habe nichts dagegen, nur eine Schachfigur zu sein, solange ich die Spielregeln kenne." 657, "Frachter im Anflug, mit Loki-Geleitschutz. Diese Schiffe sind aus dem Asteroidensttzpunkt entkommen. Vernichten Sie sie, bevor sie den Knoten erreichen." 658, "Hier Beta-Staffel. Ziel erfasst, beginnen Anflug." 659, "Capricorn 2 vernichtet!" 660, "Da ist noch ein Frachter brig! Beenden wir den Job...!" 661, "Wir haben die Glorious ausgelscht!" 662, "Zielobjekt Impervious ausgeschaltet." 663, "Die Psamtik ist jetzt bereit." 664, "Diese Kreuzer verfgen ber Jger-Abwehrwaffen, deren Strahlen eine effektive Reichweite von 1500 Metern besitzen. Locken Sie also den Geleitschutz von den Kreuzern weg, bevor Sie sich mit ihm anlegen." 665, "Ein Lwe vor dem Tor" 666, "Nachdem die Shivaner ein alliiertes Kriegsschiff im Capella-System angegriffen haben, erhalten die 107. Ravens den Befehl, ein geheimnisvolles Subraumportal im Gamma-Draconis-System zu sichern." 667, "Der shivanische Angriff An alle Offiziere und Mannschaften der GTD Aquitaine: Hier spricht Admiral Petrarch. Um Null-Eins-Fnfzehn haben wir eine bertragung vom Hauptquartier der 3. Flotte empfangen. Ein shivanischer Kreuzer und drei Jger-Staffeln haben die GTC Vigilant whrend einer Patrouille am Gamma-Draconis-Sprungknoten im Capella-System in einen Hinterhalt gelockt und vernichtet. Command setzte daraufhin die GTD Carthage und die GVCv Dahshor ein. Obwohl diese Schiffe gengen, um die unmittelbare Gefahr abzuwenden, werden alle alliierten Einheiten in erhhte Alarmbereitschaft versetzt." 668, "Gamma Draconis Command hat befohlen, dass die Aquitaine die Operation in Gamma Draconis leitet, um Ursprung und Ausmass dieser feindlichen Aktion zu erkunden. Gamma Draconis ist ein abgelegenes, unbewohntes System, das kurz vor dem Ausbruch des Grossen Krieges entdeckt wurde. Das System hat weder Planeten noch irgendwelche Rohstoffe. Die GTSC Erikson besuchte das System vor 15 Jahren und berichtete nichts Aussergewhnliches." 669, "Ein Subraum-Portal? Erkundungsflge nach Gamma Draconis haben erhhte Aktivitt in der Nhe eines unbekannten Sprungknotens entdeckt. Eine genauere Untersuchung hat ergeben, dass dieser Sprungknoten kein natrliches Phnomen ist, sondern ein gigantisches Subraumportal unbekannten Ursprungs. Wir wissen nicht, warum die Erikson dieses Portal bei ihrem letzten Besuch nicht entdeckt hat. Es kann sein, dass das Gert inaktiv war und daher von den Langstrecken-Sensoren nicht erfasst wurde, oder es knnte neu sein." 670, "Die Shivaner Die shivanischen Schiffe, die die Vigilant zerstrt haben, waren keiner Schiffsklasse zuzuordnen, die wir aus dem Grossen Krieg kennen. Die leichten Kreuzer, neue Bezeichnung Rakshasa-Klasse, und die Jger, Zielbezeichnung Mara, wurden Ihrer Datenbank an Bord hinzugefgt. Dies ist unser erster Kontakt mit dieser Spezies seit mehr als drei Jahrzehnten. Unsere Einsatzziele sind klar. Wir mssen Gamma Draconis sichern, oder uns droht zum zweiten Mal die Ausrottung." 671, "Hier spricht Leutnant Samsa, Geschwaderfhrer der 107. Ravens. Also, so sieht die Lage aus: Die $f GTD $f Aquitaine ist um 16.40 Standardzeit in das Gamma-Draconis-System eingeflogen. Das Flaggschiff wird den Capella-Knoten verteidigen, whrend wir vorrcken, um das System zu sichern. Unsere Aufklrer haben ein shivanisches Nachschubdepot in der Nhe des Subraum-Portals geortet, das ist unser Ziel." 672, "Das Oberkommando glaubt, dass sich die Shivaner auf einen weitaus heftigeren Angriff auf Capella vorbereiten. Die $h SC $h Behemoth, ein Kreuzer der Rakshasa-Klasse, bewacht das Depot mit einer Staffel $h Mara-Jger. Gegnerische Frachter fliegen immer wieder kurz ins System ein, werfen ihre Fracht ab und fliegen wieder durch das Portal ab. Ihre Aufgabe, Pilot, ist die Suberung der Gegend von Feindschiffen." 673, "Ihr erstes Ziel sind die Mara-Jger. Nachdem Sie diese Eskorte ausgeschaltet haben, vernichten Sie die $h Behemoth und alle Frachter in der Gegend. Sie mssen alles unter Kontrolle halten, bis wir die $f Carthage und die $f Dahshor einsetzen knnen. Nachdem Sie das Einsatzgebiet gesichert haben, werden wir Ihnen die Staffeln $f Delta und $f Epsilon zur Ablsung schicken." 674, "Sie haben Ihren ersten Einsatz gegen die Shivaner berlebt. Auch wenn wir es hier nur mit einem kleinen gegnerischen Verband zu tun hatten, ist berleben doch der halbe Sieg. Die Kommandanten sowohl der Carthage als auch der Dahshor haben unser Geschwader fr den ausgezeichneten Jagdschutz gelobt, den wir ihnen gegeben haben. Der shivanische Kreuzer und seine Jger htten diese Schiffe wahrscheinlich zerstrt, wenn wir nicht eingegriffen htten. Gut gemacht, Pilot. Eine gemeinsame terranisch-vasudanische Forschungsgruppe unter der Leitung von Dr. Mina Hargrove erforscht jetzt das Subraum-Portal. Wir erwarten in wenigen Stunden einen ersten vorlufigen Bericht." 675, "Sie haben Ihren ersten Einsatz gegen die Shivaner berlebt. Auch wenn wir es hier nur mit einem kleinen gegnerischen Verband zu tun hatten, ist berleben doch der halbe Sieg. Leider hatten die 10.000 Mnner und Frauen an Bord der Carthage nicht soviel Glck. Wir als Einheit tragen die Schuld an dieser Katastrophe. Htten wir besser gekmpft, htten wir den Zerstrer retten knnen. Eine Totenmesse wird um 01.00 Standardzeit auf Deck 36 abgehalten. Eine gemeinsame terranisch-vasudanische Forschungsgruppe unter der Leitung von Dr. Mina Hargrove erforscht jetzt das Subraum-Portal. Wir erwarten in wenigen Stunden einen ersten vorlufigen Bericht." 676, "Konzentrieren Sie sich auf die shivanischen Bomber" 677, "Sie haben Ihren ersten Einsatz gegen die Shivaner berlebt. Auch wenn wir es hier nur mit einem kleinen gegnerischen Verband zu tun hatten, ist berleben doch der halbe Sieg. Leider hatten die 6.000 vasudanischen Offiziere und Mannschaften an Bord der Dahshor nicht soviel Glck. Wir als Einheit tragen die Schuld an dieser Katastrophe. Htten wir besser gekmpft, htten wir den Kreuzer retten knnen. Eine vasudanisch-orthodoxe Totenmesse wird um 01.00 Standardzeit auf Deck 36 abgehalten. Eine gemeinsame terranisch-vasudanische Forschungsgruppe unter der Leitung von Dr. Mina Hargrove erforscht jetzt das Subraum-Portal. Wir erwarten in wenigen Stunden einen ersten vorlufigen Bericht." 678, "Mehr als 16.000 Terraner und Vasudaner sind in diesem Gefecht ums Leben gekommen. Dass unser Geschwader dieses Massaker nicht verhindern konnte, ist eine unauslschliche Schande. Unsere Ehre als Offiziere und Piloten der 107. Ravens ist mit dem Blut unserer Kameraden besudelt. Htten wir besser gekmpft, htten wir die Carthage und die Dahshor retten knnen." 679, "Fr die Rettung der Sonnensysteme der Galaktischen Terranisch-Vasudanischen Allianz vor einer shivanischen Invasion verleihen wir Ihnen hiermit die Alliierte Abwehrspange." 680, "Raketen-Sprengkpfe" 681, "Schildkomponenten" 682, "Leitsysteme" 683, "Sensorantennen" 684, "Shivanische Truppen" 685, "Sperrgeschtze" 686, "Antriebseinheit" 687, "Raketen" 688, "Zerstren Sie die Behemoth" 689, "Zerstren Sie die Goliath" 690, "Zerstren Sie die Semyaza" 691, "Zerstren Sie die Maul" 692, "Zerstren Sie die Neqael" 693, "Zerstren Sie die Baraqel" 694, "Schalten Sie alle Gegner aus" 695, "Beschtzen Sie die Carthage" 696, "Beschtzen Sie die Dahshor" 697, "Command! Da kommen vier oder fnf feindliche Staffeln durch das Portal!" 698, "Wir haben die Carthage verloren! Alle alliierten Schiffe zurck zum Sttzpunkt! Wiederhole: Zurck zum Sttzpunkt! Einsatz abgebrochen!" 699, "Command, hier Alpha 2. Wir sind drin und haben Sichtkontakt mit dem Subraumportal." 700, "Wieviele Feindschiffe sind in Sensorenreichweite?" 701, "Eine Staffel Maras kommt schnell nher. Die Behemoth ist zweieinhalb Kilometer entfernt. Zwei Frachter und ein halbes Dutzend Frachtbehlter sind in dem Depot." 702, "Zerstren Sie diese Jger. Die Shivaner werden Verstrkung schicken, also sollten wir die Gegend so schnell wie mglich sichern." 703, "Die Maras sind zu schnell! Ich kann sie nicht erfassen!" 704, "Sowas habe ich noch nie gesehen! Diese Jger sind einfach unglaublich!" 705, "Command, alle Gegner erledigt. Wir nehmen uns jetzt die Behemoth vor." 706, "Vorsicht, Piloten! Halten Sie sich von den Jger-Abwehrwaffen fern. Die genauen Fhigkeiten dieses Kriegsschiffs mssen wir erst noch analysieren." 707, "Ausgezeichnete Arbeit, Piloten! Zielobjekt Behemoth ausgeschaltet." 708, "Gebiet gesichert, Command. Erwarten weitere Anweisungen." 709, "Position halten, Piloten. Wir setzen die Carthage und die Dahshor ein." 710, "Wir haben die Steadfast mit neuer Munition versorgt und alles an Reparaturen durchgefhrt, was hier draussen mglich war." 711, "Wo ist die Carthage? Wir brauchen so schnell wie mglich Verstrkung, Command!" 712, "Ausweichen, Piloten! Hilfe ist unterwegs!" 713, "Das sind einfach zu viele! Schicken Sie die Carthage her oder holen Sie uns hier raus!" 714, "Die Carthage und Die Dahshor werden jeden Moment aus dem Subraum auftauchen. Bereithalten!" 715, "Hier spricht die GTD Carthage. Wie sieht es bei Ihnen aus, Pilot?" 716, "Die Shivaner haben ihren Angriff abgebrochen! Sie fliegen jetzt auf die Carthage zu!" 717, "Ein Kriegsschiff der Cain-Klasse ist gerade angekommen! Es ist die SC Goliath!" 718, "Alle Gegner wurden unschdlich gemacht. Setzen jetzt Staffeln Delta und Epsilon ein. Alpha, Sie knnen zur Basis zurckkehren." 719, "Wir orten eine Sprungsignatur, die sich durch das Subraumportal nhert." 720, "Das Geheimnis der Trinity" 721, "Das 107. patrouillert im Nebelgebiet jenseits des Subraumportals in Gamma Draconis." 722, "Die Forschungsgruppe Nachdem das Gamma-Draconis-System gesichert ist, untersucht eine gemeinsame Einsatzgruppe aus terranischen und vasudanischen Wissenschaftlern nun das Subraumportal. Bislang knnen die Forscher aber nur ausschliessen, dass dieses Gert shivanischen Ursprungs ist. Dr. Mina Hargrove, die Leiterin der Forschungsgruppe, hat uns einen vorlufigen Bericht ber die ersten Ergebnisse geschickt. Hier einige Auszge daraus." 723, "Dr. Hargrove, Vorlufiger Bericht der Forschungsergebnisse (Auszug) Das Subraum-Portal hnelt keiner anderen shivanischen Konstruktion, die wir bislang kennen. Auch wenn die Shivaner als Rasse eine bemerkenswerte Vielfalt an den Tag legen, weist die shivanische Technologie doch stets einige Gemeinsamkeiten auf, einige verbindende Elemente. Keines davon findet sich in dem Subraumgert, und das bedeutet, dass wir die Erbauer des Portals woanders suchen mssen. Wir wissen nur, dass dieses Gert sehr, sehr alt ist, und wir reden hier von einer Grssenordnung von mehreren Jahrtausenden." 724, "Der Subraum-Wirbel Das Feld, das durch die Bewegungen der Portalkomponenten erzeugt wird, bildet einen Subraum-Wirbel, der einen Teil des Universums mit einem anderen verbindet. Dr. Hargrove vermutet, dass die Erbauer dieses Gerte benutzt haben, um einen kurz vor dem Kollaps stehenden Sprungknoten zu stabilisieren. Wenn Dr. Hargrove recht hat, ist dies eine unglaubliche Entdeckung." 725, "Ein Weg nach Hause? Wenn wir unser eigenes Portal bauen knnten, wre es mglich, den Sol-Sprungknoten in Delta Serpentis wieder zu ffnen. Seit die Zerstrung der Lucifer den Sprungknoten vor zweiunddreissig Jahren zum Kollaps brachte, ist die Erde von der GTVA abgeschnitten. Wir knnten vielleicht Subraumknoten stabilisieren, die derzeit zu wechselhaft sind fr einen sicheren Transfer, und so Routen zu bislang unerforschten Systemen entdecken." 726, "Hinter dem Portal Unsere militrischen Operationen konzentrieren sich auf das, was hinter dem Subraumportal liegt. Wir mssen herausfinden, wo dieser Sprungknoten hinfhrt, und wie gross die shivanische Prsenz dort ist. Vor allem aber mssen wir verhindern, dass die Shivaner nach Gamma Draconis zurckkehren knnen. Da das Portal aktiv bleibt, whrend das Wissenschaftlerteam die Technologie erforscht, sind unsere Systeme so lange stets in Gefahr, angegriffen zu werden. Das alliierte Oberkommando hlt das aber in Anbetracht der mglichen Forschungsergebnisse fr ein akzeptables Risiko." 727, "Um 15.40 Standardzeit flog die $f GTD $f Aquitaine in das Subraum-Portal bei Gamma Draconis und sprang damit an unsere derzeitige Position. Wir kamen in einem Nebelgebiet heraus, einem riesigen, ionisierten Gasfeld, wahrscheinlich den berresten einer Supernova. Wir sind weiter in den Raum vorgestossen als jeder andere Terraner in der Geschichte des Subraumfluges." 728, "Der Nebel begrenzt die Reichweite der Langstreckensensoren der Aquitaine. Wir setzen unsere Jger-Staffeln ein, um die unmittelbare Umgebung zu erkunden und die Strke der gegnerischen Krfte festzustellen. Jedes Jger-Geschwader wird vier Staffeln dafr abstellen." 729, "Alpha, Zeta, Iota und Kappa werden eine Reihe von vier Navigationspunkten abfliegen. Staffel Zeta leitet diesen Einsatz, also folgen Sie Zeta 1 und kommen Sie nicht vom Kurs ab. Bedenken Sie, dass der Nebel Ihre Bordsysteme stren kann. Das ionisierte Feld knnte Ihre Sensoren lahmlegen, sogar schon auf Gefechtsreichweite." 730, "Sie standen einer berlegenen shivanischen Flotte auf feindlichem Gebiet gegenber. Unter diesen Umstnden htten weder Sie noch irgend jemand sonst etwas tun knnen, um die Trinity und unser Bergungsteam zu retten. Sie hatten Glck, dass Sie diesen Einsatz berhaupt berlebt haben, Pilot. Wir haben nichts mehr von der Kappa-Staffel gehrt, seit sie von unseren Sensoren verschwunden ist. Leider mssen wir das Schlimmste annehmen. Wir werden sie als vermisst gelten lassen, solange wir keine Beweise fr ihre Vernichtung haben. Unsere Suchstaffeln haben aber keine Spur mehr von diesen Jgern gefunden. Die Anwesenheit der Trinity vergrssert das Rtselraten um die Plne der NTF noch mehr. Was hatte die Trinity hier draussen zu suchen, und was weiss Bosch ber das Subraum-Portal? All unsere Patrouillen haben starke shivanische Krfte im Nebelgebiet entdeckt. Das Oberkommando wird uns mehr Kriegsschiffe durch das Subraum-Portal schicken, damit wir unsere Erkundungsmission erfolgreich abschliessen knnen. Die Staffeln Iota und Epsilon haben in der Nhe unserer momentanen Position zwei shivanische Kreuzer entdeckt. Sobald unsere Verstrkung eintrifft, greifen wir sie an." 731, "Verlassen Sie das Schlachtfeld nicht, bevor Sie den Befehl dazu haben." 732, "Beschtzen Sie die Discovery" 733, "Beschtzen Sie die Trinity" 734, "Folgen Sie Zeta 1" 735, "Patrouillieren Sie im Nebel mit der Zeta-Staffel" 736, "Beschtzen Sie die Trinity" 737, "Beschtzen Sie die Discovery" 738, "Zeta-Staffel, los." 739, "Kappa-Staffel, Freigabe erteilt." 740, "Iota-Staffel, Sie haben Startfreigabe." 741, "Alpha-Staffel: Start." 742, "Alpha, Formation bilden mit Zeta. Folgen Sie Zeta 1 zu den Nav-Punkten." 743, "Okay, Alpha, erfassen Sie meinen Jger, und versuchen Sie, dranzubleiben. Benutzen Sie alles, was drin ist, einschliesslich der Nachbrenner, denn wir werden hier schnell durchmssen." 744, "Gegnerische Ziele besttigt! Eine Staffel Manticores kommt schnell rein!" 745, "Ich empfange etwas auf meinen Sensoren! Ich kann aber kein Ziel erfassen!" 746, "Mioment... Ich habe optischen Kontakt zu etwas sehr Grossem. Einem Kreuzer oder einer Korvette." 747, "Erkennen Sie die Konfiguration? Ist es ein Rakshasa oder ein Cain?" 748, "Negativ, Command! Es ist ein terranischer Kreuzer! Fenris-Klasse!" 749, "Hier Discovery. Beginne Andockverfahren. Haltet uns solange den Rcken frei, meine kleinen Freunde." 750, "Enterkommando kommt an Bord, Trinity." 751, "Andockklammern gesichert. Okay, Roemig. Wir nehmen Sie und Ihre Crew in Gewahrsam. Machen Sie keinen rger, dann passiert auch niemandem etwas." 752, "Wir haben die Trinity verloren! Alle Staffeln zurck zum Sttzpunkt! Wir brechen den Einsatz ab!" 753, "Alle Einheiten, melden." 754, "Hier Iota 1, Command. Unsere Sensoren empfangen gar nichts. Wir fliegen vllig blind hier draussen." 755, "Alpha 2 hier. Nichts zu melden." 756, "Zeta-Staffel hier. Wir verziehen uns." 757, "Besttigt, Command, Iota springt jetzt!" 758, "Ok, gehen wir zurck auf Patrouille. Alpha, folgen Sie mir." 759, "Alpha 1, zurck zum Sttzpunkt." 760, "Alpha, Sie haben Ihre Befehle." 761, "Alpha, wir werden den Sammelpunkt gleich verlassen. Springen Sie jetzt, sonst mssen wir Sie zurcklassen!" 762, "Alle Gegner erledigt, Command. Gegend gesichert." 763, "Kappa-Staffel, wie sieht es bei Ihnen aus, Over?" 764, "Kappa-Staffel, hier spricht Command. Bitte antworten Sie." 765, "Iota-Staffel, untersuchen Sie den letzten Nav-Punkt der Kappa-Staffel. Das ionisierte Gasfeld dort strt unsere Verbindung." 766, "Viel Glck, Piloten. Bleiben Sie in dichter Formation und passen Sie aufeinander auf, damit wir alle wieder gesund nach Hause kommen." 767, "Hier Zeta 1. Alles sauber." 768, "Zerstren Sie diese Jger, und bleiben Sie wachsam. Achten Sie besonders auf Flankenmanver." 769, "Kein Problem, Command, wir werden sie ausschalten." 770, "Nehmen Sie Ihre Patrouille wieder auf." 771, "Irgendwo in diesem Nebel muss es einen Zerstrer oder einen Sttzpunkt geben. Diese Jger knnten hier draussen nicht alleine berleben." 772, "Dieser Nebel knnte einen Durchmesser von zehn oder zwanzig Lichtjahren haben. Ein einzelnes Schiff da drin zu finden ist unmglich." 773, "Es sei denn, die Shivaner finden uns zuerst." 774, "Gibt es etwas Neues von der Kappa-Staffel?" 775, "Negativ. Noch keine Meldung von Kappa. Wir klren das bei der Nachbesprechung." 776, "Wie sollen wir denn hier eine optische Besttigung kriegen? Ich kann in dem Dreck da draussen berhaupt nichts sehen!" 777, "Ich wrde lieber gegen die NTF kmpfen. Ich habe mich nicht verpflichtet, um Shivaner zu jagen." 778, "Hr auf zu trumen... Wir sind es, die hier gejagt werden, Pilot." 779, "Command sollte das Portal schliessen und die Aquitaine zum Deneb zurckschicken. Wir haben hier draussen nichts zu suchen." 780, "Wenn das Oberkommando Ihren Rat braucht, wird es Sie zum Admiral befrdern und fragen. Jetzt halten Sie die Klappe und konzentrieren Sie sich." 781, "Gegnerische Objekte auf dem Radar!" 782, "Wir orten mindestens eine Staffel Manticores. Wir sollten uns beeilen." 783, "In Ihrem Sektor hat kein alliiertes Schiff etwas zu suchen. Rufen Sie sie, Pilot." 784, "Hier ist die Zeta-Staffel der 107. Ravens von der GTD Aquitaine. Bitte identifizieren Sie sich." 785, "Hier spricht Captain Arthur Roemig von der GTC Trinity. Wir haben schwere Schden erlitten, und unser Sprungantrieb ist ausgefallen. Wir brauchen sofort Hilfe." 786, "Ihre Zielbezeichnung ist falsch, Roemig. Ihr Schiff ist vor zehn Tagen zur NTF bergelaufen. Man hat Ihnen Ihren Rang und Ihre Brgerschaft in der GTVA aberkannt. bergeben Sie uns die Trinity, oder wir vernichten Sie." 787, "Als Kapitn der GTC Trinity kapituliere ich - unter der Bedingung, dass Sie uns auf der Stelle hier rausholen." 788, "Wie ist Ihr Status?" 789, "Wir haben einen shivanischen Angriff abwehren knnen, aber der Antrieb hat dabei schwer was abbekommen. Ich habe alle nicht-lebenswichtigen Systeme runtergefahren, damit uns die Shivaner nicht orten knnen. Seither treiben wir herum." 790, "Wie schtzen Sie die Schden ein?" 791, "Einige Komponenten wurden bei dem Angriff vernichtet, aber mein Chefingenieur meint, eine Feldreparatur wre mglich." 792, "Wir werden ein Schadenskontrollteam mit den ntigen Komponenten rberschicken. Schicken Sie uns Ihre Diagnosedaten." 793, "bertragung beginnt." 794, "Was hatten Sie hier draussen zu suchen, Roemig?" 795, "Als Kriegsgefangener stehe ich unter dem Schutz der Beta-Aquilae-Konvention. Ich werde keine Fragen beantworten, Command." 796, "Ich dachte, die Rebellen erkennen die Konvention nicht an?" 797, "Nein, aber wir, Pilot. Schadenskontrollteam ist unterwegs und sollte jeden Moment ankommen." 798, "Trinity in Bereitschaft." 799, "Mehrere Feinde im Anflug!" 800, "Halten Sie die Shivaner von der Trinity fern, Piloten. Das Schiff bersteht keinen weiteren Angriff mehr. Geben Sie uns eine Zeitschtzung, Discovery." 801, "Wir knnten in 15 Minuten etwas zusammenstricken, Command." 802, "Knnen Sie die Jger-Abwehrtrme in Gang bringen?" 803, "Negativ. Wir brauchen alle Energie fr die Maschinen." 804, "Wir knnen sie nicht ewig aufhalten, Trinity! Beeilen Sie sich mit den Reparaturen!" 805, "Sie mssen uns mehr Zeit verschaffen, Piloten!" 806, "Abstand berprfen, Alpha!" 807, "Alpha 1, Sie fallen zurck. Wir knnen nicht auf Nachzgler warten." 808, "Bleiben Sie nicht zu weit zurck, Alpha 1, oder Sie knnten mich in dieser Suppe verlieren." 809, "Benutzen Sie Ihre Nachbrenner, damit Sie dranbleiben, Alpha." 810, "Alpha 1, leiten Sie Zusatzenergie auf Ihren Antrieb um, wenn Sie zu langsam sind." 811, "Halten Sie Formation, Alpha 1" 812, "Zeta 1 steht auf Ihrer Geleitschutzliste. Sie knnen den Jger mit Ihrer Geleitschutz-Zielkontrolle erfassen." 813, "Erfassen Sie Zeta 1, Pilot. Bleiben Sie dicht beim Anfhrer." 814, "Zurck in die Formation mit Zeta 1, Alpha. Das ist ein Befehl." 815, "Die Grosse Jagd" 816, "Das 107. untersttzt die GTCv Lysander und die GTCv Actium bei einem Kampfeinsatz im Nebelgebiet" 817, "Nach den jngsten Siegen an der Brgerkriegsfront hat der GTVA-Sicherheitsrat den Einsatz zweier Korvetten der Deimos-Klasse im Nebelgebiet verfgt. Die $f Lysander und die $f Actium haben das Subraum-Portal in Gamma Draconis um 23.35 Standardzeit durchflogen und sich dem Kampfverband der $f Aquitaine angeschlossen." 818, "Auf ihrem letzten Flug haben die Staffeln $f Epsilon und $f Iota zwei shivanische Kriegsschiffe entdeckt: die $h Iblis, einen Kreuzer der Rakshasa-Klasse, und die $h Asuras, einen Kreuzer der Lilith-Klasse. Admiral Petrarch hat unseren Korvetten den Befehl gegeben, diese Schiffe zu suchen und zu vernichten. Das 107. wird uns Jagdschutz geben." 819, "Staffel Alpha, Ihr Auftrag lautet, der Lysander und der Actium whrend dieses Angriffs Geleitschutz zu geben. Ihre wichtigste Aufgabe ist es, alle gegnerischen Jger und Bomber auszuschalten. Danach erst knnen Sie den Korvetten bei ihrem Angriff auf die shivasnischen Kriegsschiffe helfen. Sollten wir eine der Korvetten verlieren, werden Sie den Einsatz sofort abbrechen und sich vom Schlachtfeld zurckziehen." 820, "Unsere wichtigste Aufgabe war die Verteidigung der Korvetten, und dabei haben wir als Einheit versagt. Dieses Versagen hat Tausende das Leben gekostet, die Allianz hat eine Korvette verloren. Das hier ist kein Gefechtssimulator, Pilot. Wenn wir Fehler machen, kostet das Menschenleben. Das Oberkommando muss jetzt unsere Ziele in der Nebelregion neu festsetzen. Gleichgltig, ob dieses Debakel nun unsere Schuld war oder aufgrund einer Fehleinschtzung des Oberkommandos unvermeidlich war, unser Geschwader wird auf jeden Fall am Ende als Sndenbock dastehen." 821, "berwachen Sie den Rumpfzustand Ihrer schutzbefohlenen Schiffe, und vernichten Sie zuerst die shivanischen Bomber. Lassen Sie sich vom Feind nicht von den Korvetten fortlocken." 822, "Das shivanische Kriegsschiff, dem wir begegnet sind, wurde auf den Namen SD Ravana getauft. Die alliierten Truppen stellen sich der Ravana jetzt zum Kampf. Nach der Anzahl shivanischer Jger, denen wir begegnet sind, konnten wir damit rechnen, dass ein gegnerischer Zerstrer irgendwo da draussen im Nebel lauerte. Unsere eingeschrnkte Sicht und der verringerte Sensorradius haben es uns schwergemacht, die feindliche Operationsbasis zu finden. Das Oberkommando hatte gehofft, unsere Offensive gegen die beiden shivanischen Kreuzer wrde den Zerstrer hinter dem Ofen hervorlocken. Unter diesen Umstnden htten Sie nichts tun knnen, um die Zerstrung der beiden Korvetten zu verhindern. Admiral Petrarch hat mich informiert, dass das 107. eventuell den Schiffen zur Verstrkung zugeteilt wird, die gerade die Ravana angreifen. Machen Sie sich also bereit fr den Einsatz, Pilot." 823, "Unsere wichtigste Aufgabe war die Verteidigung der Korvetten, und dabei haben wir als Einheit versagt. Dieses Versagen hat Tausende das Leben gekostet, die Allianz hat die Lysander und die Actium verloren. Das hier ist kein Trainingsmodul, Pilot. Wenn wir Fehler machen, kostet das Menschenleben. Das Oberkommando muss jetzt unsere Ziele in der Nebelregion neu festsetzen. Gleichgltig, ob dieses Debakel nun unsere Schuld war oder aufgrund einer Fehleinschtzung des Oberkommandos unvermeidlich war, unser Geschwader wird auf jeden Fall am Ende als Sndenbock dastehen." 824, "Das shivanische Kriegsschiff, dem wir begegnet sind, wurde auf den Namen SD Ravana getauft. Die alliierten Truppen stellen sich der Ravana jetzt zum Kampf. Nach der Anzahl shivanischer Jger, denen wir begegnet sind, konnten wir damit rechnen, dass ein gegnerischer Zerstrer irgendwo da draussen im Nebel lauerte. Unsere eingeschrnkte Sicht und der verringerte Sensorradius haben es uns schwergemacht, die feindliche Operationsbasis zu finden. Das Oberkommando hatte gehofft, unsere Offensive gegen die beiden shivanischen Kreuzer wrde den Zerstrer hinter dem Ofen hervorlocken. Unter diesen Umstnden htten Sie nichts tun knnen, um die Zerstrung der Korvette zu verhindern. Admiral Petrarch hat mich informiert, dass das 107. eventuell den Schiffen zur Verstrkung zugeteilt wird, die gerade die Ravana angreifen. Machen Sie sich also bereit fr den Einsatz, Pilot." 825, "Beschtzen Sie die Korvetten" 826, "Zurck zur Basis 2" 827, "Zerstren Sie die Asuras" 828, "Zerstren Sie die Iblis" 829, "Beschtzen Sie Actium and Lysander" 830, "Wir haben die Asuras zerstrt, Command. Ein weiterer shivanischer Kreuzer aus dem Verkehr gezogen." 831, "Einsatz abbrechen, Piloten! Verschwinden Sie da!" 832, "Die Lysander wurde vernichtet! Die Lysander wurde vernichtet!" 833, "Schn langsam auf Kurs bleiben. Diese Kreuzer stecken irgendwo in dieser Gegend. Wir nhern uns jetzt ihrer letzten bekannten Position." 834, "Empfangen Ihre Sensoren irgendwas, Actium?" 835, "Negativ, Lysander." 836, "Wenn wir sie nicht finden, werden sie uns finden. Ich glaube, wir werden nicht enttuscht." 837, "Die Shivaner haben bisher nur gegen Relikte aus dem Grossen Krieg gekmpft. Wir werden ihnen mal zeigen, was richtige Feuerkraft ist." 838, "Ich empfange etwas! Eine Staffel feindliche Jger im Anflug!" 839, "Alpha und Beta, fangt diese Kerle ab! Haltet sie von der Lysander und der Actium fern!" 840, "Kreuzer der Cain-Klasse kommt in Sensorenreichweite!" 841, "Besttigt. Es ist die Asuras! Alle Geschtze feuern!" 842, "Verdammt, Actium, passen Sie auf, auf wen Sie schiessen!" 843, "Weichen Sie dem Strahl aus, dann kann Ihnen nichts passieren, Pilot!" 844, "Alle gegnerischen Jger ausgeschaltet. Diese Shivaner kmpfen verdammt gut!" 845, "Gut gemacht, Piloten. Helfen Sie den Korvetten, die Asuras abzuschiessen, aber gehen Sie nicht zu dicht ran!" 846, "In Ordnung, suchen wir uns die Rakshasa. Fliegen Sie auf Ihrem derzeitigen Kurs weiter. Wenn Sie neue Munition bunkern mssen, wre jetzt ein guter Zeitpunkt." 847, "Bei der Technologie, die sie vor 30 Jahren schon hatten, ist es ein Wunder, dass wir den Grossen Krieg berhaupt gewonnen haben." 848, "Keine Schilde. Keine Flakgeschtze. Keine Strahlkanonen." 849, "He, Command. Verraten Sie uns, was die Rebellen hier draussen verloren haben?" 850, "Sie erfahren genau das, was Sie wissen mssen, Pilot. Und jetzt Schluss mit dem Geschwafel, konzentrieren Sie sich auf Ihren Einsatz!" 851, "Wir haben neue Anzeigen auf den Sensoren! Jger im Anflug!" 852, "Iblis jetzt in Schussweite! Alle Geschtze, Wirkungsfeuer erffnen." 853, "Bleiben Sie in der Nhe! Wir brauchen noch mehr Jagdschutz! Lassen Sie sich nicht fortlocken!" 854, "Eine Staffel von Seraphims nhert sich mit hoher Geschwindigkeit! Fangen Sie die Bomber ab!" 855, "Rumpfzustand der Iblis im roten Bereich! Wir sind fast da!" 856, "Command, irgend etwas Grosses ist hier gerade reingesprungen. Es ist aber keine Konfiguration, die unsere Datenbank erkennt!" 857, "Wo? Was denn? Ich bekomme keine optische Anzeige!" 858, "Command, wir haben hier ein mgliches Problem!" 859, "Knnen Sie sich das nher ansehen, Lysander?" 860, "Wir haben die Actium verloren!" 861, "Alle Schiffe zurck zum Sttzpunkt! Wir mssen uns neu formieren. Los, raus da, Piloten!" 862, "Die Seraphims sind erledigt! Gut gemacht, Piloten!" 863, "Haben Sie das von der Kappa-Staffel gehrt? Spurlos verschwunden, gerade mal fnf Kilometer von der Aquitaine entfernt." 864, "Ihre Patrouille hat die NTC Trinity gefunden, stimmt's?" 865, "Ja, das war das Schiff von Arthur Roemig. Kaum zu glauben, dass er zum Verrter geworden ist." 866, "Der Untergang der Ravana" 867, "Das 107. leitet einen Bomberangriff gegen den shivanischen Zerstrer Ravana." 868, "Hier spricht Leutnant Samsa. Der alliierte Angriff auf die $h SD $h Ravana luft nicht gut. Wir haben die $f GTD $f Delacroix verloren, und fast alle brigen Kriegsschiffe im Kampfverband sind angeschlagen. Petrarch setzt das 107. zur Verstrkung ein. Das Oberkommando schickt ausserdem die $f GVC $f Somtus und die $f GTC $f Yakiba her. Sobald sie durch das Subraum-Portal kommen, weisen wir sie in ihre Feuerpositionen ein." 869, "Bei diesem Einsatz werden wir den GTB Boanerges fliegen, den neuen Kampfbomber der Allianz. Der Boanerges hat ein Maximum an Schilden und Nutzlast, ist dabei aber noch beweglich genug, dass man ihn als taktische Einheit einsetzen kann. Der Bomber fliegt sich nicht so gut wie der Herc II, also bleiben Sie immer in Bewegung. Bomber sind ein leichtes Ziel." 870, "Mit unseren Cyclops-Torpedos haben wir die ntige Feuerkraft, um die $h Ravana zu zerstren. Wenn Sie beim Feuern zu weit vom Ziel entfernt sind, schiesst die Flak Ihre Torpedos ab, also gehen Sie so dicht ran wie mglich. Sobald Sie Ihre Salve abgefeuert haben, schieben Sie die Nachbrenner rein, um von der Explosion wegzukommen. Der Cyclops hat eine ausgesprochen lange Aufschaltzeit bei der Zielerfassung." 871, "Wenn wir Erfolg haben, ist der Subraumknoten gesichert, der den Nebel mit Gamma Draconis verbindet. Wenn wir versagen, bereiten wir den Weg fr eine shivanische Invasion unserer Heimatwelten. Viel Glck, Pilot. Wir wissen, dass Sie es schaffen knnen." 872, "Die Zerstrung der Ravana ist der grsste Sieg ber die Shivaner seit dem Ende des Grossen Krieges. Wir haben den Subraumknoten gesichert, der den Nebel mit Gamma Draconis verbindet, und wir haben unserem Angstgegner unsere neue technologische berlegenheit demonstriert. Wir haben jedem Zweifler bewiesen, dass wir die Feuerkraft haben, um mit der shivanischen Bedrohung fertig zu werden. Eine neue Klasse von Abfangjgern wird an Bord der Aquitaine stationiert. Ich habe Sie fr eine Versetzung in diese Einheit empfohlen. Abfangjger sind schnelle Hochleistungsmaschinen, die von ihren Piloten ausgezeichnete Reflexe verlangen. Sie haben das ntige Talent dafr, und Sie werden den Ravens keine Schande machen. Das Oberkommando hat die Aquitaine ins Capella-System zurckbeordert, und dort werden wir von Admiral Petrarch unsere neuen Einsatzorte erfahren." 873, "Nach diesem Debakel steht uns nun ein gewaltiger Krieg an mehreren Fronten bevor. Jemand muss dafr den Kopf hinhalten, und zwar das 107. Geschwader. Das Oberkommando hat unsere Einheit aufgelst und wird den berlebenden neue Posten in der alliierten Flotte zuweisen. Offen gesagt wrde es mich wundern, wenn sie uns noch was Wichtigeres als Versorgungsschiffe fliegen lassen. Weggetreten." 874, "berwachen Sie den Rumpfzustand Ihrer verbndeten Schiffe. Das hilft, die Ravana schon frh whrend dieses Einsatzes zu entwaffnen." 875, "Wir haben die Ravana zerstrt und den Subraumknoten gesichert, der den Nebel mit Gamma Draconis verbindet. Doch in Anbetracht unserer Verluste ist die bestenfalls ein Pyrrhussieg. Die Delacroix, die Champion, die Khenmu, die Heisenberg, die Yakiba und die Somtus sind alle in dieser Schlacht vernichtet worden. Aufgrund der gewaltigen Ausflle hat Admiral Petrarch die Jgergeschwader der Aquitaine neu organisiert. Als Kommandeur der 107. Ravens ist es meine traurige Pflicht, Sie zu informieren, dass unsere Einheit nach einer erfolgreichen, vierzigjhrigen Geschwadergeschichte aufgelst wird. Das Oberkommando hat die Aquitaine ins Capella-System zurckbeordert, und dort werden wir unsere neuen Einsatzorte erfahren." 876, "Zerstren Sie die Ravana" 877, "Alle alliierten Kriegsschiffe wurden vernichtet. Zurck zum Sttzpunkt." 878, "Ich habe die Ravana im Sensor erfasst. Der Zerstrer ist momentan ausser Reichweite." 879, "Keine Sicht auf alliierte Schiffe, aber wir sehen ihre Geschtzsignatur." 880, "Bomber, Zielanflug auf die Ravana. Wir mssen das jetzt beenden." 881, "Besttigt, Command. Bomben scharf und bereit." 882, "Achten Sie auf das Feuer unserer Schiffe! Ein Treffer, und Sie schaffen es nicht mehr bis zum Versorgungsschiff." 883, "Command, hier spricht die GTC Yakiba. Wir greifen jetzt die Ravana an." 884, "Command, hier spricht die GVC Somtus. Setzen unsere Geschtztrme ein. Wirkungsfeuer erffnet." 885, "Wir brauchen mehr Feuerkraft, Command!" 886, "Derzeit knnen uns keine alliierten Schiffe helfen. Wir mssen unsere Ziele mit den Mitteln erreichen, die uns fr diesen Einsatz zur Verfgung stehen." 887, "Der Rumpf der Ravana weist kritische Schden auf. Zerstrung des Primrziels steht unmittelbar bevor." 888, "Zielobjekt Ravana ausgeschaltet! An alle Einheiten: Zurck zum Sttzpunkt!" 889, "Wir haben die Heisenberg verloren!" 890, "Die Shivaner haben die Yakiba zerstrt!" 891, "Die Khenmu ist verloren!" 892, "Die Somtus ist zerstrt worden!" 893, "Das Sechste Wunder" 894, "Die 242. Suicide Kings schlagen einen Rebellenangriff auf die Station Enif zurck, die Operationsleitstelle der GTVA im Epsilon-Pegasi-System." 895, "Das Enif-Massaker Vor 36 Stunden begann die NTF eine Grossoffensive im Epsilon-Pegasi-System und berraschte die dort stationierte 6. Flotte der GTVA vllig. Konteradmiral Koth fhrt diesen Vorstoss der Rebellen von der NTD Repulse aus. Er hat 75 Prozent unserer Truppen in diesem System ausgeschaltet. Die Verluste liegen damit bei ber 80.000. Wir mssen schnell handeln, sonst ist ein deutlicher Sieg fr die Rebellen unausweichlich." 896, "Patt im Sirius Die GTD Aquitaine fhrt den alliierten Gegenschlag gegen Koth und seine Kriegsschiffe. Wir werden im Capella-System neue Vorrte fassen, bevor wir an die Front fliegen. Ausserdem haben wir erfahren, dass unser Sirius-Feldzug fehlgeschlagen ist. Die Zangenbewegung von Alpha Centauri und Deneb aus stiess auf heftigen Widerstand. Falls uns keine militrische Lsung einfllt, wie wir die Rebellen schlagen knnen, wird die GTVA gezwungen sein, die Autoritt der NTF in den Systemen Sirius, Regulus und Polaris anzuerkennen." 897, "Verstrkte Anstrengungen Alliierte Ingenieure entwickeln und adaptieren derzeit Technologien, die es uns ermglichen sollen, in dem Nebel effektiver zu kmpfen. Dr. Hargrove und ihr Forschungsteam untersuchen weiterhin das Subraumportal. Ihre Ergebnisse unterliegen der Geheimhaltungsstufe Phi. Bis sich die Situation in Epsilon Pegasi normalisiert hat, stellt die GTVA all ihre Operationen im Nebelgebiet ein." 898, "Hier spricht Lieutenant Commander Cordova, Geschwaderfhrer der 242. Suicide Kings. Willkommen bei Epsilon Pegasi, Piloten. Die $f Station $f Enif, der Hauptsttzpunkt der Allianz in diesem System, wird angegriffen. Obwohl wir die $h NTC $h Outrage zerstrt haben, bombardiert die $h Cato weiterhin die Station mit schwerem Strahlgeschtzfeuer." 899, "Die Evakuierung des zivilen Personals der $f Station $f Enif ist bereits im Gange. Wie Sie wissen, stehen Zivilisten unter dem Schutz der Beta-Aquilae-Konvention, aber die $h NTF lehnt diesen Vertrag und seine Schutzbestimmungen ab. Zum Glck ist der grsste Teil des Zivilistenkonvois bereits sicher zum Capella-Sprungknoten gelangt." 900, "Ihr Auftrag lautet, die $f Station $f Enif zu verteidigen. Als Fhrer der Staffel Alpha werden Sie mit Ihren Kameraden die Jger und Kriegsschiffe vernichten, die unsere Anlage angreifen. Wenn die Rebellen ihre Zeus-Bomber einsetzen, fangen Sie die Raketen ab, bevor sie auf der Basis einschlagen." 901, "Die alliierten Truppen greifen die Rebellen im gesamten System an. Sobald wir eine Einheit abziehen knnen, werden wir sie Ihnen zur Verstrkung schicken. Bis wir diese Verstrkungen bereitstellen knnen, sind Sie aber auf sich alleine gestellt. Dieser Einsatz ist der erste Gefechtstest fr den Perseus- Abfangjger, also sollten wir eine gute Show hinlegen!" 902, "Als man Sie fr die 242. Suicide Kings ausgewhlt hat, erschienen Sie als ein vielversprechender Kandidat fr einen leitenden Posten. Die Offiziere, die Sie uns empfohlen haben, hatten Vertrauen in Ihre Fhrungsqualitten. Diese Einschtzung war, wie sich jetzt herausgestellt hat, etwas voreilig, gelinde gesagt. Ich bin sehr enttuscht von Ihnen, Pilot. Auch wenn Sie wahrscheinlich als einzelner Pilot sehr gut gekmpft haben, so waren Sie doch nicht in der Lage, Ihre Teamkameraden optimal einzusetzen. Wir haben die Station Enif verloren, weil Sie vor eine Situation gestellt wurden, fr die Sie nicht gerstet waren. Das ist nicht Ihre Schuld, aber wenn Sie in einer Eliteeinheit fliegen wollen, mssen Sie den Unterschied lernen zwischen einem passabel erledigten Auftrag und einer Leistung, die weit ber normale Pflichterfllung hinausgeht." 903, "Zerstren Sie die Geschtztrme gegnerischer Kriegsschiffe und fangen Sie feindliche Bomber ab. Befehlen Sie Ihren Kameraden, Ziele anzugreifen oder zu beschtzen, um die Sie sich nicht kmmern knnen." 904, "Bei Ihrer mutigen Verteidigung der Station Enif waren Sie Augenzeuge eines historischen Moments: des ersten Kampfeinsatzes der GTVA Colossus. Sie und Ihre Staffel haben uns auch gezeigt, was der Abfangjger Perseus wirklich kann. Gegen eine berwltigende bermacht haben Sie einen Angriff auf eine Station zurckgeschlagen, die fr die Allianz von ausschlaggebender strategischer Bedeutung ist. Der Kommandant der Station Enif lsst Ihnen seinen persnlichen Dank bermitteln, Pilot. Ich bin sicher, Sie werden gut zu den Suicide Kings passen. Die Allianz hat berall im System eine Schlacht nach der anderen gewonnen und dabei die NTC Rapier, die NTC Explorer und die NTD Normandy vernichtet. Diese Siege haben den Vormarsch der Rebellen gestoppt, und mit Hilfe der Colossus werden wir sie ins Polaris-System zurckdrngen, womit Epsilon Pegasi ein fr allemal gesichert wre." 905, "Fr ausgezeichnete kmpferische Fhigkeiten im Gefecht verleihen wir Ihnen hiermit das Fliegerkreuz Erster Klasse." 906, "Beschtzen Sie die Transporter" 907, "Zerstren Sie die Cato" 908, "Zerstren Sie die Conquest" 909, "Zerstren Sie die Hawkwood" 910, "Beschtzen Sie die Station Enif" 911, "Station Enif hier. NTF-Bomber nhern sich!" 912, "Noch mehr Rebellenbomber im Anflug! Abfangen und vernichten!" 913, "Alle zivilen Transporter sind sicher weggekommen." 914, "Zurck zum Sttzpunkt, Piloten. Einsatz erfolgreich." 915, "Wir haben Station Enif verloren! Wiederhole:Station Enif wurde vernichtet!" 916, "Hier spricht die GTFr Calypso. Wir sind von der Station Enif gestartet. Aktivieren jetzt Subraumantrieb." 917, "NTF-Jger, Sie schiessen auf ein Zivilschiff! Brechen Sie Ihren Angriff ab!" 918, "Alpha, wir brauchen etwas Jagdschutz auf der Calypso! Halten Sie die Rebellen zurck, damit die Zivilisten fliehen knnen!" 919, "Die Calypso ist zerstrt worden!" 920, "Hier spricht die Mannheim. Wir haben Kurs auf den Capella-Sprungknoten gesetzt. Aktivieren jetzt den Sprungantrieb." 921, "Unser Transporter befrdert zivile Passagiere! Ihr Angriff ist eine Verletzung der Beta-Aquilae-Konvention!" 922, "Piloten, beschtzen Sie die Mannheim! Der Transporter wird angegriffen!" 923, "Wir haben die Mannheim verloren! An Bord dieses Transporters waren zweihundert Zivilisten!" 924, "Fangen Sie diese Bomben ab, bevor sie die Gebude treffen! Wir drfen diese Basis nicht verlieren!" 925, "Command, hier ist die Station Enif! Eine neue Staffel Bomber ist hereingekommen! Erbitten sofortigen Jagdschutz!" 926, "Hier ist die Station Enif. Wir haben nur mssige Schden abbekommen. Alle getroffenen Bereiche wurden abgeschottet. Die Reparaturmannschaften melden, dass sie die Situation unter Kontrolle haben." 927, "Station Enif hier, Command. Schwere Verluste auf allen Decks, und die Aussenhlle gibt langsam nach. Allgemeine Evakuierung im Gang. Setzen Fluchtkapseln aus." 928, "Hier ist die Station Enif! Alle Systeme im roten Bereich!" 929, "Gut gemacht. Die NTC Cato ist zerstrt worden!" 930, "Wir haben die Hawkwood besiegt!" 931, "Die Conquest ist vernichtet!" 932, "Unsere Flotte hat die Decatur vernichtet!" 933, "Hier ist die Station Enif. Danke fr Ihre Hilfe, Piloten. Sie haben eine beachtliche Leistung gezeigt." 934, "Alle Allianzschiffe zurck zum Sttzpunkt. Diese Operation war ein vlliger Reinfall." 935, "Empfange eine Sprungsignatur, unbekannte Konfiguration!" 936, "Command! Da kommt gerade ein gewaltiges Kriegsschiff aus dem Subraum!" 937, "berprfe IFF-Status, Command!" 938, "IFF identifiziert Status als verbndet. Darf ich vorstellen: die Colossus, das grsste Weltraum-Kriegsschiff, das je gebaut wurde." 939, "Hier spricht die GTVA Colossus. Jger, halten Sie Abstand zu den gegnerischen Kriegsschiffen. Alle Geschtzbatterien, Feuer frei." 940, "Colossus, halten Sie Ihre momentane Position. Sie werden die Station Enif verteidigen, bis Ablsung kommt." 941, "In den Maelstrom" 942, "Das 242. soll einem Konvoi, der unterwegs ist zur GTVA Colossus, Geleitschutz durch ein Asteroidenfeld geben, in dem Rebellen vermutet werden." 943, "Das 242. soll einem Konvoi Geleitschutz geben, der unterwegs ist zur $f GTD $f Colossus. Wir bereiten die $f Colossus auf einen alliierten Gegenangriff vor und kmpfen mit den logistischen Problemen, die bei der Versorgung eines so gewaltigen Kriegsschiffes auftreten. Grosse Konvois aus Transportern, Gasminern und Frachtern sind zu diesem Zweck zusammengestellt worden." 944, "Die $f Colossus kommt am Capella-Sprungknoten herein und trifft sich dort mit den Konvois, auf der anderen Seite eines Asteroidenfeldes. In dieser Gegend gibt es allerdings eine Menge Rebellenschiffe. Der Geheimdienst vermutet, dass die Rebellen eher die Nachschubkonvois angreifen werden, statt sich mit der $f Colossus direkt anzulegen." 945, "Sie fhren die Staffel Alpha, den wichtigsten Teil des Geleitschutzes. Ihr Auftrag lautet, die $f GTFr $f Parracombe, die $f GTG $f Avila und die $f GVG $f Jooyun zu beschtzen. Die $f Avila und die $f Jooyun sind Minenschiffe, die speziell dafr entworfen wurden, Gasriesen anzuzapfen, um daraus Treibstoff fr die Reaktoren der $f Colossus zu gewinnen." 946, "Die Vasudaner haben eine Staffel Serapis-Jger abgestellt, um die $f Jooyun zu beschtzen. Sie haben keine Befehlsgewalt ber diese Einheit. Trotzdem sind die 242. Suicide Kings verantwortlich fr die Sicherheit der $f Jooyun. Achtzehn Monate Brgerkrieg belasten langsam auch die terranisch-vasudanischen Beziehungen, besonders in umstrittenen Systemen. Also sorgen Sie dafr, dass die Jooyun heil durchkommt." 947, "Ausgezeichnete Arbeit, Pilot. Der Konvoi hat es bis zum Treffpunkt geschafft, ohne auch nur ein einziges Schiff zu verlieren. Whrend nun die anderen Frachter und Gasminer ihre Ladung bei der Colossus abliefern, trifft die Allianz ihre letzten Vorbereitungen fr unseren Angriff auf Admiral Koth und die NTD Repulse. Nach einer Demonstration unserer ultimativen Waffe drften sich die Rebellenfhrer ihre territorialen Ansprche wohl noch einmal gut berlegen. berall im System melden GTVA-Einheiten erfolgreiche, gut koordinierte Schlge gegen NTF-Ziele. Das Oberkommando ist zuversichtlich, dass die langandauernde Patt-Situation in Epsilon Pegasi sich bald zu unseren Gunsten auflsen wird." 948, "Admiral Petrarch und das 242. haben sich bei den Vasudaner fr den Verlust der Jooyun formell entschuldigt. Seien Sie lieber dankbar, dass wir nicht mehr in einer ra leben, in der ein solcher Zwischenfall einen vernichtenden Krieg zwischen unseren Rassen auslsen kann. Die GTVA ist stark, und wir haben die Missverstndnisse der Vergangenheit berwunden. Doch die Vernichtung eines verbndeten Schiffes, das unter unserem Schutz stand, ist beschmend fr unser Geschwader. Dass so etwas unter Ihrem Kommando geschehen konnte, sollte Ihnen ernsthaft zu denken geben. Fragen Sie sich selbst, was Sie htten tun knnen, um diese Schlappe zu verhindern, und was Sie tun werden, um sicherzustellen, dass so etwas in Zukunft nie wieder vorkommt. Unsere Offensive gegen die NTF hat nur begrenzten Erfolg. Allein die Colossus hat genug Feuerkraft, um dieses Patt aufzubrechen. Wenn wir versagen, hat die Allianz keine andere Wahl, als auf Boschs Forderungen einzugehen." 949, "Behalten Sie Ihre Schutzbefohlenen mit Hilfe der Taste 'E' immer im Auge, und lassen Sie sich auch nicht von den Jgern ablenken. Um Bomber mssen Sie sich immer zuerst kmmern. Um Geschtztrme auszuschalten, ist die Harpoon am besten geeignet. Die Hornet ist am wirksamsten gegen Jger. Achten Sie darauf, dass die Rakete ungehinderte Sicht auf das Ziel hat." 950, "Obwohl unser Einsatz generell ein Erfolg war, haben wir doch die Parracombe verloren. Der Verlust eines einzelnen Frachters wird den Einsatz der Colossus nicht verzgern, aber unser Geschwader muss die Verantwortung dafr tragen, dass ein Schiff, das wir beschtzen sollten, vernichtet wurde. Sie sind jetzt in einer Fhrungsposition, Pilot. Fragen Sie sich selbst, was Sie htten tun knnen, um diese Schlappe zu verhindern, und was Sie tun werden, um sicherzustellen, dass so etwas in Zukunft nie wieder vorkommt. Unsere Offensive gegen die NTF hat nur begrenzten Erfolg. Allein die Colossus hat genug Feuerkraft, um dieses Patt aufzubrechen. Wenn wir versagen, hat die Allianz keine andere Wahl, als auf Boschs Forderungen einzugehen." 951, "Obwohl unser Einsatz generell ein Erfolg war, haben wir doch die Avila verloren. Der Verlust eines einzelnen Gasminers wird den Einsatz der Colossus nicht verzgern, aber unser Geschwader muss die Verantwortung dafr tragen, dass ein Schiff, das wir beschtzen sollten, vernichtet wurde. Sie sind jetzt in einer Fhrungsposition, Pilot. Fragen Sie sich selbst, was Sie htten tun knnen, um diese Schlappe zu verhindern, und was Sie tun werden, um sicherzustellen, dass so etwas in Zukunft nie wieder vorkommt. Unsere Offensive gegen die NTF hat nur begrenzten Erfolg. Allein die Colossus hat genug Feuerkraft, um dieses Patt aufzubrechen. Wenn wir versagen, hat die Allianz keine andere Wahl, als auf Boschs Forderungen einzugehen." 952, "Die NTF hat unsere Nachschubkonvois frmlich zerfetzt und damit das Oberkommando gezwungen, die Colossus zurckzuziehen und unseren Angriff auf Admiral Koth und die Repulse aufzuschieben. Ihr Konvoi hat alle drei Schiffe verloren; eine schreckliche Niederlage, egal, wie man es betrachtet. Die Nachrichten aus der Hauptstadt auf Beta Aquilae sind auch nicht gut. Immer mehr Stimmen befrworten eine Verhandlungslsung und eine separate NTF-Kolonie, sogar im Sicherheitsrat, und das, obwohl die Colossus jetzt einsatzbereit ist. Die Gegner des Colossus-Programms bezeichnen das Schiff als eine Monstrositt, die an logistischen Problemen zugrunde gehen wird. Fr Admiral Petrarch und die Aquitaine htte es kaum schlimmer ausgehen knnen." 953, "Behalten Sie Ihre Schutzbefohlenen mit Hilfe der Taste 'E' immer im Auge, und lassen Sie sich auch nicht von den Jgern ablenken. Um Bomber mssen Sie sich immer zuerst kmmern, dann um Jger, schliesslich um Geschtztrme. Sobald die Maelstrom erscheint, haben Sie nur wenig Zeit, bevor sie in Schussweite auf den Konvoi ist. Benutzen Sie die Taste 'K', um Geschtztrme anzuvisieren. Um Geschtztrme auszuschalten, ist die Harpoon am besten geeignet. Die Hornet ist am wirksamsten gegen Jger. Achten Sie darauf, dass die Rakete ungehinderte Sicht auf das Ziel hat." 954, "Die NTF hat unsere Nachschubkonvois frmlich zerfetzt, nur eine Handvoll Frachter und Gasminer hat den gut koordinierten Angriff berlebt. Ihr Konvoi hat zwei von drei Schiffen verloren; eine Niederlage, egal, wie man es betrachtet. Die Nachrichten aus der Hauptstadt auf Beta Aquilae sind auch nicht gut. Immer mehr Stimmen befrworten eine Verhandlungslsung und eine separate NTF-Kolonie, sogar im Sicherheitsrat, und das, obwohl die Colossus jetzt einsatzbereit ist. Die Gegner des Colossus-Programms bezeichnen das Schiff als eine Monstrositt, die an logistischen Problemen zugrunde gehen wird. Fr Admiral Petrarch und die Aquitaine htte es kaum schlimmer ausgehen knnen." 955, "Dass die Jooyun berlebt hat, ist vielleicht eine gute Nachricht fr unsere vasudanischen Verbndeten, aber der Verlust der Parracombe und der Avila ist eine mittlere Katastrophe fr uns. Die Nachrichten aus der Hauptstadt auf Beta Aquilae sind auch nicht gut. Immer mehr Stimmen befrworten eine Verhandlungslsung und eine separate NTF-Kolonie, sogar im Sicherheitsrat, und das, obwohl die Colossus jetzt einsatzbereit ist. Die Gegner des Colossus-Programms bezeichnen das Schiff als eine Monstrositt, die an logistischen Problemen zugrunde gehen wird. Fr Admiral Petrarch und die Aquitaine htte es kaum schlimmer ausgehen knnen." 956, "Indem Sie die Sperrgeschtze der Rebellen in dem Asteroidenfeld beseitigt haben, konnten Sie die Gefahr fr zuknftige Konvois auf dieser Route erheblich verringern. Ihre Initiative hat wahrscheinlich vielen Menschen das Leben gerettet." 957, "Sie haben zwar die Maelstrom vernichtet, aber zuvor nicht ihren vorderen Geschtzturm ausgeschaltet. Htten Sie sich an Ihre Befehle gehalten, wren die Schden an den Konvoischiffen erheblich geringer ausgefallen. Auch wenn man Ihnen als Staffelfhrer eine gewisse Befehlsgewalt bertragen hat, gibt Ihnen das noch nicht das Recht, die Anweisungen des Oberkommandos zu ignorieren. Dieses Vorkommnis wird in Ihrem Fhrungszeugnis festgehalten." 958, "Treibstoff" 959, "Futtermittel" 960, "Verteidigen Sie den Konvoi" 961, "Zerstren Sie den Geschtzturm" 962, "Zerstren Sie die Maelstrom" 963, "Zerstren Sie die Capricorn" 964, "Beschtzen Sie Parracombe, Jooyun und Avila" 965, "Vernichten Sie alle Wachen" 966, "Vernichten Sie alle gegnerischen Jger" 967, "Vernichten Sie alle gegnerischen Bomber" 968, "Die NTC Maelstrom ist in das Asteroidenfeld eingeflogen! Wenn sie in Recihweite kommt, wird der Kreuzer mit seiner Bug-Strahlkanone das Feuer auf den Konvoi erffnen! Alpha 1, Sie mssen diesen Geschtzturm ausschalten." 969, "Ihr Primrziel ist es, dem Konvoi Geleitschutz zu geben. Lassen Sie sich nicht von den Rebellen fortlocken." 970, "Hier spricht die GTC Parapet. Wir haben Befehl, den Capella-Sprungknoten zu blockieren und drfen uns nicht von der Stelle rhren. Wir werden aber eine Staffel Perseus-Jger zur Verstrkung schicken. Viel Glck, Piloten." 971, "Hier spricht die GTVA Colossus. Wir haben den Rendezvouspunkt erreicht. Setzen Transporter aus. Theta-Staffel, halten Sie Wache." 972, "Danke fr den Geleitschutz, Alpha-Staffel." 973, "Die Rebellen haben die Parracombe zerstrt!" 974, "Wir haben die Avila verloren! Wiederhole: Wir haben die Avila verloren!" 975, "Die Jooyun ist zerstrt worden. Das wird den Vasudanern nicht gefallen." 976, "Gut gemacht, Pilot. Das Hauptgeschtz der Maelstrom ist damit ausgeschaltet." 977, "Achten Sie auf Ihren Abstand zum Konvoi, Pilot." 978, "An alle Einheiten in der Umgebung des Capella-Sprungknotens: Mayday! Unser Konvoi wird angegriffen! Wiederhole: Unser Konvoi wird angegriffen!" 979, "Wir fliegen jetzt in das Asteroidenfeld, Command. Wir sind etwa dreiundzwanzig Kilometer vom Capella-Sprungknoten entfernt." 980, "Ich empfange feindliche Anzeichen auf meinem Radar. Ich kann aber kein Ziel erfassen. Knnten auch nur Strungen durch Asteroiden sein." 981, "Das ist reines Wunschdenken, Pilot. Gehen Sie vorsichtig vor und bleiben Sie dicht beim Konvoi." 982, "Command, ein Sperrgeschtz wurde aktiviert, nur tausend Meter vom Konvoi!" 983, "Zerstren Sie sie, aber seien Sie vorsichtig, Alpha. Die NTF scheint einen Hinterhalt vorzubereiten. Achten Sie auf feindliche Jger." 984, "Die Rebellen haben ihre Medusa-Bomber starten lassen! Fangen Sie sie ab, bevor sie ihre Raketen abschiessen knnen. Wir mssen den Konvoi beschtzen!" 985, "Ausgezeichnete Arbeit, Piloten! Wir haben die Maelstrom zerstrt!" 986, "Hier spricht die GVG Jooyun. Wir brauchen dringend Jagdschutz! An alle alliierten Schiffe im Sektor: Erbitten Hilfe!" 987, "Avila hier! Erbitten dringend Hilfe, Piloten! Rumpfzustand ist im roten Bereich!" 988, "Hier spricht die Parracombe! Wir werden hier zusammengeschossen! Unser Rumpf kann keinen direkten Treffer mehr wegstecken!" 989, "Der Konvoi ist vernichtet! Sofort zurck zum Sttzpunkt." 990, "Alpha, die Situation ist jetzt unter Kontrolle. Sie knnen zum Sttzpunkt zurckkehren." 991, "Finte! Parade! En Garde!" 992, "Das 242. greift zwei Rebellenkreuzer und ihren Geleitschutz an, um die NTD Repulse in eine Falle zu locken." 993, "Die Allianz geht jetzt mit der $f Colossus in die Offensive. Wir wollen der Rebellenflotte in Epsilon Pegasi das Rckgrat brechen, und das 242. wird eine wichtige Rolle dabei spielen. Irgendwo in diesem System steckt Konteradmiral Koth. Er wird mit der $h Repulse nicht eingreifen, solange es nicht unumgnglich ist. Ihre Aufgabe ist es, genau dieses Eingreifen unumgnglich zu machen..." 994, "Um Koth in unsere Falle zu locken, werden wir im ersten Teil unseres Einsatzes die Rebellenkreuzer $h Majestic und $h Refute angreifen. Sie werden von einem Geleitschutz aus zwlf Jgern der Hercules-Klasse beschtzt. Dank der Geschwindigkeit und Wendigkeit des Perseus sollten Sie in der Lage sein, die Hercs auszumanvrieren und abzuschiessen." 995, "Ihr vorrangiges Ziel ist die Vernichtung der Jgereskorte. Das bereitet der $f GTC $f Rampart und unseren Bomberstaffeln den Weg, die den Hauptschlag fhren werden. Unser Plan ist es, die gegnerischen Kreuzer zu bedrohen, aber gleichzeitig als kleine, verstreute Einheit dazustehen." 996, "Wenn die Rebellen nmlich glauben, dass sie es nur mit einem Leviathan und ein paar verstreuten Bombern zu tun haben, wollen sie ihre bermacht vielleicht ausnutzen und schicken den Rest der Flotte los. Aus diesem Grund drfen die Kreuzer nicht zerstrt werden, solange ihre Verstrkungen nicht eingetroffen sind." 997, "Wenn Koth die Repulse schickt, um uns niederzukmpfen, wird das Oberkommando die $f Colossus einsetzen, um den vernichtenden Schlag zu fhren. Ihr Sekundrziel in dieser Phase ist es, die $f Rampart zu beschtzen. Der Kreuzer wird dann wahrscheinlich schon Schden aus den ersten Schusswechseln erlitten haben. Viel Glck, Alpha." 998, "Die Allianz hat bei Epsilon Pegasi einen entscheidenden Sieg errungen. Nachdem unsere Blockade des Polaris-Sprungknotens stand, haben sich alle Rebellenschiffe im System ergeben. In Anerkennung Ihrer Verdienste bei diesem alliierten Sieg verleihen wir Ihnen hiermit die Epsilon Pegasi Befreiungsmedaille. Der GTVA-Sicherheitsrat und die Generalversammlung danken Ihnen fr Ihren Einsatz. Admiral Petrarch sucht herausragende Piloten fr das 134. Barracuda-Geschwader, eine Kampferprobungseinheit. Ich habe Sie als hervorragenden Kandidaten empfohlen. Die Hauptaufgabe des 134. ist die Erprobung neuer Technologien im Gefechtseinsatz. Meiner Meinung nach sind Sie fr diese schwierige Aufgabe wie geschaffen. Andererseits habe ich aber auch gehrt, dass das Sondereinsatzkommando einen Freiwilligen fr eine extrem gefhrliche Operation sucht. Wenn Sie diese Aufgabe reizt, wird Ihr Job beim 134. bis zu Ihrer Rckkehr fr Sie freigehalten. Die Entscheidung liegt bei Ihnen, Pilot." 999, "Die Allianz hat bei Epsilon Pegasi einen entscheidenden Sieg errungen. Nachdem unsere Blockade des Polaris-Sprungknotens stand, haben sich alle Rebellenschiffe im System ergeben. Die 242. Suicide Kings haben trotzdem wenig Grund zum Feiern. Die Vernichtung der Rampart wirft ein schlechtes Licht auf unsere Einheit und auf Ihre Fhrungsqualitten. Das Oberkommando verlsst sich darauf, das unsere Abfanggeschwader unsere Kriegsschiffe beschtzen. Als Staffelfhrer mssen Sie lernen, wie man die Initiative ergreift, wie man eine Krise analysiert und wie man seine Staffelkameraden einsetzt. Ich habe Ihre sofortige Versetzung zu den 134. Barracudas empfohlen, einer Kampferprobungseinheit. In solch einem Geschwader hat ein Versagen nicht so schreckliche Folgen wie bei einer Kampfeinheit. Andererseits habe ich aber auch gehrt, dass das Sondereinsatzkommando einen Freiwilligen fr eine Selbstmordmission sucht. Diese Entscheidung liegt natrlich ganz bei Ihnen, Pilot." 1000, "Konzentrieren Sie sich auf die Einsatzziele. Verschwenden Sie keine Zeit mit der Jagd auf einzelne Jger. Nutzen Sie die Feuerkraft der grossen Schiffe, um schnell gegnerische Ziele auszuschalten." 1001, "Zerstren Sie die Eskorte" 1002, "Beschtzen Sie die Rampart" 1003, "Vernichten Sie die Jger-Eskorte des Kreuzers" 1004, "Verteidigen Sie die Rampart" 1005, "Helfen Sie mit, Koths Kampfverband zu vernichten" 1006, "Der Jger-Geleitschutz wurde ausgeschaltet. Ziehen Sie sich zur Rampart zurck und fassen Sie neue Munition, wenn ntig, Alpha. Die Zeta-Staffel bernimmt jetzt. Wir wollen Sie lieber in Bereitschaft halten, falls neue Rebellen-Jger eindringen." 1007, "Alpha, Ihre wichtigste Aufgabe ist es, den Geleitschutz abzufangen. Die Rebellen-Kreuzer haben Jgerabwehrgeschtze. Halten Sie sich ausserhalb der Reichweite!" 1008, "Hier spricht die GTC Rampart. Wir schalten die Hauptgeschtze runter, um weitere Schden an den Kreuzern zu vermeiden. Wenn wir sie aus Versehen zerstren, sind wir aufgeflogen." 1009, "Hier Zeta-Staffel. Haben unser Pckchen abgegeben, kehren zum Sttzpunkt zurck." 1010, "Iota-Staffel hier. Wenn wir diese Kreuzer noch mehr zusammenschiessen, haben wir keinen Kder mehr fr unsere Falle. Wir verziehen uns." 1011, "Rampart fhrt Primrbatterien hoch. Unsere Strahlgeschtze sind wieder einsatzbereit." 1012, "Die Sensoren erfassen eine Staffel Rebellen-Lokis, Zielbezeichnung Libra. Suchen und vernichten." 1013, "Seien Sie vorsichtig, Alpha. Diese Jgerabwehrgeschtze haben eine effektive Reichweite von fnfzehnhundert Metern. Locken Sie also den Geleitschutz von den Kreuzern weg" 1014, "Diese Operation ist der Anfang vom Ende der NTF. Gut gemacht, Piloten." 1015, "Hier spricht die GTVA Colossus. Admiral Koth, wir befehlen Ihnen, sofort die Schiffsenergie abzuschalten und sich zu ergeben. Der Polaris-Sprungknoten ist blockiert, es gibt kein Entkommen!" 1016, "Ich habe nicht die Absicht, zu fliehen, Colossus, und ebensowenig werde ich mich ergeben. Selbst wenn ich dafr meine Mannschaft mit Ihnen zur Hlle schicken muss, werde ich diese Monstrositt jetzt vernichten!" 1017, "Die Repulse geht auf Kollisionskurs mit der Colossus!" 1018, "Admiral Koths Zerstrer, die NTD Repulse, ist am Sprungpunkt aufgetaucht!! Der grosse Fisch hat unseren Kder geschluckt. Jetzt knnen wir die Colossus einsetzen." 1019, "Sprungsignatur nhert sich! Es sind Verbndete... die Colossus! Sie ist jetzt bereit!" 1020, "Die Repulse setzt ihre Jger-Staffeln aus. Alpha, Sie mssen uns helfen...zerstren Sie die Aries-Staffel!" 1021, "Seien Sie nicht albern, Koth! Sie opfern zehntausend Menschenleben fr nichts!" 1022, "Ich finde Ihren Zynismus abstossend, Colossus. Ich habe hier zehntausend Offiziere und Mannschaften, die bereit sind, fr Neo-Terra zu sterben! Die Tyrannei Ihres Regimes endet jetzt! Admiral Koth, Ende!" 1023, "Vorderdecks vierhundert bis zwlfhundert sofort evakuieren. Geschtztrme in Stellung. Behelfsbrcke in Bereitschaft. Alle Mann auf Einschlag vorbereiten!" 1024, "Zielobjekt Repulse ausgeschaltet. Colossus, wie sieht es bei Ihnen aus?" 1025, "Nur minimale Schden bei uns, Command. Wenn Koth sich ergeben htte statt den Mrtyrer zu spielen, dann knnte seine Mannschaft jetzt noch leben." 1026, "Die Gegend ist gesichert. Alle feindlichen Ziele wurden ausgeschaltet. Zurck zum Sttzpunkt." 1027, "Die NTC Majestic ist zerstrt worden!" 1028, "Wir haben die NTC Refute ausgeschaltet!" 1029, "Hier spricht die GTC Rampart! Wir haben schwere Treffer abbekommen. Alle Systeme fast im roten Bereich!" 1030, "Wir haben die Rampart verloren! Ich wiederhole! Wir haben die Rampart verloren!" 1031, "Die Geleitschutz-Jger strzen sich auf Sie, Alpha. Locken Sie sie zurck zur Rampart." 1032, "Schlacht in der Wildnis" 1033, "Die 134. Barracudas geben bei diesem ersten Nebel-Einsatz der AWACS-Schiffe zwei Frachtern Geleitschutz" 1034, "Neuigkeiten von der Front Um 21.50 ist die Colossus ins Polaris System eingeflogen und hat die NTD Andronicus und die NTC Camisard unschdlich gemacht. Der Sprungknoten von Epsilon Pegasi wurde damit gesichert. In der Zwischenzeit hat der 13. Vasudanische Kampfverband die NTD Cyrene zerstrt und einen Brckenkopf im Sirius erobert. Geheimdienstberichte weisen darauf hin, dass Admiral Bosch und seine Elitegarde sich auf die Rebellenenklave von Regulus zurckgezogen haben. Command geht von einem vlligen Sieg der Allianz innerhalb von 30 Tagen aus." 1035, "Dr. Hargroves Forschungsgruppe hat herausgefunden, dass dieses Subraumportal in Gamma Draconis eine Konstruktion der sogenannten 'Uralten' ist, einer ausgestorbenen Zivilisation, die gegen Ende des Grossen Krieges entdeckt wurde. Artefakte, die im Altair-System ausgegraben wurden, enthielten Daten, mit deren Hilfe die GTA und die PVN damals die SD Lucifer zerstren konnten. Viele terranische und vasudanische Systeme gehrten einst zum Imperium der Uralten, das vor achttausend Jahren von den Shivanern vernichtet wurde. Das Portal wurde auf den Namen Knossos getauft, in Erinnerung an die Minoerkultur der Erde." 1036, "Der Nachrichtendienst hat herausgefunden, dass Bosch in einer Ausgrabungssttte im Deneb-System Material aus der Zeit der Uralten gefunden hat. Diese Artefakte ermglichten es ihm, das Knossos-Portal zu finden und zu aktivieren. Das erklrt auch, was sein Kommandoschiff im Asteroidengrtel von Deneb zu suchen hatte. Bosch hat dann die NTC Trinity nach Gamma Draconis geschickt, um das Portal zu aktivieren, was die Shivaner in das System lockte. Wir kennen weder Boschs Motive noch wissen wir, was die Shivaner im Nebelgebiet zu suchen haben." 1037, "Neuer Kontakt Die alliierten Wissenschaftler, die das Portal untersuchen, sind optimistisch, was das Potential dieser Technologie angeht. In fnf bis zehn Jahren knnten wir in der Lage sein, wieder Kontakt zur Erde aufzunehmen oder neue Sprungknoten zu unerforschten Regionen der Galaxis herzustellen. Aus diesem Grund mssen wir das Portal so lange wie mglich offenhalten. Command hat aber auch den Befehl gegeben, das Gert zu zerstren, sofern dort ein Grossangriff bevorsteht." 1038, "Nach der Vernichtung der Ravana hat sich die shivanische Aktivitt im Nebelgebiet verstrkt. Die shivanische Flotte scheint kleiner zu sein als die Armada, die wir vor drei Jahrzehnten besiegt haben, und unsere verbesserte Technologie gibt uns einen taktischen Vorteil. Doch aufgrund der Mglichkeit, dass noch mehr uns unbekannte Sprungknoten existieren, die in weitere von Shivanern besetzte Systeme fhren, knnen wir die tatschliche Strke der gegnerischen Krfte nicht einmal abschtzen. Ein einziger Fehler unsererseits knnte eine zweite shivanische Invasion unserer Heimatsysteme auslsen." 1039, "Die Aquitaine wird die nchste Phase unserer Erkundungs- und Abwehroperationen im Nebelgebiet leiten. Dazu stellt uns die Allianz ihre neuesten Technologien zu Verfgung, wie etwa das Frhwarnsystem AWACS sowie Gassammler-Schiffe vom Typ Miner, mit denen wir Deuterium fr unsere Fusionsreaktoren sammeln knnen. Prototypen neuer taktischer Waffensysteme und Jgerklassen werden erst nach dem erfolgreichen Abschluss von Tests unter Gefechtsbedingungen zum Einsatz freigegeben. Die 134. Barracudas fhren diese Versuche in der Nhe des Gamma-Draconis-Sprungknotens durch." 1040, "Der GTW ML-70 Morgenstern-Werfer Zwei Waffen der nchsten Generation sind jetzt einsatzbereit: der Morgenstern-Werfer und die EMP-Rakete. Der GTW ML-70 Morgenstern ist eine Verbesserung des Breitschwert-Geschtzes, das whrend des Grossen Krieges entwickelt worden ist. Dank bahnbrechender Fortschritte im Bereich der Hochtemperatur-Optik kann die primre Fokuskammer des Morgensterns eine viel kohrentere Ladung erzeugen. Daher hat ein Einschlag, obwohl es sich ja immer noch um eine Energiewaffe handelt, eine starke kinetische Wirkung auf das Ziel." 1041, "Die SM2-01 EMP-Rakete Die EMP-Rakete strt die elektronischen Systeme aller Schiffe in ihrem Detonationsradius. Die Schockwelle lscht Zieldaten und unterbricht jegliche elektronische Kommunikation. Dadurch wird die EMP auch zu einer exzellenten taktischen Waffe gegen Bomberangriffe, denn sie verhindert, dass diese Schiffe ein Ziel erfassen knnen und bringt die Navigations- und Antriebssysteme bereits abgefeuerter Raketen zum Absturz." 1042, "Willkommen bei den 134. Barracudas, Pilot. Ich bin Commander Vincey, Ihr Geschwaderfhrer. Das 134. ist eine Kampferprobungseinheit, was nichts anderes bedeutet, als dass wir als Erste neue Waffen und Schiffe unter Gefechtsbedingungen einsetzen drfen. Whrend wir unsere Einstze fliegen, sammeln die Ingenieure Daten ber die Systeme, die wir testen sollen." 1043, "Bei diesem Einsatz ist unsere Hauptaufgabe, zwei Frachtern der Triton-Klasse Geleitschutz zu geben, der $f Erinpura und der $f Vauban. Sie werden am Gamma-Draconis-Knoten in den Nebel einfliegen und sich zu ihrem Zielpunkt begeben, wo sie auf die $f GTCv $f Warspite treffen. Ihre Ladung besteht aus einem neuen Zielerfassungs- und Raketenlenksystem namens TAG." 1044, "Die $f GTA $f Lucidity wird bei diesem Einsatz AWACS-Untersttzung bieten. Mit ihren mchtigen Sensoren kann die $f Lucidity Zieldaten direkt zu Ihrem Jger bertragen, wodurch sich Ihre Sensorenreichweite effektiv vergrssert. Das 134. ist das erste Geschwader, das diese Technik im Nebel testet." 1045, "Denken Sie nur immer an die erste Silbe in dem Wort 'Kampferprobungseinheit'. Wir fhren hier keine kontrollierten Laborexperimente durch. Die shivanischen Aktivitten in der Gegend haben zugenommen, also richten Sie sich auf ein Zusammentreffen mit ein paar Maras und Cains ein. Wenn es Ihnen zu haarig wird da draussen, knnen Sie jederzeit Verstrkung anfordern. Viel Glck, Pilot." 1046, "Unser Geschwader hat die Erinpura verloren, die Vauban und die Prototypen des TAG-Raketenlenksystems. Jetzt wird nicht nur die Erprobung des Raketenlenksystems ausfallen, das Oberkommando hat auch eine genaue Untersuchung des Vorfalles angeordnet. In diesem Moment untersuchen die Systemanalytiker bereits die Daten unserer Flugschreiber. Das gesamte Geschwader hat bis zum Ende dieser Untersuchung Flugverbot. Das Oberkommando wertet den Einsatz des AWACS als vlligen Fehlschlag." 1047, "Es ist beraus wichtig, dass Sie sich auf die gegnerischen Bomber konzentrieren. Sie haben ja auch Verstrkungen zur Verfgung; nutzen Sie sie gut!" 1048, "Obwohl wir bei diesem Gefecht einen Frachter verloren haben, wird die Erprobung der TAG-Raketen unter Gefechtsbedingungen wie geplant weitergehen. Das 134. wird diesen Test zusammen mit der Warspite durchfhren. Die Zerstrung des AWACS-Schiffes hat auch eine kritische Schwachstelle in unserem Plan aufgezeigt. Obwohl das AWACS unsere Sensorenreichweite vergrssert, beschrnkt seine Verletzlichkeit doch seine Ntzlichkeit in Gefechtssituationen. Andererseits war es Ihre Einheit, die beim Schutz des AWACS-Schiffes versagt hat; vielleicht ist nur eine effektivere Staffelfhrung ntig." 1049, "Sowohl die Erinpura als auch die Vauban haben den shivanischen Angriff berstanden. Die Erprobung der TAG-Raketen unter Gefechtsbedingungen wird wie geplant weitergehen. Das 134. wird diesen Test zusammen mit der Warspite durchfhren. Die Zerstrung des AWACS-Schiffes hat auch eine kritische Schwachstelle in unserem Plan aufgezeigt. Obwohl das AWACS unsere Sensorenreichweite vergrssert, beschrnkt seine Verletzlichkeit doch seine Ntzlichkeit in Gefechtssituationen. Andererseits war es Ihre Einheit, die beim Schutz des AWACS-Schiffes versagt hat; vielleicht ist nur eine effektivere Staffelfhrung ntig." 1050, "Sowohl die Erinpura als auch die Vauban haben den shivanischen Angriff berstanden. Die Erprobung der TAG-Raketen unter Gefechtsbedingungen wird wie geplant weitergehen. Das 134. wird diesen Test zusammen mit der Warspite durchfhren. Das Oberkommando wertet den Einsatz des AWACS als vollen Erfolg. Unsere erweiterte Sensorenreichweite hat uns einen entscheidenden taktischen Vorteil verschafft, so dass wir schnell und entschlossen auf den shivanischen Angriff reagieren konnten. Machen Sie Ihre Staffel bereit fr den nchsten Einsatz, Pilot. Der Test der TAG-Raketen beginnt um 03.15 Standardzeit." 1051, "Sie sind einen ausgezeichneten Einsatz geflogen." 1052, "Unser Geschwader hat die Erinpura verloren, die Vauban und die Prototypen des TAG-Raketenlenksystems. Jetzt wird nicht nur die Erprobung des Raketenlenksystems ausfallen, das Oberkommando hat auch eine genaue Untersuchung des Vorfalles angeordnet. In diesem Moment untersuchen die Systemanalytiker bereits die Daten unserer Flugschreiber. Das gesamte Geschwader hat bis zum Ende dieser Untersuchung Flugverbot. Die Zerstrung des AWACS-Schiffes hat auch eine kritische Schwachstelle in unserem Plan aufgezeigt. Obwohl das AWACS unsere Sensorenreichweite vergrssert, beschrnkt seine Verletzlichkeit doch seine Ntzlichkeit in Gefechtssituationen. Andererseits war es Ihre Einheit, die beim Schutz des AWACS-Schiffes versagt hat; vielleicht ist nur eine effektivere Staffelfhrung ntig." 1053, "Obwohl wir bei diesem Gefecht einen Frachter verloren haben, wird die Erprobung der TAG-Raketen unter Gefechtsbedingungen wie geplant weitergehen. Das 134. wird diesen Test zusammen mit der Warspite durchfhren. Das Oberkommando wertet den Einsatz des AWACS als teilweisen Erfolg. Unsere erweiterte Sensorenreichweite hat uns einen entscheidenden taktischen Vorteil verschafft, so dass wir schnell auf den shivanischen Angriff reagieren konnten." 1054, "TAG-Raketen" 1055, "Zerstren Sie die Malor" 1056, "Beschtzen Sie die Lucidity" 1057, "Geben Sie der Vauban Geleitschutz zur Warspite" 1058, "Geben Sie der Erinpura Geleitschutz zur Warspite" 1059, "Command, hier Alpha-Staffel. Wir sind auf unserem Posten am Gamma-Draconis-Sprungknoten." 1060, "Wir schicken jetzt die Transporter rein, Alpha." 1061, "Lucidity hier. Die AWACS sind in Betrieb. Wir orten Feindkrfte in grosser Entfernung." 1062, "In Ordnung. Schalten IFF um und kommen zu Ihnen." 1063, "Warspite, hier spricht die Lucidity. Wir nhern uns dem Rendezvouspunkt. Bitte aktivieren Sie Ihren IFF-Sender." 1064, "Warspite, hier spricht die Vauban. Wir haben usere AWACS-Untersttzung verloren. Erbitten sofortige Hilfe." 1065, "Beta-Staffel in Bereitschaft. Verstrkung nach Bedarf verfgbar, Alpha." 1066, "Die Shivaner haben es auf unser AWACS-System abgesehen. Wir brauchen sofort Jagdschutz!" 1067, "Das AWACS ist ausgefallen. Wir versuchen, die Sensoren wieder zu reparieren." 1068, "Hier spricht die Lucidity. Wir haben jetzt nur noch begrenzte AWACS-Fahigkeiten. Die Reparaturen sind im Gange." 1069, "AWACS wieder auf voller Leistung." 1070, "Die Sensoren sind wieder ausgefallen! Chance auf eine Reparatur vor Ort liegt unter fnf Prozent." 1071, "Alpha, unsere Sensoren haben einen Kreuzer der Cain-Klasse erfasst. Rufen Sie die Zeta-Staffel herbei, wenn Sie Verstrkung brauchen." 1072, "Danke, Alpha! Wir bernehmen ab jetzt." 1073, "Alle entdeckten gegnerischen Schiffe sind ausgeschaltet. Alpha-Staffel, zurck zum Sttzpunkt." 1074, "Alpha, helfen Sie der Warspite, diesen Bereich zu sichern. Zerstren Sie alle gegnerischen Schiffe in Reichweite." 1075, "Der Konvoi, den Sie beschtzen sollten, ist vernichtet worden. Alpha, sofort zurck zum Sttzpunkt." 1076, "Die Erinpura und die Vauban wurden zerstrt. Eskortieren Sie die Lucidity zur Warspite, und kehren Sie dann zurck zum Sttzpunkt." 1077, "Wir orten eine neue Staffel im Anflug, Zielbezeichnung Cancer. Schalten Sie sie aus, Alpha!" 1078, "Aufgepasst, da kommt eine gegnerische Staffel rein!" 1079, "Gegner im Anflug!" 1080, "Wir bekommen Gesellschaft." 1081, "Zielbungen" 1082, "Das 134. testet das neuen TAG-Lenkraketensystem" 1083, "Das 134. wird sich jetzt an der Erprobung der TAG-Rakete unter Gefechtsbedingungen beteiligen. Captain Forsythe von der Warspite hat Sie extra fr diese Aufgabe angefordert. Offenbar haben Sie ihn bei Ihrem letzten Einsatz sehr beeindruckt. Die Warspite wird diesen Test beobachten und koordinieren." 1084, "Das 134. wird sich jetzt an der Erprobung der TAG-Rakete beteiligen. Dies ist der erste Einsatz der neuen Waffe unter Gefechtsbedingungen. Unsere Laborsimulationen weisen darauf hin, dass sie ein deutliches Potential als taktische Waffe besitzt." 1085, "Wenn Sie ein Ziel mit der TAG-Rakete treffen, sendet ihr Gefechtskopf einen Richtstrahl aus, den alle alliierten Grosskampfschiffe in Reichweite als Zielpeilung verwenden knnen. So wird die gesamte verfgbare Feuerkraft auf ein Ziel gebndelt. Diese Technologie knnte uns einen klaren Vorteil gegenber dem Feind verschaffen. In dieser bung testen wir den Prototypen TAG-A." 1086, "Das Oberkommando hat Erkundungsstaffeln zu den shivanischen Flottenverbnden ausgeschickt. Sie werden Ziele in die Reichweite unserer Geschtze locken. Sobald sich der Gegner nhert, setzen Sie sich schnell hinter die Ziele und feuern Sie Ihre TAGs ab. Um die maximale Wirkung zu erzielen, bleiben Sie in 3000 Metern Umkreis um die Korvette. Die $f Lucidity sorgt fr AWACS-Untersttzung." 1087, "Das Oberkommando hat Erkundungsstaffeln zu den shivanischen Flottenverbnden ausgeschickt. Sie werden Ziele in die Reichweite unserer Geschtze locken. Sobald sich der Gegner nhert, setzen Sie sich schnell hinter die Ziele und feuern Sie Ihre TAGs ab. Um die maximale Wirkung zu erzielen, bleiben Sie in 3000 Metern Umkreis um die Korvette." 1088, "Bei diesem Einsatz werden Sie einen umgebauten Ulysses-Raumberlegenheitsjger fliegen, der speziell die diese bung modifiziert worden ist. Der Ulysses ist eine Antiquitt aus den Tagen des Grossen Krieges, aber der Jger fliegt sich immer noch sehr gut, und dank der Umbauten knnen die TAG-Ingenieure den Verlauf des Einsatzes berwachen." 1089, "Auch wenn dieser Einsatz nicht so ablief wie geplant, hat das 134. sich der Herausforderung gestellt und unsere Kriegsschiffe bewundernswert verteidigt. Insgesamt hat der Gefechtseinsatz der TAG-Rakete unsere Erwartungen noch bertroffen. Die Forschungs- und Entwicklungsabteilung arbeitet jetzt an einigen Verbesserungen des TAG-A-Prototyps, wie etwa einem zielsuchenden Gefechtskopf und einem besser manvrierbaren Antriebssystem. Diese Verbesserungen sollten aus der TAG eine vielseitige Waffe fr unsere taktischen Staffeln machen." 1090, "Die Zerstrung der Warspite war eine sinnlose Tragdie. Captain Forsythe und seine Mannschaft htten ihr Leben nicht fr eine Prototypen-Erprobung opfern mssen. Das 134. hatte den Auftrag, unsere Kriegsschiffe aus einer schwierigen Situation herauszuholen und hat dabei versagt. Als Fhrer der Alpha-Staffel sollten Sie sich dieses Szenario noch einmal gut durch den Kopf gehen lassen - was htten Sie tun knnen, um die Warspite zu retten?" 1091, "Die mssen jede TAG-Rakete, die man Ihnen berlsst, mit Bedacht einsetzen. Da es sich um ungelenkte Raketen handelt, sollten Sie so nahe wie mglich an das Ziel herangehen. Sobald das Ziel mit der Rakete markiert ist, drehen Sie ab, damit Sie nicht in das Feuer der eigenen Schiffe geraten." 1092, "Die Zerstrung der Lucidity war eine sinnlose Tragdie. Die Mannschaft htten ihr Leben nicht fr eine Prototypen-Erprobung opfern mssen. Das 134. hatte den Auftrag, unsere Kriegsschiffe aus einer schwierigen Situation herauszuholen und hat dabei versagt. Als Fhrer der Alpha-Staffel sollten Sie sich dieses Szenario noch einmal gut durch den Kopf gehen lassen - was htten Sie tun knnen, um die Lucidity zu retten?" 1093, "Das Ergebnis dieses Debakels ist der Verlust der Warspite und der Lucidity. Sie allein hatten die Chance, das zu verhindern. Doch statt dessen haben Sie unserem Geschwader Schande bereitet. Als Pilot in einer Gefechtserprobungs-Einheit mssen Sie mit jeder Herausforderung fertig werden. Die Entwicklung der TAG-Rakete wird bis auf weiteres eingestellt." 1094, "Gehen Sie erst dann in den Subraum, wenn es Ihnen befohlen wird." 1095, "TAG Cancer" 1096, "TAG Scorpio" 1097, "Testen Sie das TAG-Taketensystem" 1098, "Vernichten Sie die shivanischen Jger" 1099, "Beschtzen Sie die Warspite" 1100, "Hier spricht Alpha-Staffel. Wir sind in Position und halten uns bereit." 1101, "Besttigt. Unsere Aufklrer sind im Anflug, mit gegnerischen Jgern im Nacken. Anzahl der Gegner unbekannt." 1102, "Hier Scout 1! Ich verziehe mich! Die haben mich tierisch zusammengeschossen!" 1103, "Mayday! Mayday! Hier Scout 3! Eine grosse shivanische Flotte kommt auf Ihre Position zu! Ich stehe unter heftigem Beschuss!" 1104, "Alpha-Staffel, unser Feuerleitsystem ist jetzt vllig an Ihr Erfassungssystem gekoppelt. Wir knnen nur auf Schiffe schiessen, die Sie fr uns erfassen. Was Sie nicht markieren, knnen wir nicht treffen." 1105, "Langstreckensensoren melden elf feindliche Schiffe im Anflug. Wir empfangen noch weitere Sprungsignaturen mit feindlicher Konfiguration." 1106, "An alle Einheiten! Das Geplnkel hier entwickelt sich langsam zu einer kleinen Raumschlacht. Die Iota-Staffel kommt so schnell wie mglich als Verstrkung an Ihre jetzige Position. Durchhalten, Alpha. Hilfe ist unterwegs." 1107, "Das ist nicht gut genug, Command! Wir sind nicht ausreichend bewaffnet hier draussen! Was sollen wir denn Ihrer Meinung nach tun?" 1108, "Wir sind uns im Klaren ber Ihre Situation, Alpha. Wir sind uns aber auch darber im Klaren, dass Tausende von Menschen an Bord der Warspite und der Lucidity sich auf Sie verlassen." 1109, "In Ordnung, Command. Wir werden den Job erledigen." 1110, "Alles erledigt, Einsatz erfolgreich abgeschlossen, Alpha. Sie knnen jetzt zum Sttzpunkt zurckkehren." 1111, "Eine Staffel von fnf Taurvis ist im Anflug! Fangen Sie diese Bomber ab, Alpha!" 1112, "Hier Iota-Staffel. Stehen zur Verstrkung bereit." 1113, "Wir sind uns im Klaren ber Ihre Situation, Alpha. Wir sind uns aber auch darber im Klaren, dass Tausende von Menschen an Bord der Warspite sich auf Sie verlassen." 1114, "Hier spricht die Warspite! Stehen unter heftigem Beschuss! Alpha, wenn Sie die Angreifer nicht markieren, sind wir vllig hilflos!" 1115, "Die Shivaner haben die Warspite vernichtet!" 1116, "Wir brauchen Jagdschutz fr die Lucidity! Wir drfen die AWACS nicht verlieren!" 1117, "Die Lucidity ist zerstrt worden!" 1118, "Alpha, augenblicklich zurck zum Sttzpunkt. Dieser Einsatz ist vorbei." 1119, "Mayday! Mayday! Hier ist Kappa 3 von den 107. Ravens der GTD Aquitaine! Command, empfangen Sie mich?" 1120, "Besttigt, Kappa 3! Wie sieht es bei Ihnen aus?" 1121, "Command, schaffen Sie die Flotte aus dem Nebel! Schliessen Sie sofort das Portal! Sie haben keine Zeit zu verlieren!" 1122, "Ich bertrage die Daten ber die derzeitige Position der Aquitaine. Zurck zum Sttzpunkt, schnell. Sie haben bse was abbekommen." 1123, "Hren Sie mir gut zu! Wir haben dieses Mal keine Chance, sie aufzuhalten! Schliessen Sie das Portal, bevor es zu spt ist! Da draussen ist etwas Schreckliches, Command! Bitte!!" 1124, "Kappa 3, empfangen Sie mich? Bitte antworten Sie. Ich wiederhole. Empfangen Sie mich?" 1125, "An alle Einheiten: Ignorieren Sie die Sendung von Kappa 3. Die Funkaufzeichnungen dieses Einsatzen unterliegen ab sofort der Geheimhaltungsstufe Phi." 1126, "Hrtetest" 1127, "Das 134. nimmt an einer Gefechtserprobung der neuen Pegasus-Tarnkappenjger teil." 1128, "Bei diesem Einsatz nimmt das 134. an der Erprobung des neuen Tarnkappenjgers der Pegasus-Klasse teil, der fr alliierte Einstze im Nebelgebiet entwickelt wurde. Das ungewhnliche Design des Pegasus minimiert die elektromagnetische Silhouette des Jgers, so dass er von Sensoren so gut wie berhaupt nicht mehr erfasst wird. Diese bung ist der erste Einsatz des Pegasus unter Gefechtsbedingungen im Nebelgebiet." 1129, "Staffel Alpha, unser Ziel ist es, die $f GTC $f Oberon zu beschtzen, einen ausgemusterten Kreuzer der Fenris-Klasse. Die $f Oberon hat der Allianz seit dem Grossen Krieg gedient, und die meisten ihrer Systeme wurden inzwischen als Ersatzteile fr andere Kreuzer ausgeschlachtet. Die $h Delta-Staffel wird die $f Oberon mit den Pegasus-Prototypen angreifen. Ihre Aufgabe ist es, sie zu verteidigen." 1130, "Ihre Waffen werden fr die Dauer des Tests abgeschaltet. Sie knnen die Laser und Raketen zwar abfeuern, doch sie werden bei der $h Delta-Staffel nur oberflchliche Schden anrichten. Die Ingenieure an Bord der $f GTD$f Aquitaine werden den Verlauf der bung berwachen und Daten ber die Tarnfhigkeit und das Kampfpotential des Pegasus sammeln." 1131, "Die Shivaner haben die Aquitaine zerstrt. Ohne dieses Schiff sind all unsere Operationen im Nebelgebiet in Gefahr. Auch wenn der Gegner uns zahlenmssig und an Feuerkraft berlegen war, ist das keine Entschuldigung dafr, dass die Aquitaine unter unserem Schutz vernichtet wurde. Die 10.000 Offiziere und Mannschaftsmitglieder, die dabei ums Leben kamen, waren unsere Freunde und Kameraden. Das 134. ist der Schandfleck der alliierten Flotte. Da wir an der Front stehen, glauben die Befehlshaber, es sei unsere Pflicht, die Schuld fr ihre Fehler auf uns zu nehmen. Als Ihr Geschwaderfhrer werde ich zu Ihren Gunsten aussagen. Man htte mehr Staffeln einsetzen sollen, um den Rckzug der Aquitaine zu decken. Doch bis das Oberkommando seine Untersuchung abgeschlossen hat, wird Ihnen die Fluglizenz entzogen, und Sie werden unter Arrest gestellt. Sie knnen wegtreten, Pilot." 1132, "Ihre grsste Aufmerksamkeit sollten Sie auf Bomber richten, wenn Sie sie Aquitaine beschtzen." 1133, "Gut gemacht, Pilot. Obwohl uns der Gegner uns zahlenmssig und an Feuerkraft berlegen war, haben Sie es geschafft, den Rckzug der Aquitaine durch den Gamma-Draconis-Sprungknoten zu decken. Die Moloch und ihre Jger haben zwar schwere Schden verursacht, doch unsere Wartungstrupps sind derzeit schon dabei, den Zerstrer wieder zusammenzuflicken. Ihre Handlungsweise hat Tausenden das Leben gerettet. Die 64. Raptors brauchen dringend gute Bomber-Piloten. Ich habe Sie zur Versetzung dorthin empfohlen. Einen Bomber zu fliegen ist harte Arbeit, aber mit einer Lafette voller Cyclops-Torpedos haben Sie dafr auch genug Feuerkraft, um gegnerische Korvetten und Zerstrer auszuschalten. Wir haben gerade die Nachricht bekommen, dass Bosch und seine Rebellenflotte unterwegs sind nach Gamma Draconis. Wir mssen so bald wie mglich wieder starten, um sie abzufangen. Admiral Petrarch wird um 21.50 Standardzeit Details zu unseren weiteren Plnen erlutern." 1134, "Ausgezeichnete Arbeit, Pilot. Obwohl uns der Gegner uns zahlenmssig und an Feuerkraft berlegen war, haben Sie es geschafft, den Rckzug der Aquitaine durch den Gamma-Draconis-Sprungknoten zu decken. Fr die Rettung eines Grosskampfschiffes der Galaktischen Terranisch-Vasudanischen Allianz vor der sicheren Vernichtung verleihen wir Ihnen hiermit den Orden von Galatea. Herzlichen Glckwunsch. Die 64. Raptors brauchen dringend gute Bomber-Piloten. Ich habe Sie zur Versetzung dorthin empfohlen. Einen Bomber zu fliegen ist harte Arbeit, aber mit einer Lafette voller Cyclops-Torpedos haben Sie dafr auch genug Feuerkraft, um gegnerische Korvetten und Zerstrer auszuschalten. Wir haben gerade die Nachricht bekommen, dass Bosch und seine Rebellenflotte unterwegs sind nach Gamma Draconis. Wir mssen so bald wie mglich wieder starten, um sie abzufangen. Admiral Petrarch wird um 21.50 Standardzeit Details zu unseren weiteren Plnen erlutern." 1135, "Sie hatten keine Erlaubnis, zum Sttzpunkt zurckzufliegen. Durch Ihre Handlungsweise haben Sie eine Bewertung des Tarnkappenjgers Pegasus unmglich gemacht. Bis auf weiteres haben Sie Startverbot!" 1136, "Um die Korvette der Moloch-Klasse zu zerstren, mssen Sie sie in Sensorreichweite halten. Damit liefern Sie der Aquitaine die ntigen Feuerleitdaten." 1137, "Zerstren Sie die Tiamat" 1138, "Beschtzen Sie die Aquitaine" 1139, "Beschtzen Sie die Oberon" 1140, "Geben Sie der Aquitaine Geleitschutz zum Sprungknoten" 1141, "Zerstren Sie die Tiamat" 1142, "Zerstren Sie die shivanischen Jger und Bomber" 1143, "Beschtzen Sie die Oberon zwei Minuten lang" 1144, "Testen Sie den Pegasus-Tarnkappenjger" 1145, "Diese bung beginnt in 5...4...3...2...1. Delta-Staffel, Tarnmodus aktivieren." 1146, "Aquitaine, setzen Sie Kurz auf den Gamma-Draconis-Sprungknoten. Wir ziehen Sie von dort ab." 1147, "Alpha ist im Einsatz. Delta-Staffel, sind Sie bereit?" 1148, "Besttigt, Command. Diese Alpha-Bubis werden nicht mal wissen, von wo aus wir sie getroffen haben." 1149, "Alpha, wir stellen Ihre Waffen auf den Trainingmodus um. Ihre Geschtze richten dann nur noch oberflchlichen Schaden an." 1150, "Bei allem ntigen Respekt, Sir, ich empfehle, diese bung mit scharfer Munition durchzufhren." 1151, "Die Oberon ist am Sprungpunkt aufgetaucht und hlt sich bereit. Ihre Aufgabe, ist es, den Kreuzer gegen die Angriffe der Delta-Staffel zu verteidigen, Alpha." 1152, "Ziehen wir diese Fliegerchen aus dem Verkehr, Delta." 1153, "Erfassung der Testdaten luft - jetzt. Alle Systeme funktionieren normal." 1154, "Da kommen sie!" 1155, "Bleiben Sie dran, Alpha! Nicht den Sichtkontakt verlieren!" 1156, "Zielsignatur ist verschwindend klein. Auf mittlere Reichweite kaum zu treffen." 1157, "Alpha, knnen Sie die Delta-Staffel als Ziel erfassen?" 1158, "Negativ, Command. Selbst auf krzeste Entfernung fangen meine Sensoren kein Signal auf." 1159, "Gut. Wie sieht es bei Ihnen aus, Delta?" 1160, "Schilde und Panzerung haben einen niedrige Schadensschwelle." 1161, "Geschwindigkeit und Manvrierfhigkeit liegen weit ber dem Durchschnitt." 1162, "Begrenzte Angriffsfhigkeiten. Meiner Meinung nach ein ausgezeichneter Aufklrungsjger." 1163, "Die Delta-Staffel hat mssigen Schaden an der Oberon angerichtet. Bleiben Sie dran, Alpha. Verlieren Sie sie nicht im Nebel." 1164, "Die Oberon hat schwere Schden erlitten. Die Jger von Delta sind Ihnen wohl etwas berlegen, Alpha." 1165, "Der Zustand der Oberon liegt im roten Bereich, das Schiff ist verloren. Sieht aus wie ein Sieg fr die Delta-Staffel." 1166, "Das reicht als erster Test, Piloten. Unsere Ingenieure haben wichtige Daten gesammelt. Gute Arbeit, Delta. Sie haben die Alpha-Staffel auf dem falschen Bein erwischt." 1167, "Ausgezeichnete Arbeit, Piloten. Unsere Ingenieure haben wichtige Daten gesammelt. Gute Arbeit, Alpha-Staffel." 1168, "Wir beginnen nun mit dem zweiten Test." 1169, "bung abbrechen! Wiederhole: bung abbrechen! Sensoren melden Feindschiffe im Anflug! Delta-Staffel, so schnell wie mglich zurck zur Aquitaine." 1170, "Alpha-Staffel, Ihre Primr- und Sekundrwaffen wurden wieder scharfgemacht. Halten Sie die Shivaner auf, damit sich die Aquitaine zurckziehen kann." 1171, "In Ordnung, Command. Fusionsantrieb wird gezndet. Entfernung vom Knoten betrgt 4500 Meter. Wir werden unseren Sprungpunkt in 6 Minuten erreichen." 1172, "Hier spricht die Aquitaine. Shivanische Gefechtskpfe haben unseren Rumpf beschdigt. Ausserdem fgen uns die Hauptgeschtze der Moloch schweren Schaden zu." 1173, "Hier spricht die Aquitaine. Alle Mann vorbereiten auf Notevakuierung! Aussenhlle kann jeden Moment aufbrechen!" 1174, "Die Aquitaine ist zerstrt worden! Einsatz abbrechen, Piloten! Ziehen Sie sich sofort zurck !" 1175, "Die Aquitaine hat den Gamma-Draconis-Sprungknoten erreicht! Sichern Sie die Gegend, und dann zurck zum Sttzpunkt, Piloten. Gut gemacht." 1176, "Die Shivaner haben eine Korvette der Moloch-Klasse abgesetzt, Zielbezeichnung Tiamat." 1177, "Wir haben die Tiamat zerstrt!" 1178, "Knigs-Gambit" 1179, "Die 64. Raptors fhren einen Bomberangriff auf die NTF-Kriegsschiffe, die die Blockade des Capella-Sprungknotens durchbrochen haben." 1180, "Boschs Gambit Wir haben Berichte ber alarmierende Entwicklungen an der Brgerkriegsfront erhalten. Admiral Bosch hat seine Truppen im Regulus-System zusammengezogen und damit die Colossus mit ihrem Kampfverband ausmanvriert. Die Armada der Rebellen ist jetzt im Anflug auf das Gamma-Draconis-System, auf dem Weg ber Polaris, Epsilon Pegasi und Capella. Ihr Ziel: das Knossos-Subraumportal." 1181, "Spiessrutenlauf Die alliierte Flotte hat einige NTF-Kriegsschiffe whrend ihres Spiessrutenlaufs durch die einzelnen Sprungknoten-Blockaden vernichten knnen. Trotzdem haben die Rebellen immer noch genug Feuerkraft, um unsere Positionen in Gamma Draconis zu bedrohen. Die Colossus und ihr Kampfverband verfolgen Bosch und schiessen gelegentlich Nachzgler ab. Wir mssen Gamma Draconis halten, bis sie als Verstrkung eintrifft." 1182, "Auf die Barrikaden Unsere Geschwader werden bei der Blockade des Capella-Sprungknotens mitwirken. Wenn die Rebellen ankommen, ist unser Hauptziel, so viel Schaden anzurichten wie mglich. In der zweiten Phase greifen wir dann Aufmarschgebiete des Gegners an, wenn die Rebellen versuchen, sich dort zum grossen Angriff zu sammeln. Wir mssen die Angriffsstrke der NTF verringern, bevor es zur grossen Konfrontation am Sprungknoten kommt." 1183, "Das Ende der Rebellion Dieser Feldzug knnte das Ende von Admiral Boschs Bewegung sein. Ob er nun zum Portal durchbricht oder nicht, das Regime der NTF und ihre Herrschaft ber Polaris, Regulus und Sirius sind auf jeden Fall Vergangenheit. Das Oberkommando hat uns weder die Motive fr Boschs Verhaltensweise mitgeteilt noch die mglichen Folgen, falls er Erfolg haben sollte. Wir wissen nur, dass 18 Monate des Ttens und des Terrors jetzt bald enden werden." 1184, "Der Artemis-Bomber Die Aquitaine hat soeben vier Staffeln der neuen GTB Artemis ausgeliefert bekommen, der nchsten Generation von Leichten Bombern. Die Artemis ist das beweglichste Schiff dieser Klasse und ist mit dem Cyclops-Torpedo bewaffnet, unserer modifizierten Kreuzer-Jagdwaffe. Ich habe die Maschinen den 64. Raptors zugewiesen. Dieses Geschwader wird bei der bevorstehenden Operation eine Rolle als Bomber- und schweres Angriffsgeschwader bernehmen." 1185, "Das Prometheus-S-Geschtz Die Artemis-Bomber werden ab sofort auf das neue Prometheus-Geschtz umgerstet. Unsere Gasextraktor-Schiffe im Nebelgebiet haben genug Rohmaterial gesammelt, dass wir mit der Produktion des GTW-5 Prometheus S beginnen knnen. Das S-Geschtz basiert auf der ursprnglichen Version des Prometheus-Geschtzes, und das war mit seiner hohen Schadensquote bei Schild- und Rumpftreffern bekanntlich eine unserer besten Waffen im Grossen Krieg." 1186, "Hier spricht Commander Beckett, Anfhrer des 64. Bomber-Geschwaders. Um 04.57 Standardzeit sind Kriegsschiffe der NTF in das Gamma-Draconis-System eingedrungen und haben unsere Blockadeschiffe angegriffen. Bisher haben wir schon die NTC Absalon, die NTC Cunaxa und mehrere Truppentransporter abschiessen knnen. Admiral Petrarch hat das 64. zur Verstrkung herbeigerufen." 1187, "Die Vasudaner haben die Fhrung der Blockadetruppen bernommen mit der $f GVD $f Hedetet, einem Zerstrer der Typhon-Klasse. Die Allianz hat ausserdem ein Netz von fnf $f Mjolnir RBCs errichtet, ferngelenkten Strahlgeschtzen. Diese unbemannten experimentellen Waffenplattformen feuern schwere Schiffsgeschtze auf gegnerische Kriegsschiffe ab und werden zur Verteidigung strategischer Ziele eingesetzt." 1188, "Die Flotte der $h NTF wird durch den Capella-Sprungknoten kommen. Danach springt jedes Kriegsschiff einen Sammelpunkt innerhalb des Gamma-Draconis-Systems an. In den Pausen zwischen den Sprngen laden die Schiffe ihren Subraumantrieb wieder auf. Ihre Aufgabe wird darin bestehen, die Kriegsschiffe mit Ihren Cyclops-Torpedos anzufangen." 1189, "Die $h Iceni ist uns bereits durch die Finger geschlpft, aber wir werden uns jede Mhe geben, Bosch zu finden, bevor die Rebellen sich sammeln und angreifen knnen. Geheimdienstberichten sind die $h NTD $h Uhuru, die $h NTC $h Pax, die $h NTC $h Liberty und die $h NTC $h Undaunted in den Subraumknoten eingeflogen und damit im Anflug auf unsere Blockade." 1190, "Die 64. Raptors sind eine Schande fr die Aquitaine und die GTVA. Jedes Kriegsschiff, das unsere Blockade durchbricht, bedroht unsere Stellungen im Gamma-Draconis-System. Wir haben zwar die Kraft, die Rebellion zu zerschmettern, aber unser Versagen hier wird wertvolle Menschenleben und Ressourcen kosten, die nicht ntig gewesen wren. Admiral Petrarch hat dem 64. bis auf weiteres Flugverbot erteilt. Unsere Bomber wurden den 107. Ravens zugewiesen. Weggetreten, Pilot." 1191, "Konzentrieren Sie die Angriffe Ihrer Geschwaderkameraden auf wichtige Ziele." 1192, "Ausgezeichnete Arbeit, Pilot. Dank unserer Blockade des Capella-Sprungknotens hat die Allianz einen grossen Sieg errungen. Die Mjolnir RBCs und das Bombardement des 64. haben einen betrchtlichen Teil der Rebellenflotte ausgeschaltet. Die Raptors haben alle gegnerischen Kriegsschiffe ausgeschaltet, die durch unsere Linien geschlpft sind. Kein anderes Geschwader kann das von sich behaupten. Unsere Einheit wird so schnell wie mglich wieder eingesetzt. Melden Sie sich sofort im Bereitschaftsraum." 1193, "Gute Arbeit, Pilot. Die Mjolnir RBCs und das Bombardement des 64. haben die Kampfkraft der Rebellenflotte betrchtlich verringert. Damit haben sich unsere Chancen verbessert, unsere Verluste bei Gamma Draconis auf einem Minimum zu halten. Die Raptors werden so schnell wie mglich wieder eingesetzt. Melden Sie sich sofort im Bereitschaftsraum." 1194, "Zerstren Sie die Uhuru" 1195, "Zerstren Sie die Pax" 1196, "Zerstren Sie die Liberty" 1197, "Zerstren Sie die Undaunted" 1198, "Zerstren Sie die Inspiration" 1199, "Zerstren Sie die Perseverance" 1200, "Fangen Sie alle NTF-Kampfschiffe ab, und zerstren Sie sie." 1201, "Aufgepasst, Alpha! NTF-Schiffe sind unterwegs zu Ihnen." 1202, "Die NTD Uhuru ist jetzt im System. Erledigen Sie den Zerstrer, und schalten Sie den Geleitschutz aus." 1203, "Gute Arbeit, Piloten! Aber noch kein Grund zu feiern, da kommt neuer rger auf uns zu." 1204, "Die NTD Uhuru ist gesprungen! Jetzt auf Kurs zum Sammelpunkt." 1205, "Alpha 1, eine Korvette der Deimos-Klasse, die NTCv Pax, ist ins System eingeflogen." 1206, "Die Pax hat es hinter sich!" 1207, "Die Pax ist entkommen! Das hier soll eine Blockade sein, Pilot! Wir mssen die Rebellen aus dem Verkehr ziehen!" 1208, "Die NTC Liberty fliegt in das System ein, ein Kreuzer der Aeolus-Klasse. Weichen Sie dem Loki-Geleitschutz aus, Alpha!" 1209, "Das ist ein besttigter Abschuss! Aber da kommen noch mehr Gegner an!" 1210, "Vorsicht, Alpha! Die NTC Undaunted, ein Kreuzer der Leviathan-Klasse, mischt sich in das Gefecht ein." 1211, "Dranbleiben, Alpha. Die Schlacht ist noch nicht vorbei." 1212, "Die Undaunted ist geflohen. Jedes Schiff, das Sie entkommen lassen, bedeutet mehr rger fr spter, Pilot!" 1213, "Die Liberty ist in den Subraum gesprungen. Ich wette, wir sehen den Schrotthaufen bald wieder." 1214, "Da kommt die NTF Inspiration, Alpha. Schlagen Sie zu, aber feste!" 1215, "Zielobjekt Inspiration vernichtet. Halten Sie sich von dem Schiff fern, es geht gleich hoch!" 1216, "Die Inspiration hat die Blockade durchbrochen!" 1217, "Die NTCv Perseverance ist durch den Knoten geflogen!" 1218, "Die Perseverance ist vernichtet! Genau dafr werden Sie bezahlt, Pilot!" 1219, "Die Perseverance ist gesprungen. Das gibt verdammten rger, Piloten." 1220, "Alpha-Staffel, zurck zum Sttzpunkt. Unsere Aufklrer haben einen Rebellen-Sammelpunkt gefunden, und wir teilen Sie dem Angriffstrupp zu." 1221, "Sizilianische Verteidigung" 1222, "Das 64. fhrt einen Prventivschlag gegen einen Sammelpunkt der Rebellen im Gamma-Draconis-System" 1223, "Unsere Aufklrer haben einen der NTF-Sammelpunkte im Gamma-Draconis-System gefunden. Die Rebellen bereiten sich auf einen koordinierten Angriff vor, um die Kontrolle ber das Knossos-Subraum-Portal zu gewinnen. Der Geheimdienst glaubt, dass die NTF ber ausreichende Feuerkraft fr eine schwere Offensive verfgt." 1224, "Ihr Primrziel ist die $h Iceni, Boschs Kommandoschiff. Die 64. Raptors werden den Angriff anfhren. Die Vasudaner setzen die $f GVC $f Hyksos und eine Staffel Serapis-Jger zu unserer Untersttzung ein. Sobald wir weitere Schiffe zur Verfgung haben, werden wir sie als Verstrkung einsetzen." 1225, "Sie drfen von nun ab die GTM-10 Piranha einsetzen, eine Synapsenbombe der dritten Generation. Die Piranha bildet einen hochexplosiven Jger-Abwehrschirm. Znden Sie die Piranhas durch erneutes Drcken des Feuerknopfes." 1226, "Sie haben sich gegen erbitterten Widerstand durchgekmpft und die Rebellenflotte angeschlagen. Die NTF hat mit ihrem Angriff auf das Knossos-Subraum-Portal begonnen, aber die Schlge, die unser Geschwader gefhrt hat, haben die Kampfkraft des Gegners bedeutend geschwcht. Unsere Angriffe auf die anderen Sammelpunkte waren ebenfalls erfolgreich, auch wenn Admiral Bosch weiter auf freiem Fuss ist. Trotzdem: Dies ist der Anfang vom Ende der NTF." 1227, "Dass wir es nicht geschafft haben, den gegnerischen Kriegsschiffen nennenswerten Schaden zuzufgen, knnte uns bei der Verteidigung des Knossos-Subraum-Portals noch bitter leid tun. Unsere Angriffe auf die anderen Sammelpunkte waren ebenfalls wenig erfolgreich. Auch wenn die Neo-Terranische Front kurz vor dem Zusammenbruch steht, knnen wir es uns nicht leisten, Bosch und seine Anhnger zu unterschtzen." 1228, "Koordinieren Sie Ihre Aktionen mit denen Ihrer Geschwaderkameraden. Konzentrieren Sie Ihre Krfte auf die wichtigen Ziele." 1229, "Wir trauern um den Verlust unserer Schiffe und ihrer tapferen Besatzungen. Viele Menschen haben in dieser Schlacht ihr Leben gelassen, und wir htten das vielleicht verhindern knnen, wenn wir wachsamer gewesen wren. Wir werden Bosch und die Neo-Terranische Front letztendlich besiegen, doch der Preis fr diesen Sieg htte nicht so hoch ausfallen mssen. Und ein Sieg in diesem Brgerkrieg bedeutet noch lange keinen Frieden fr die Allianz. Wir haben immer noch die Shivaner am Hals, und fr die brauchen wir jedes Kriegsschiff in unserer Armada." 1230, "Setzen Sie Ihre Staffelpiloten ein, um verbndete Schiffe zu beschtzen." 1231, "Das Oberkommando ist froh, dass wir es geschafft haben, unsere Verluste bei diesem Einsatz auf einem Minimum zu halten. Wir werden Bosch und die Neo-Terranische Front besiegen, obwohl ein Sieg in diesem Brgerkrieg noch keinen Frieden fr die Allianz bedeutet. Wir haben immer noch die Shivaner am Hals, und fr die brauchen wir jedes Kriegsschiff in unserer Armada." 1232, "Zerstren Sie die Yoshitomo" 1233, "Vernichten Sie die Alba" 1234, "Zerstren Sie die Vindicator" 1235, "Zerstren Sie die Epigoni" 1236, "Zerstren Sie die Venture" 1237, "Zerstren Sie die Rebellenschiffe" 1238, "Ich habe ein Bild von der Vindicator, aber von der Iceni ist weit und breit nichts zu sehen." 1239, "Command, wir haben hier ein Problem." 1240, "Wie sieht es bei Ihnen aus, Beta?" 1241, "Entweder haben die Aufklrer Mist gebaut, oder Bosch ist bereits gesprungen." 1242, "Sollen wir unseren Angriff abbrechen, Command?" 1243, "Die Aufklrer werden die Iceni finden. Halten Sie die Augen auf, falls Bosch von einem anderen Sammelpunkt aus hereingesprungen kommt." 1244, "In Ordnung, Command. Wir schnappen sie uns!" 1245, "Hier spricht die Epsilon-Staffel des 33. Jgergeschwaders, GVD Memphis. Wir eskortieren die Hyksos in Position." 1246, "Piloten, die NTC Alba hat unsere Blockade am Capella-Sprungknoten durchbrochen. Wir haben sie bis zu Ihrem Sammelpunkt verfolgen knnen. Die Alba wird jeden Moment aus dem Subraum auftauchen." 1247, "Negativ, Piloten. Zerstren Sie die Vindicator. Schalten Sie alle Rebellenschiffe aus, die den Sammelpunkt erreichen. Wir fangen Bosch am Portal ab." 1248, "Command, wir brauchen hier draussen mehr Feuerkraft!" 1249, "Wir setzen die Delta-Staffel und die GTC Diomedes als Verstrkung ein. Bitte warten Sie." 1250, "Hier spricht die Diomedes. Greife die Rebellen jetzt an." 1251, "Ein Kreuzer der Aeolus-Klasse ist am Sprungpunkt aufgetaucht! Achten Sie auf die Flakgeschtze des Schiffes, Piloten!" 1252, "Die Yoshitomo ist ausgeschaltet!" 1253, "Wir haben die Alba zerstrt!" 1254, "Wir haben die Vindicator vernichtet!" 1255, "Wir haben die Hyksos verloren!" 1256, "Die Rebellen haben die Diomedes abgeschossen!" 1257, "Die Vindicator verlsst das System! Die Rebellen beginnen ihren Angriff. Einsatz abbrechen und zurck zum Sttzpunkt, Piloten!" 1258, "Die Vindicator beginnt mit ihrem Subraumsprung! Kein Grund zur Sorge, Piloten. Ich glaube, wir haben sie hart genug getroffen." 1259, "Die NTF beginnt ihren Angriff auf das Subraumportal! Alle Schiffe zurck zum Sttzpunkt!" 1260, "Endspiel" 1261, "Das 64. muss einen Rebellenangriff am Knossos-Subraumportal abfangen." 1262, "Die $h NTF hat unsere Kriegsschiffe angegriffen, die das Knossos-Portal blockieren. Wir konnten ihren ersten Angriff zurckschlagen, aber die $h NTC $h Alexandria ist zum Portal durchgebrochen und in den Nebel gesprungen. Wir vermuten, dass sich die Rebellen jetzt sammeln und neu formieren fr einen zweiten Angriff. Das Oberkommando hat die $f GTA $f Monitor abkommandiert, um den Angriff abzuwehren, und weitere Verstrkungen sind unterwegs." 1263, "Das 64. wird bei diesem Einsatz als Jagdgeschwader eingesetzt. Die $h NTF hat noch ein paar Staffeln Zeus und Medusas brig, daher wird Ihr Einsatzziel die Vernichtung aller Bomber und ihres Jagdschutzes sein. Die $f Colossus greift die $h NTC $h Vanguard und die $h NTCv $h Congreve an. Wir werden die $f Colossus in Position bringen, sobald dieses Gefecht hier entschieden ist." 1264, "Halten Sie die Augen nach der NTF Iceni auf. Sollte dieses Schiff in Ihrer Reichweite auftauchen, haben Sie die Erlaubnis, es anzugreifen und zu vernichten. Bosch spielt mit unseren Truppen Katz und Maus, seit er in das Gamma-Draconis-System gekommen ist. Wir nehmen an, er will das Knossosgert entweder unter seine Kontrolle bringen oder selbst durch das Portal springen, aber seien Sie auf alle mglichen Eventualitten vorbereitet." 1265, "Das ist das Endspiel, Pilot. Boschs $h Neo-Terranische $h Front ist zerschmettert. Nur die letzten Fanatiker sind noch brig. Sie werden bis zum Tode kmpfen und versuchen, so viele von uns mitzunehmen wie mglich. Wir haben vollstes Vertrauen in Ihre Fhigkeiten, diese Aufgabe zu erledigen. Viel Glck." 1266, "Der Aquitaine steht jetzt die GTM-4a Tornado zur Verfgung, eine Weiterentwicklung der Hornet-Rakete. Dank ihres verbesserten Feuerleitsystems und leistungsfhigerer Steuerungscomputer kann die Tornado fter und prziser feuern als die Hornet. Achten Sie aber darauf, dass Sie das Ziel richtig aufschalten, sonst schiesst die Lafette nicht korrekt." 1267, "Ausserdem drfen Sie die neue GTM-11 Infyrno einsetzen, eine flchendeckende Jgerabwehr-Splitterrakete. Die Infyrno wird durch Fernsteuerung gezndet. Drcken Sie Ihren Feuerknopf fr die Sekundrwaffen ein zweites Mal, um die Sprengkpfe zu znden. Eine Anzeige im HUD meldet Ihnen die Entfernung von der Rakete. Die Infyrno zersplittert in mehrere Kleinstsprengkpfe mit extrem explosiven Ladungen." 1268, "Die Allianz hat den 64. Raptors den Auftrag erteilt, die Monitor, die Fortune und die vielen tausend Menschen an Bord dieser Schiffe zu beschtzen. Wir aber haben versagt und diesen Auftrag nicht erfllt. Obwohl diese Offiziere und Mannschaften ihr Leben fr die GTVA geopfert haben, gibt es fr uns keinen Heldenempfang. Unser Job wre es gewesen, diese Mnner und Frauen lebendig und gesund heim zu bringen. Ich empfehle Ihre sofortige Versetzung aus dieser Einheit. Der Admiral und ich glauben, dass Sie wohl besser geeignet sind, ein Versorgungsschiff, einen Frachter oder vielleicht einen Transporter zu fliegen. Ein taktisches Geschwader jedenfalls ist der falsche Ort fr einen Piloten, der seine Aufgaben nicht erfllen kann. Hier steht zuviel auf dem Spiel." 1269, "Ihre grsste Aufmerksamkeit sollten Sie auf Bomber richten." 1270, "Die Allianz trauert um die GTC Monitor. Tausende von mutigen Offizieren und Mannschaften haben ihr Leben fr die GTVA geopfert. Wir als Geschwader mssen uns fragen, ob und wie man diese Tragdie htte verhindern knnen. Aken Bosch konnte sich seiner Gefangennahme erneut entziehen. Sein Subraumsprung so nahe beim Knossos-Gert war ein grosses Risiko, doch dadurch konnte er in das Nebelgebiet entkommen. Rebellensaboteure an Bord der Colossus hatten fr kurze Zeit die Feuerleitstelle ausser Gefecht gesetzt, um der Iceni damit eine Gelegenheit zur Flucht zu verschaffen. Diese Saboteure wurden inzwischen in Gewahrsam genommen. Sie hingegen werden versetzt. Admiral Petrarch hat uns gebeten, ihm Piloten fr ein Offiziers-Austauschprogramm mit den Vasudanern zu empfehlen. Der Admiral und ich glauben, dass eine Dienstperiode beim Vasudanischen Taktischen Befehlsstab Ihnen gut tun knnte." 1271, "Die Allianz trauert um die GTC Fortune. Tausende von mutigen Offizieren und Mannschaften haben ihr Leben fr die GTVA geopfert. Wir als Geschwader mssen uns fragen, ob und wie man diese Tragdie htte verhindern knnen. Aken Bosch konnte sich seiner Gefangennahme erneut entziehen. Sein Subraumsprung so nahe beim Knossos-Gert war ein grosses Risiko, doch dadurch konnte er in das Nebelgebiet entkommen. Rebellensaboteure an Bord der Colossus hatten fr kurze Zeit die Feuerleitstelle ausser Gefecht gesetzt, um der Iceni damit eine Gelegenheit zur Flucht zu verschaffen. Diese Saboteure wurden inzwischen in Gewahrsam genommen. Sie hingegen werden versetzt. Admiral Petrarch hat uns gebeten, ihm Piloten fr ein Offiziers-Austauschprogramm mit den Vasudanern zu empfehlen. Der Admiral und ich glauben, dass eine Dienstperiode beim Vasudanischen Taktischen Befehlsstab Ihnen gut tun knnte." 1272, "In Anerkennung Ihres Beitrages zum Sieg der GTVA ber die NTF-Rebellion verleihen wir Ihnen hiermit den NTF-Siegesstern. Der GTVA-Sicherheitsrat und die Vollversammlung danken Ihnen fr Ihre Dienste bei Deneb, Epsilon Pegasi und Gamma Draconis. Aken Bosch konnte sich seiner Gefangennahme erneut entziehen. Sein Subraumsprung so nahe beim Knossos-Gert war ein grosses Risiko, doch dadurch konnte er in das Nebelgebiet entkommen. Rebellensaboteure an Bord der Colossus hatten fr kurze Zeit die Feuerleitstelle ausser Gefecht gesetzt, um der Iceni damit eine Gelegenheit zur Flucht zu verschaffen. Diese Saboteure wurden inzwischen in Gewahrsam genommen. Admiral Petrarch hat uns gebeten, ihm Piloten fr ein Offiziers-Austauschprogramm mit den Vasudanern zu empfehlen, und Ihr Name steht ganz oben auf der Liste. Sie werden ein hervorragender Vertreter unseres Geschwaders sein, unseres Schiffes und unserer ganzen Rasse." 1273, "Zerstren Sie die Iceni" 1274, "Zerstren Sie die Danton" 1275, "Zerstren Sie die Loyola" 1276, "Beschtzen Sie das Knossosportal" 1277, "Fangen Sie die Iceni ab, und zerstren Sie sie." 1278, "Admiral Bosch ist am Sprungpunkt aufgetaucht! Er fliegt auf das Subraumportal zu! Colossus, erffnen Sie das Feuer mit allen vorderen Geschtztrmen!" 1279, "Command, die Rebellen ziehen sich zurck!" 1280, "Colossus hier. Bleiben Sie dicht bei uns, Piloten. Wir werden uns um diese Kerle kmmern." 1281, "Hier spricht die Monitor. Wir werden hier draussen zu Klump geschossen! Setzen Sie sofort die Colossus ein, Command!" 1282, "Die Colossus wird jeden Moment in Position sein. Durchhalten!" 1283, "Wir verlieren die Monitor! Wir brauchen mehr Jagdschutz fr die Korvette!" 1284, "Die Monitor ist zerstrt worden!" 1285, "Hier GTC Fortune. Wir knnen keinen direkten Treffer mehr wegstecken! Erbitten sofortige Hilfe!" 1286, "Durchhalten, Fortune. Hilfe ist unterwegs!" 1287, "Die Rebellen haben die Fortune vernichtet!" 1288, "Die NTC Loyola ist Geschichte! Ausgezeichnete Arbeit, Piloten!" 1289, "Zielobjekt Danton ausgeschaltet!" 1290, "Willkommen, Alpha-Staffel. Alles ruhig an der Knossos-Front. Wir haben die erste Welle der NTF zurckgeschlagen, aber sie werden zurckkommen. Wir haben gerade gehrt, dass die Colossus die NTC Vanguard abgeschossen hat." 1291, "Wir geben Ihnen Feuerschutz, Monitor. Diese Bomber kommen nicht mal auf zwei Kilometer an Sie ran." 1292, "Fangen Sie die Staffel Aquarius ab! Schalten sie die Raketen aus, bevor sie die Monitor treffen!" 1293, "Hier spricht die GTVA Colossus. Monitor, Sie sind abgelst. Gute Arbeit, Captain." 1294, "In Ordnung, Colossus. Wir verziehen uns." 1295, "Und achten Sie auf den Jger-Geleitschutz! Lassen Sie sich nicht von den Kerlen in die Zange nehmen!" 1296, "Ein Kreuzer der Aeolus-Klasse ist gerade angekommen! Es ist die NTC Loyola! Die Rebellen haben mit ihrem Angriff begonnen!" 1297, "Die haben eine Staffel Lokis als Geleitschutz dabei, Zielbezeichnung Sagittarius!" 1298, "Die Danton ist am Sprungpunkt aufgetaucht! Angriff nach eigenem Ermessen. In Polaris haben wir 40 Piloten beim Kampf gegen die Danton verloren." 1299, "Also, wo steckt die Iceni? Lassen Sie uns das hier zu Ende bringen." 1300, "Command! Wir haben einen Totalausfall der Feuerleitsteuerung! Wir brauchen 30 Sekunden, um die Hilfssysteme zu aktivieren!" 1301, "Soviel Zeit haben wir nicht, Colossus!" 1302, "Die Iceni hat das Knossos-Portal erreicht! Sie springt in den Nebel!" 1303, "Negativ. Wir schicken einen Suchtrupp, um den Admiral zu finden." 1304, "Command, sollen wir die Iceni durch das Portal verfolgen?" 1305, "Die Neo-Terranische Front ist zerschlagen, Piloten. Die Rebellion ist vorbei. Zurck zum Sttzpunkt." 1306, "Der Nebel des Krieges" 1307, "Das 203. Geschwader der GVD Psamtik greift eine shivanische Minenoperation im Nebelgebiet an." 1308, "Dmmerung Hier spricht Admiral Khafre, Kommandant der GVD Psamtik, 13. Vasudanischer Kampfverband. Die Rebellion der NTF ist beendet. Polaris, Regulus und Sirius stehen jetzt unter der Kontrolle der Allianz, und nach 18 Monaten des Blutvergiessens knnen wir endlich wieder damit anfangen, diese Systeme aufzubauen. NTF-Offiziere, die fr Vlkermord an vasudanischen Zivilisten verantwortlich sind, werden auf Beta Aquilae vor ein Kriegsverbrechertribunal gestellt. Die GTVA-Kriegsschiffe im Nebelgebiet jagen jetzt die Iceni und die anderen Blockadebrecher." 1309, "Willkommen, Terraner! Ich mchte die terranischen Piloten, die in Gamma Draconis zu uns gekommen sind, an Bord herzlich willkommen heissen. Ihre Teilnahme am Offiziers-Austauschprogramm wird zur Verbesserung und Festigung der gegenseitigen Beziehungen und unserer Kooperation beitragen. Sie werden in vasudanischen Staffeln Ihren Dienst versehen und vasudanische Jger fliegen. Unsere Wartungstrupps haben die Maschinen an die Bedrfnisse terranischer Piloten angepasst. Unser Bndnis hat sich seit dem terranisch-vasudanischen Krieg weit entwickelt, und Initiativen wie diese knnen das Band zwischen unseren Rassen nur strken." 1310, "Die Zweite Front Nachdem die Rebellion niedergeschlagen ist, knnen wir uns jetzt auf unsere Operation im Nebelgebiet konzentrieren. Wir haben dort drei wichtige Ziele: eventuelle unerforschte shivanische Sprungknoten zu finden, alle gegnerischen Schiffe zu vernichten und Admiral Aken Bosch gefangenzunehmen. Wir starten unsere Geschwader um 32.30 Vasudanische Galaxiszeit." 1311, "Das Maxim Die Psamtik hat eine Ladung neue Waffen bekommen, darunter die neuen GTW-66 Maxim-Geschtze. Das Maxim ist rein technisch gesehen eine Energiewaffe, obwohl es sich wie ein Massenbeschleuniger benimmt und hlsenlose Urangeschosse aus seinem glattgezogenen Lauf verschiesst. Das Maxim kann nur mit Mhe Schilde durchdringen, aber seine Wirkung auf Rumpfpanzerung ist vernichtend. Setzen Sie dieses Geschtz nach Bedarf ein." 1312, "Die Lamprey Ausserdem wird Ihnen die GTW-83 Lamprey-Kanone zugeteilt, eine Kurzschlusswaffe der zweiten Generation. Die Lamprey wirkt auf die Energiesysteme Ihres Zieles und schliesst Waffen-, Schild- und Nachbrennerenergie kurz. Zusammen mit einer ausgewogenen Waffe gegen Panzerung und Schilde ist die Lamprey sehr wirksam gegen kleinere Schiffe." 1313, "Das Mekhu HL-7 Achtung, Terraner: Vasudanische Jger und Bomber sind eventuell mit dem Mekhu HL-7 ausgestattet, einer modifizierten Version des Subach HL-7. Das Design des Mekhu wurde an die Reaktorkennlinien vasudanischer Schiffe angepasst, um die Feuergeschwindigkeit zu erhhen." 1314, "Willkommen bei der 203., Terraner. Ich bin Commander Habu, Ihr Geschwaderfhrer. Unsere Einheit dient dem Imperator seit dem Krieg zwischen unseren Rassen vor fast fnf Jahrzehnten. Ich habe gehrt, Sie waren einer von den Piloten, die uns im Deneb-System untersttzt haben. Wir fhlen uns geehrt, an Ihrer Seite zu kmpfen, Pilot. Sie werden die Staffel Alpha fhren." 1315, "Das alliierte Oberkommando hat dem 203. den Auftrag erteilt, den gegnerischen Gasabbau in der Nhe unserer Aussengrenze zu stren. Aufklrer haben sechs Gasminenschiffe der Rahu-Klasse geortet, die im Schutz einer Kette von Sperrgeschtzen operieren. Ihr vorrangiges Ziel ist die Zerstrung der Miner, Ihr Sekundrziel die Ausschaltung der Sperrgeschtze." 1316, "Beachten Sie, dass die Schockwelle bei der Explosion eines Gas-Miners einen grsseren Zerstrungsradius hat als die eines anderen Schiffes vergleichbarer Grsse. Wenn Ihr Schiff im Gefecht ohnehin schon Schaden genommen hat, halten Sie so viel Abstand wie mglich von dem Minenschiff. Wir glauben, dass die Shivaner das Nebelgas als Energiequelle benutzen. Viel Glck." 1317, "Der alliierte Geheimdienst hat keine verlsslichen Daten ber die Sathanas, das shivanische Schlachtschiff der Juggernaut-Klasse, das die Tatenen zerstrt hat. Der Sicherheitsrat der GTVA hat den Notstand ausgerufen. Wenn unsere vorlufigen Analysen zutreffen, bereiten die Shivaner eine grossangelegte Invasion vor. Und die Sathanas knnte eine viel grssere Bedrohung darstellen als der Superzerstrer Lucifer im Grossen Krieg. Unser Hauptziel ist es daher, so viele Daten wie mglich zu sammeln. In der Zwischenzeit bereitet das Oberkommando einen Notfallplan vor, falls die Shivaner dieses Schiff nach Gamma Draconis verlegen. Sie haben sich gut geschlagen bei diesem Einsatz. Wir haben ihren Gasabbau empfindlich gestrt, aber jetzt haben wir grssere Ziele, um die wir uns kmmern mssen." 1318, "Kein Vasudaner verlsst jemals das Schlachtfeld ohne Erlaubnis eines Vorgesetzten. Ihre Feigheit hat das Leben unserer Brder und Schwestern in Gefahr gebracht. Daher werden Ihnen hiermit neben Ihrer Flugerlaubnis auch alle Rechte und Privilegien eines Offiziers der Galaktischen Terranisch-Vasudanischen Allianz aberkannt. Sie werden in Gewahrsam genommen und der Fhrung des 3. Terranischen Kampfverbandes bergeben, um dort vor ein Kriegsgericht gestellt zu werden. Sie sind eine Schande fr Ihre Rasse, Terraner." 1319, "Der alliierte Geheimdienst hat keine verlsslichen Daten ber die Sathanas, das shivanische Schlachtschiff der Juggernaut-Klasse, das die Tatenen zerstrt hat. Der Sicherheitsrat der GTVA hat den Notstand ausgerufen. Wenn unsere vorlufigen Analysen zutreffen, bereiten die Shivaner eine grossangelegte Invasion vor. Und die Sathanas knnte eine viel grssere Bedrohung darstellen als der Superzerstrer Lucifer im Grossen Krieg. Unser Hauptziel ist es daher, so viele Daten wie mglich zu sammeln. In der Zwischenzeit bereitet das Oberkommando einen Notfallplan vor, falls die Shivaner dieses Schiff nach Gamma Draconis verlegen. Ihre Tapferkeit und Ihr Knnen sind aussergewhnlich, Terraner. Ihre Vorgesetzten haben Sie in den hchsten Tnen gelobt, und wir sehen jetzt, dass sie nicht bertrieben haben. Sie haben Ihr Leben aufs Spiel gesetzt, um Ihre Ziele zu erreichen, weit mehr, als es die reine Pflichterfllung gefordert htte, und ohne Ansehen der Gefahr. Wir machen aus Ihnen noch einen echten Vasudaner." 1320, "Zerstren Sie die Gasminer" 1321, "Tatenen beschtzen" 1322, "Vernichten Sie die shivanischen Wachen" 1323, "Vernichten Sie die shivanischen Gasminer" 1324, "Besttigt - Datenbank erkennt die Konfiguration nicht. Zielobjekt berschreitet Abmessungen eines Superzerstrers. Wir orten mehrere Geschtzsignaturen. Erbitte neue Einsatzbefehle!" 1325, "An alle Einheiten: Zurck zum Sttzpunkt! Wir haben nicht genug Feuerkraft, um uns mit diesem Kriegsschiff anzulegen!" 1326, "Achtung, alle Einheiten. Tiefraumscanner haben als Grenzsicherung sechs Sperrgeschtze und eine Staffel Jger der Mara-Klasse geortet, Zielbezeichnung Virgo. Seien Sie vorsichtig." 1327, "Zwei Sperrgeschtze erledigt." 1328, "Nur noch zwei Sperrgeschtze brig." 1329, "Zwei Miner erledigt! Wiederhole: Zwei Miner sind erledigt!" 1330, "Nur noch zwei Rahu-Miner brig. Erledigen Sie sie, Alpha!" 1331, "Fnfter Miner vernichtet." 1332, "Die Tatenen ist zerstrt worden! Ich wiederhole! Die Tatenen ist zerstrt worden!" 1333, "Hier spricht die Tatenen. Shivanische Bomber greifen uns an! Erbitten sofortigen Jagdschutz!" 1334, "Gute Arbeit, Pilot. Das hat den Gegner schon fnfzig Prozent seiner Ressourcen gekostet. Fhren Sie den Einsatz zu Ende." 1335, "Die GVA Junit liefert Ihnen AWACS-Untersttzung." 1336, "Ein Sperrgeschtz der Belial-Klasse ausgeschaltet. Fnf weitere sind noch aktiv." 1337, "Wir haben drei der sechs Geschtze ausgeschaltet." 1338, "Ziele an der Grenzbefestigung ausgeschaltet. Alle Geschtze erledigt." 1339, "Wir haben einen der Miner erwischt. Fnf sind noch brig. Suchen und vernichten.." 1340, "Vom Gegner lsen, Tatenen! Abdrehen und zurckziehen, wir holen Sie da raus." 1341, "An alle Einheiten: Verteidigen Sie die Tatenen! Wir nehmen den Angriff spter wieder auf, sobald diese Bedrohung ausgeschaltet ist. Abfangen und vernichten!" 1342, "An alle Einheiten: Wir empfangen eine ungewhnliche Sprungsignatur in Ihrer Nhe. Suchen und identifizieren." 1343, "Monster im Nebel" 1344, "Mit Hilfe der Ptah-Tarnkappenjger soll Alpha 1 die Subsysteme der Sathanas scannen." 1345, "Alpha 1, Sie bernehmen den neuen Tarnkappenjger der Ptah-Klasse. Ihr Auftrag lautet, die Subsysteme der Sathanas zu scannen. Der alliierte Geheimdienst braucht Daten ber Navigation, Waffen, Sensoren und Kommunikationssysteme des Schlachtschiffs." 1346, "Um ein Subsystem zu scannen. mssen Sie es erst mit der Zielsteuerung erfassen und sich dann dem Ziel bis auf 150 Meter nhern. Die Vorhaltanzeige des Gegners muss in der Mitte Ihrer Zielvorrichtung bleiben. Halten Sie diese Position, bis sich die Scanmarkierung ber Ihre Zielanzeige bewegt hat. Die durchschnittliche Scandauer betrgt etwa fnf Sekunden." 1347, "Das Design des Tarnkappenjgers minimiert Ihre elektronische Silhouette, allerdings haben wir ihn natrlich nicht an shivanischen Gegnern testen knnen. Fliegen Sie den gegnerischen Jgern nicht gerade direkt vor die Cockpitkanzel, und bleiben Sie stndig in Bewegung. Je lnger Sie an der gleichen Stelle kleben, desto grsser die Gefahr einer Entdeckung. Sobald Sie eine Waffe abfeuern, verraten Sie natrlich auch Ihre Position." 1348, "Als Ablenkungsmanver wird die $f GVCv $f Maahes einen direkten Angriff auf das Heck des Kriegsschiffes fliegen. Das lenkt das gegnerische Feuer von Ihnen ab, so dass Sie sich auf Ihre Ziele konzentrieren knnen. Die $h Sathanas hat eine kleinere Anzahl an Trmen in diesem Quadranten, aber Sie mssen Ihre Aufgabe trotzdem schnell erledigen, denn unsere Korvette kann sich nicht lange gegen ein Schlachtschiff der Juggernaut-Klasse halten." 1349, "Sehr beeindruckend, Terraner. Obwohl der Vasudanische Taktische Befehlsstab seine Zweifel hatte, war der Einsatz unseres Tarnkappenjgers der Ptah-Klasse erfolgreich. Trotz widriger Umstnde haben Sie die die Subsysteme des shivanischen Schlachtschiffs scannen knnen. Die Systemanalytiker der GTVN arbeiten sich gerade durch die Daten und suchen eine Schwachstelle in der Abwehr der Juggernaut-Klasse. Sobald der Geheimdienst seinen Bericht abgeschlossen hat, wird das alliierte Oberkommando einen Plan entwerfen, wie wir mit der Sathanas fertigwerden knnen." 1350, "Die Operation lief nicht so reibungslos ab, wie wir gehofft hatten. Trotzdem: Sie haben ein gefhrliches Gefecht berlebt und zumindest drei der vier Subsysteme gescannt. Uns fehlen zwar jetzt noch 25% der bentigten Daten, doch unsere Systemanalytiker versichern uns, dass Ihre Leistung in Anbetracht der Umstnde zufriedenstellend war. Vielleicht htte ein vasudanischer Pilot mit dem ungewhnlichen Design unseres Tarnkappenjgers weniger Probleme und bei der Mission mehr Erfolg gehabt." 1351, "Die Operation lief nicht so reibungslos ab, wie wir gehofft hatten. Nachdem wir nur die Daten von zwei der vier Subsysteme haben, fehlen unseren Systemanalytikern die ntigen Informationen, um eine erfolgversprechende Angriffstaktik zu entwickeln. Wir haben keine andere Wahl, als diese Operation noch einmal zu versuchen. Aber keine Bange, Sie mssen nicht noch einmal fliegen; der Vasudanische Taktische Befehlsstab hat uns seine Enttuschung ber Ihre Leistung bermittelt. Ihre Teilnahme am Offiziers-Austauschprogramm endet mit sofortiger Wirkung. Hoffen wir um der Allianz willen, dass ein vasudanischer Pilot mit dem Ptah-Jger mehr Erfolg hat." 1352, "Die Operation war ein Fehlschlag. Nachdem wir nur die Daten von einem der vier Subsysteme haben, fehlen unseren Systemanalytikern die ntigen Informationen, um eine erfolgversprechende Angriffstaktik zu entwickeln. Wir haben keine andere Wahl, als diese Operation noch einmal zu versuchen. Aber keine Bange, Sie mssen nicht noch einmal fliegen; der Vasudanische Taktische Befehlsstab hat uns seine Enttuschung ber Ihre Leistung bermittelt. Ihre Teilnahme am Offiziers-Austauschprogramm endet mit sofortiger Wirkung. Hoffen wir um der Allianz willen, dass ein vasudanischer Pilot mit dem Ptah-Jger mehr Erfolg hat." 1353, "Die Operation war ein katastrophaler Fehlschlag. Nachdem Sie es nicht geschafft haben, auch nur eines der vier Subsysteme zu scannen, fehlen unseren Systemanalytikern die ntigen Informationen, um eine erfolgversprechende Angriffstaktik zu entwickeln. Wir haben keine andere Wahl, als diese Operation noch einmal zu versuchen. Aber keine Bange, Sie mssen nicht noch einmal fliegen; der Vasudanische Taktische Befehlsstab hat uns seine Enttuschung ber Ihre Leistung bermittelt. Ihre Teilnahme am Offiziers-Austauschprogramm endet mit sofortiger Wirkung. Hoffen wir um der Allianz willen, dass ein vasudanischer Pilot mit dem Ptah-Jger mehr Erfolg hat." 1354, "Die Sathanas hat die Maahes zerstrt; keine berlebenden. Wenn Sie Ihre Einsatzziele etwas frher erreicht htten, wre diese Tragdie vielleicht vermeidbar gewesen. Natrlich trgt auch das Oberkommando seinen Teil der Schuld. Schliesslich hat es Sie als Piloten ausgesucht." 1355, "Ihr Angriff auf die Geschtztrme der Sathanas hat uns wichtige Informationen ber die relative Kampfkraft eines Schlachtschiffs der Juggernaut-Klasse geliefert. Diese Daten sind sehr wertvoll." 1356, "Fr beispielhaften Mut unter Einsatz Ihres eigenen Lebens verleihen wir Ihnen hiermit die Tapferkeitsmedaille." 1357, "gescannt" 1358, "Scannen Sie die Navigation" 1359, "Scannen Sie die Kommunikation" 1360, "Scannen Sie die Waffen" 1361, "Scannen Sie die Sensoren" 1362, "Scannen Sie Navigation, Kommunikation, Waffen und Sensoren" 1363, "Die Systeme, die Sie berprfen mssen, stehen im Befehlsfenster [Drcken Sie $s$, um Subsysteme anzupeilen]." 1364, "Erfassen Sie das Subsystem als Ziel, und nhern Sie sich auf weniger als 150 Meter." 1365, "Um ein Subsystem richtig scannen zu knnen, brauchen Sie eine direkte Sichtverbindung. Wenn Sie das Subsystem nicht sehen knnen, erscheint eine Raute im HUD." 1366, "Auch die Vorhaltemarkierung fr das Subsystem muss in Ihrem Zielbereich liegen. Die durchschnittliche Scandauer liegt bei fnf Sekunden. Wird der Scanzyklus unterbrochen, mssen Sie erneut von vorne beginnen." 1367, "Die Maahes hat die Sathanas schon angegriffen. Sie mssen sich beeilen." 1368, "Hier spricht die Maahes. Wir sind schwer beschdigt durch Geschtzfeuer des Schlachtschiffs. Wir knnen die shivanischen Einheiten nicht ewig ablenken." 1369, "Durchhalten, Maahes. Wir brauchen mehr Zeit. Alpha 1, bewegen Sie sich!" 1370, "Command, hier spricht die Maahes. Unser Rumpf hlt keine Salve mehr aus. Wir mssen uns sofort zurckziehen." 1371, "Besttigt, Maahes. Wir holen Sie da raus. Alpha 1, Sie sind jetzt auf sich alleine gestellt." 1372, "Die Maahes ist vernichtet! Ich wiederhole: Die Maahes ist vernichtet!" 1373, "Alle Jger der Delta-Staffel wurden zerstrt!" 1374, "Sie haben das Navigationssubsystem gescannt." 1375, "Das Waffen-Subsystem wurde gescannt." 1376, "Sie haben die Sensordaten." 1377, "Kommunikation gescannt." 1378, "Einmal erledigt, drei noch auf der Liste." 1379, "Gute Arbeit. Sie haben fnfzig Prozent Ihres Einsatzes erledigt." 1380, "Ausgezeichnet. Nur noch ein Subsystem bleibt zu scannen." 1381, "Einsatz erfolgreich, Alpha 1." 1382, "Sie knnen zum Sttzpunkt zurckkehren oder noch eine weitere Aufgabe erledigen." 1383, "Zerstren Sie so viele Geschtztrme, wie Sie nur knnen. Der Geheimdienst braucht Daten ber die Bewaffnung dieses Kriegsschiffes." 1384, "Denken Sie daran, Sie knnen jederzeit zum Sttzpunkt zurckkehren." 1385, "Die Sathanas ist fort. Zurck zum Sttzpunkt, Pilot." 1386, "...und spricht in Rtseln" 1387, "Das 203. greift ein shivanisches Kriegsschiff an, um die Sathanas in eine Falle zu locken." 1388, "Ihre Erkundung der $h Sathanas hat eine Schwachstelle in der Abwehr der Juggernaut-Klasse offenbart. Doch um diese Schwachstelle auszunutzen, bedarf es der Feuerkraft unserer Grosskampfschiffe. Die $f GVD $f Psamtik, die $f GTD $f Aquitaine und die $f GVD $f Toeris liegen auf der Lauer. Ihre Aufgabe ist es jetzt, die $h Sathanas in die Falle zu locken." 1389, "In der ersten Phase werden Sie die SC Rephaim angreifen, ein Kriegsschiff der Rakshasa-Klasse. Unsere Aufklrer haben die Rephaim in der Nhe der alliierten Sicherheitszone geortet. Der Kreuzer wird von zwei Staffeln von Jgern der Mara-Klasse begleitet. Unsere Analyse der Flugbahn der Rephaim weist auf einen Patrouillenflug hin." 1390, "Ihre erste Aufgabe ist es, die Jger auszuschalten. Das muss schnell geschehen, bevor Verstrkung eintrifft. Sobald der Geleitschutz vernichtet ist, rufen Sie die Delta-Staffel herbei. Die Bomber werden Ihnen bei der Vernichtung der $h Rephaim helfen. Falls ntig, wird Ihre Staffel die Strahlgeschtze des Kreuzers ausschalten, um den Bombern einen sicheren Zielanflug zu ermglichen." 1391, "Wir gehen davon aus, dass der Angriff auf die Rephaim shivanische Verstrkungen auf den Plan rufen wird. Ihr Geschwader wird die feindlichen Schiffe abfangen und vernichten, bis die Sathanas selbst eintrifft. Die Sigma-Staffel wird zu Ihrer Verstrkung bereitstehen, sobald diese Bomber von ihrem momentanen Einsatz zurck sind." 1392, "Sie knnen jetzt die TAG B einsetzen, eine zielsuchende Rakete mit stark verbesserter Trefferquote. Die stossfeste Lagerung der Lasersensoren ermglicht eine viel przisere Datenbertragung vom Leitstrahl zu den Steuerdsen. Die $f GVCv $f Sopedu gibt bei diesem Einsatz Feueruntersttzung." 1393, "Die Allianz fhrt simultane, koordinierte Angriffe gegen shivanische Stellungen im Nebelgebiet durch. Aus diesem Grund knnen wir unsere Zerstrer nicht einsetzen, solange die $h Sathanas nicht in Ihrem Einsatzgebiet auftaucht. Wenn wir die $h Sathanas nicht in die Falle locken knnen und sie unsere Schiffe woanders angreift, mssen wir die Aktion abbrechen." 1394, "Um 07.45 Standardzeit orteten unsere Aufklrer das Schlachtschiff Sathanas mit Kurs auf den Sprungknoten in den terranisch-vasudanischen Raumsektor. Aufgrund der unmittelbaren Bedrohung unserer Heimatwelten hat das Oberkommando den Plan, das Schlachtschiff der Juggernaut-Klasse im Nebelgebiet anzugreifen, aufgeben mssen. Alle alliierten Truppen haben Order, sich sofort nach Gamma Draconis zurckzuziehen. Weitere Befehle erhalten Sie nach Ihrer Ankunft dort. Wir haben noch keine schlssigen Daten bezglich der Funkmeldungen, die zwischen der Iceni und der Rephaim ausgetauscht wurden." 1395, "Vernichten Sie alle shivanischen Kriegsschiffe" 1396, "Beschtzen Sie die Thutmose" 1397, "" 1398, "Command, wir haben Gegner auf dem Radar, knnen aber kein Ziel erfassen." 1399, "Knnen Sie irgendwas sehen?" 1400, "Negativ. Kein Sichtkontakt." 1401, "Bleiben Sie auf dem momentanen Kurs, Pilot." 1402, "Command, wir fangen hier ungewhnliche Signale auf." 1403, "Knnen Sie etwas identifizieren, Alpha?" 1404, "Die bertragung von der Rephaim kommt rein!" 1405, "Das ist unmglich! Das ist ein fremder Kanal!" 1406, "Besttigt. Wir empfangen eine Sendung von dem shivanischen Kriegsschiff!" 1407, "Command, ich habe die Iceni als Ziel erfasst! Das Kommandoschiff der Rebellen befindet sich jetzt auf dem Schlachtfeld." 1408, "An alle Einheiten: Angriff auf die Shivaner! Halten Sie Abstand von der Iceni! Greifen Sie das Schiff nicht an!" 1409, "Besttigt, Command. Wir werden die Iceni nicht angreifen." 1410, "Die Iceni hat ihren Subraumantrieb aktiviert!" 1411, "Wir setzen jetzt die Thutmose ein!" 1412, "Wir haben die Rephaim zerstrt! Ausgezeichnete Arbeit, Piloten." 1413, "Hier spricht die Thutmose. Wir greifen den Gegner jetzt an." 1414, "Wir werden angegriffen! Wir haben schwere Schden erlitten! Erbitten dringend Untersttzung, Command!" 1415, "Alpha 1, geben Sie der Thutmose etwas Feuerschutz!" 1416, "Die Korvette ist zerstrt worden!" 1417, "Sprungsignatur nhert sich! Kriegsschiff der Cain-Klasse! Zielbezeichnung Thaumiel." 1418, "Wir haben die Thaumiel ausgeschaltet. Gut gemacht, Piloten." 1419, "Kriegsschiff im Anflug! Eine Korvette der Moloch-Klasse, Zielbezeichnung Golab!" 1420, "Shivanische Verstrkungen knnen jederzeit eintreffen. Nehmen Sie jetzt lieber neue Munition auf, wenn ntig." 1421, "Nicht zu sehen von der Sathanas! Wir mssen diesen Angriff weiterfhren, um das shivanische Schlachtschiff herzulocken!" 1422, "Delta-Staffel ist in Bereitschaft. Sie knnen diese Bomber zur Verstrkung rufen, wann immer Sie wollen, Alpha." 1423, "Sigma-Staffel hlt sich in Bereitschaft. Setzen Sie diese Bomber nach Bedarf ein." 1424, "Alle Einheiten! Zurck zum Sttzpunkt! Das shivanische Schlachtschiff hat Kurs auf den Gamma-Draconis-Knoten genommen!" 1425, "Alpha 1, Sie missachten einen direkten Befehl! Command zieht die Flotte nach Gamma Draconis zurck. Wenn Sie nicht sofort aus diesem System springen, mssen wir Sie zurcklassen." 1426, "Sie werden fr diese Befehlsverweigerung teuer bezahlen, Pilot. Command, Ende." 1427, "Das Flammende Schwert" 1428, "Als letzten Ausweg vernichtet die GTVA das Knossos-Subraumtor in Gamma Draconis." 1429, "Sathanas Die Sathanas, ein shivanisches Schlachtschiff der Juggernaut-Klasse, ist jetzt unterwegs zu dem Sprungknoten, der in den terranisch-vasudanischen Raumsektor fhrt. Das Oberkommando hat allen Einheiten befohlen, sich innerhalb der nchsten drei Stunden in Gamma Draconis zu sammeln. Der grsste Teil der Flotte hat den Befehl besttigt, aber mindestens sechs Kriegsschiffe haben den Sammelpunkt nicht erreicht. Doch wir knnen jetzt nicht mehr lnger warten. Der GTVA-Sicherheitsrat hat die sofortige Zerstrung des Knossos-Subraumportals angeordnet." 1430, "Die Mesonenbombe Um das Knossosportal zu vernichten, werden wir eine Mesonenbombe benutzen, eine neue Experimentalwaffe, die vom Hideki-Institut im Vega-System entwickelt wurde. Ihre genauen Daten unterliegen der Geheimhaltung, doch die Wissenschaftler versichern uns, dass diese Bombe eine grssere Sprengkraft hat als jede andere Waffe in unserem Arsenal; genug, um jedes kleinere Schiff in einem Radius von drei Kilometern zu vernichten. Doch aufgrund ihrer Grsse kann die Waffe nicht taktisch eingesetzt werden." 1431, "Die Strategie der Allianz Eine kleine Eingreiftruppe wird sich um die Vernichtung des Knossosgertes kmmern, whrend der Grossteil der alliierten Flotte den Sprungknoten blockiert, der in das dichtbesiedelte Capella-System fhrt. Das Oberkommando hat damit begonnen, die 250 Millionen Bewohner von Capella zu evakuieren, der gewaltigste Exodus seit dem Grossen Krieg. Die Colossus wird in diesem System bleiben, um die Sathanas zu stellen, falls wir versagen sollten." 1432, "Um 22.30 Standardzeit hat die $f GTVA ihren Plan zur Zerstrung des Knossos-Gertes bekanntgegeben. Aus strategischen und wissenschaftlichen Grnden werden wir das Portal nicht mit den Geschtzen unserer Grosskampfschiffe unter Feuer nehmen. Die Zerstrung des Subraumportals wird mit Hilfe einer experimentellen Mesonenbombe durchgefhrt." 1433, "Unser erstes Einsatzziel ist es, das Gebiet von Feinden zu subern. Unsere Beobachter melden, dass bereits shivanische Erkundungsstaffeln nach Gamma Draconis eingedrungen sind, und die gegnerische Aktivitt wird mit Sicherheit noch zunehmen, bevor das Schlachtschiff Sathanas ankommt. Die Renenet, eine Korvette der Sobek-Klasse, wird die Operation berwachen und Feueruntersttzung leisten." 1434, "Sobald wir den Gegner ausgeschaltet haben, wird ein Frachter den Mesonensprengkopf zur Explosionsstelle befrdern. Das ist der erste Einsatz dieses Waffen-Prototyps. Da unsere Computersimulationen nur eine vierzigprozentige Erfolgschance ergeben haben, haben wir noch zwei weitere Sprengkpfe in Reserve." 1435, "Wir haben das Portal zerstrt, doch es war umsonst. Der vom Knossosgert erzeugte Subraumwirbel hat sich schon stabilisiert, und die Sathanas ist ins Gamma-Draconis-System gelangt. Unsere Flotte steht bereit, um das Schlachtschiff am Capella-Sprungknoten abzufangen. Wir wissen nicht, wie lange der Nebel-Sprungknoten offen bleibt. Theoretisch knnte es Jahrhunderte dauern, bevor er wieder kollabiert. Unsere Wissenschaftler sind sich sicher, dass wir genug Daten gesammelt haben, um das Knossosgert nachbauen zu knnen, aber ein Projekt dieser Grssenordnung wrde Jahrzehnte in Anspruch nehmen." 1436, "Wir bedauern den Verlust der GVCv Renenet, ihrer Mannschaft und der Wissenschaftler an Bord. Unter den gegebenen Umstnden htten Sie nichts tun knnen, um diese Katastrophe zu verhindern." 1437, "Trotzdem ist Ihre Hartnckigkeit bewundernswert. Sie haben alle shivanischen Jger vernichtet. Sie machen Ihrer Rasse alle Ehre. Der Vasudanische Taktische Befehlsstab hat Ihre Leistung wohlwollend zur Kenntnis genommen." 1438, "Die Zerstrung des Frachters htte einfach nicht passieren drfen. Sie haben gengend Kampferfahrung, um zu wissen, dass Frachter und Transporter verwundbare Ziele darstellen und in feindlicher Umgebung besonders aufmerksamen Jagdschutz bentigen. Bei einer solchen Operation wie dieser, wo Millionen von Menschenleben auf dem Spiel stehen, knnen wir uns einfach keine Fehler leisten. Ein besseres Verstndnis der Gefechtssituation htte es Ihnen ermglicht, ein erfreulicheres Resultat zu erzielen." 1439, "Es gengt nicht, beliebige zufllige Ziele anzugreifen. Sie mssen diejenigen Gegner herausfinden, die Ihr Einsatzziel bedrohen, und sich um sie kmmern, entweder durch direktes Eingreifen oder durch entsprechende Befehle an Ihre Staffelpiloten." 1440, "Wir bedauern den Verlust der GVCv Renenet, ihrer Mannschaft und der Wissenschaftler an Bord. Bei einer solchen Operation wie dieser, wo Millionen von Menschenleben auf dem Spiel stehen, knnen wir uns einfach keine Fehler leisten. Ein besseres Verstndnis der Gefechtssituation htte es Ihnen ermglicht, ein erfreulicheres Resultat zu erzielen." 1441, "Greifen Sie die Gegner an" 1442, "Shivaner zur Renenet locken" 1443, "berwachen Sie die Zerstrung des Knossosgertes." 1444, "Vernichten Sie alle gegnerischen Ziele." 1445, "Halten Sie die Shivaner von der Mesonenbombe fern" 1446, "Halten Sie die Shivaner von der zweiten Mesonenbombe fern" 1447, "Beschtzen Sie die Renenet" 1448, "Command, hier spricht die Renenet. Wir haben 2 Staffeln Mara-Jger etwa 4000 Meter von unserer jetzigen Position geortet. Der Gegner hat uns noch nicht angegriffen." 1449, "Wir knnen nicht warten. Alpha, greifen Sie an und locken Sie die Jger vom Knossosportal weg, mglichst zur Renenet hinber. Wir mssen das Sprenggebiet freirumen, bevor wir die Frachter losschicken." 1450, "Besttigt. Wir werden sie in Reichweite der Geschtze der Korvette locken." 1451, "Command, wir haben den Gegner angegriffen. Wir sind jetzt auf dem Rckflug zur Renenet." 1452, "Command, wir haben eine planmssige Detonation des Mesonensprengkopfs erreicht, aber das Knossosportal ist weiterhin voll einsatzbereit." 1453, "Wir fahren mit dem zweiten Einsatz fort. Zerstrungsmuster Sigma. Wir werden alle verbleibenden Mesonenbomben fr diesen Versuch einsetzen. Die Sathanas kann nicht weit weg sein." 1454, "Die Mesonenbomben haben die Aufmerksamkeit der Shivaner erweckt. Verteidigen Sie die Sprengkpfe, bis sie in Position sind und die Frachter das Gebiet wieder verlassen haben." 1455, "Hier spricht Lambda 2. Wir sind jetzt in Position." 1456, "Lambda 3 hier. Wir haben die Einsatzstelle erreicht." 1457, "Command, wir haben das Pckchen abgegeben und verziehen uns jetzt wieder." 1458, "Abdocksequenz abgeschlossen. Wir kehren jetzt zum Sttzpunkt zurck." 1459, "Lambda 2 ist fort." 1460, "Lambda 2 vernichtet! Wiederhole! Lambda 2 vernichtet! An alle Einheiten: Zurck zum Sttzpunkt. Wir mssen diese Einsatz abbrechen." 1461, "Wir haben Lambda 2 verloren. Machen Sie weiter mit Ihrem Auftrag." 1462, "Lambda 3 hat den Sprung in den Subraum geschafft." 1463, "An alle Einheiten: Zurck zum Sttzpunkt! Wir haben den Mesonensprengkopf verloren! Sofort Sprungantrieb aktivieren!" 1464, "Lambda 3 ist zerstrt worden." 1465, "Command, hier spricht Lambda 1. Wir sind jetzt in Position. Beginnen mit der Abdocksequenz." 1466, "Mesonensprengkopf scharfgemacht und bereit, Command. Wir verschwinden hier." 1467, "Lambda 1 hat die Gefahrenzone verlassen." 1468, "Wir haben den Sprengkopf verloren! Wir ziehen uns zurck, Alpha. Zurck zum Sttzpunkt." 1469, "Lambda 1 wurde vernichtet." 1470, "Command, wir haben die Gegend grundgereinigt. Alle Gegner wurden ausgeschaltet." 1471, "Es ist unwahrscheinlich, dass ein einzelner Gefechtskopf stark genug ist, um ein Bauwerk dieser Grsse zu beschdigen." 1472, "Besonders eine Waffe von terranischem Design." 1473, "Die Mesonenbombe ist eine Gemeinschaftsentwicklung, Alpha 4. Wir sind gleichberechtigte Partner bei diesem Unternehmen." 1474, "Alpha-Staffel, Sie wren gut beraten, sich um die Shivaner zu kmmern und diese Sachen dem Sicherheitsrat zu berlassen." 1475, "Die Shivaner haben Ihre Herausforderung angenommen, Alpha-Staffel. Fliegen Sie zurck zur Renenet. Unsere Geschtztrme werden das Feuer erffnen, sobald der Gegner in Reichweite kommt." 1476, "Beginne Sprengsequenz. An alle Einheiten: Abstand zur Sprengzone halten." 1477, "Alpha, Sie mssen mindestens 3.000 Meter von der Mitte des Portals entfernt sein." 1478, "Alpha, dies ist Ihre letzte Warnung. Wir haben keine andere Wahl als zu sprengen." 1479, "Detonation in . . 5 . . 4 . . 3 . . 2 . . 1 . . Null" 1480, "Gegner im Anflug! Zwlf Jger der Dragon-Klasse sind in Gamma Draconis aufgetaucht!" 1481, "An alle Einheiten: Vorbereiten auf zweite Detonation. Sie mssen 3.000 Meter von den Sprengkpfen entfernt sein. Dies ist Ihre letzte Warnung." 1482, "Command, Zerstrungsmuster Sigma war erfolgreich. Das Knossos-Subraumportal ist zerstrt worden." 1483, "Herzlichen Glckwunsch, Renenet. Sie haben da draussen gerade Millionen von Menschen das Leben gerettet. Wir werden Sie bei Ihrer Rckkehr zur Flotte als Helden feiern!" 1484, "Bei allem ntigen Respekt, Command, da gibt es wohl kaum Grund zum Feiern. Die Zerstrung dieses uralten Artefaktes ist ein unschtzbarer Verlust!" 1485, "Unsere Wissenschaftler haben alle Daten, die wir brauchen, um das Portal spter einmal neu zu bauen, Renenet. Wir haben gerade die zweite shivanische Invasion unseres Heimatsystems verhindert." 1486, "Command, ich orte eine Sprungsignatur; sie nhert sich! Die Sathanas ist im Anflug auf das System!" 1487, "Das ist unmglich! Erbitten sofortigen Statusbericht!" 1488, "Der Sprungknoten zwischen Gamma Draconis und dem Nebel ist stabil. Unsere Zerstrung des Knossosportals hatte keine Auswirkungen." 1489, "An alle Einheiten: Zurck zum Sttzpunkt! Wir ziehen uns zurck! Raus da, Piloten!" 1490, "Hier Lambda 1. Wir sind auf dem Gefechtsfeld." 1491, "Hier spricht Lambda 2. Wir sind da, Command. Setzen Kurs auf die Einsatzkoordinaten." 1492, "Hier spricht Lambda 3. Fliegen weiter zum Absetzpunkt." 1493, "Keine Chance mehr auf einen Erfolg der Aktion. Zurck zum Sttzpunkt, Pilot. Einsatz abgebrochen." 1494, "Brenkder" 1495, "Die Alpha-Staffel des 203. Geschwaders muss die vorderen Geschtztrme der Sathanas ausschalten, bevor sie den Capella-Sprungknoten in Gamma Draconis erreicht." 1496, "Die $h Sathanas hat unsere Flotte am Capella-Knoten dezimiert. Ihre Bomber-Staffel wird sich die vorderen Geschtztrme des Schlachtschiffs vornehmen, bevor es Capella erreicht. Sie mssen mindestens zwei der Trme ausschalten, damit die $f Colossus eine echte Chance hat. Sie werden dazu mit den neuen Trebuchet-Langstreckenraketen und mit Helios-Torpedos ausgerstet, den mchtigsten taktischen Sprengkpfen der $f GTVA." 1497, "Ihre Staffel hat alle vorderen Strahlgeschtze des Juggernaut-Schlachtschiffes ausgeschaltet. Die taktische Bedeutung dieser Leistung kann gar nicht hoch genug bewertet werden. Die ersten Berichte von Capella sind sehr positiv, obwohl die Schlacht noch lngst nicht vorbei ist. Sie werden sofort wieder losfliegen, um die Colossus zu untersttzen." 1498, "Das war eine hervorragende Leistung." 1499, "Ihre Staffel hat drei der vorderen Strahlgeschtze des Juggernaut-Schlachtschiffes ausgeschaltet. Unter den gegebenen Umstnden ist dies eine sehr gute Leistung. Die ersten Berichte von Capella sind sehr positiv, obwohl die Schlacht noch lngst nicht vorbei ist. Sie werden sofort wieder losfliegen, um die Colossus zu untersttzen." 1500, "Das war eine ausgezeichnete Leistung." 1501, "Ihre Staffel hat zwei der vorderen Strahlgeschtze des Juggernaut-Schlachtschiffes ausgeschaltet. Unter den gegebenen Umstnden ist diese Leistung durchaus angemessen. Die ersten Berichte von Capella sind sehr positiv, obwohl die Schlacht noch lngst nicht vorbei ist. Sie werden sofort wieder losfliegen, um die Colossus zu untersttzen." 1502, "Sie haben sich gut geschlagen. Am besten setzen Sie die Helios als Sturzflugbombe ein: Da sie selbst sehr langsam ist, sollten Sie beim Ausklinken mit Hchstgeschwindigkeit fliegen." 1503, "Ihre Staffel hat nur eines der vorderen Strahlgeschtze des Juggernaut-Schlachtschiffes ausgeschaltet, Pilot. Sicher, Sie mussten gegen eine bermacht antreten, aber keine unberwindliche. Die Sathanas ist eine tdliche Bedrohung, nicht nur fr die Colossus, sondern fr alle Sonnensysteme der GTVA. Wir stehen an der Schwelle einer zweiten shivanischen Invasion, und wir haben nur sehr begrenzte Krfte, um diesen Krieg zu fhren." 1504, "Am besten setzen Sie die Helios als Sturzflugbombe ein: Da sie selbst sehr langsam ist, sollten Sie beim Ausklinken mit Hchstgeschwindigkeit fliegen." 1505, "Ihre Staffel hat nicht mal eines der Strahlgeschtze des Juggernaut-Schlachtschiffes ausgeschaltet, Pilot. Sicher, Sie mussten gegen eine bermacht antreten, aber keine unberwindliche. Die Sathanas ist eine tdliche Bedrohung, nicht nur fr die Colossus, sondern fr alle Sonnensysteme der GTVA. Wir stehen an der Schwelle einer zweiten shivanischen Invasion, und wir haben nur sehr begrenzte Krfte, um diesen Krieg zu fhren." 1506, "Sie haben ausserdem geholfen, die Beleth auszuschalten. Daher sind unsere verbleibenden Krfte nun in der Lage, das System zu sichern." 1507, "Der Zerstrer Thebes hat das Gefecht leider nicht berstanden. Damit verlangt uns diese Schlacht ein gewaltiges Opfer ab." 1508, "Leider konnten Sie die Beleth nicht aufhalten. Aber die Vernichtung der Sathanas hat entschieden hhere Prioritt." 1509, "Wenn Sie den Antrieb der Beleth lahmlegen, kann sie das System nicht verlassen." 1510, "Zerstren Sie die Geschtztrme" 1511, "Vordere Flakgeschtze zerstren" 1512, "Zerstren Sie die Geschtztrme" 1513, "Schalten Sie das vordere Strahlgeschtz Nr. 1 der Sathanas aus" 1514, "Schalten Sie das vordere Strahlgeschtz Nr. 2 der Sathanas aus" 1515, "Schalten Sie das vordere Strahlgeschtz Nr. 3 der Sathanas aus" 1516, "Schalten Sie das vordere Strahlgeschtz Nr. 4 der Sathanas aus" 1517, "Zerstren Sie die hintere Strahlkanone der Sathanas" 1518, "Zerstren Sie die vorderen Flakbatterien der Sathanas" 1519, "Zerstren Sie den primren Geschtzturm der Beleth" 1520, "Zerstren Sie den primren Geschtzturm Nr. 2 der Beleth" 1521, "Zerstren Sie die Beleth" 1522, "Hier spricht die Phoenicia. Unsere Aussenhlle ist ber eine Lnge von zwlf Decks aufgerissen. Ein Viertel unserer Mannschaft ist tot. Erlaubnis oder nicht, wir verschwinden hier, Command!" 1523, "Gut gemacht, einer weg, macht noch drei. Weiter so, Pilot, und immer in Bewegung bleiben." 1524, "Sie haben die Hlfte geschafft, Alpha. Nicht nachlassen!" 1525, "Nur noch ein Geschtzturm brig!" 1526, "Ausgezeichnet. Setzen Sie Ihren Angriff fort, Pilot. Je mehr Geschtztrme wir ausschalten, desto besser sind unsere Chancen. Aber Ihre eigentliche Arbeit ist erledigt, also gehen Sie kein unntiges Risiko ein." 1527, "Sehr beeindruckend, Alpha 1. Die Chancen fr die Colossus stehen jetzt entschieden besser." 1528, "Wir haben die Phoenicia verloren! Wiederhole! Wir haben die Phoenicia verloren!" 1529, "Die Shivaner haben die Delta-Staffel vernichtet! Jetzt hngt alles von Ihnen ab, Alpha." 1530, "Command, ich werde das Leben meiner Mannschaft nicht leichtfertig opfern. Entweder Sie setzen mehr Schiffe ein, oder wir ziehen uns zurck. Wir knnen diese Position nicht ohne weitere Verstrkung durch die Flotte halten!" 1531, "Alpha-Staffel, Ihr Auftrag lautet, der Phoenicia zu helfen. Wir mssen diesen Knoten trotz des shivanischen Vormarsches halten. Ihr Einsatzziel..." 1532, "Alpha, Ihr Einsatzziel ist die Zerstrung der vorderen Strahlkanonen des Schlachtschiffs. Zielen Sie auf die Spitzen der vier Arme der Sathanas." 1533, "Sie mssen der Phoenicia den Rckzug befehlen, Command. Der Zerstrer wrde diesen Kampf nicht berstehen." 1534, "Und die Colossus auch nicht, wenn Sie scheitern! Sie haben Ihre Befehle. Fhren Sie sie aus - sofort." 1535, "Delta-Staffel, schalten Sie die vorderen Flakgeschtze aus, oder wir werden hier in Fetzen geschossen. Alpha, konzentrieren Sie sich auf die Hauptgeschtze." 1536, "Besttigt. Zielen auf die Flakgeschtze." 1537, "Gut gemacht, Alpha. Die Thebes wird jeden Moment im System ankommen und den Knoten sichern. Sie sollten schleunigst aufmunitionieren und eventuelle Feldreparaturen vornehmen, denn es sind noch mehr gegnerische Kriegsschiffe im Anflug. Gamma-Staffel wird eingesetzt." 1538, "Die Shivaner werden versuchen, ihren Brckenkopf in Gamma Draconis auszubauen. Wir mssen sie um jeden Preis aufhalten. Wir drfen nicht versagen!" 1539, "Hier spricht die Thebes. Wir sind in einem grossen Trmmerfeld aufgetaucht, Command." 1540, "Die Alpha-Staffel hat gerade ein taktisches Gefecht geklrt, Thebes. Unsere Aufklrer melden einen Zerstrer der Demon-Klasse, Zielbezeichnung Beleth. Das Kriegsschiff wird jeden Moment hier sein." 1541, "Alpha und Gamma, Ihre Aufgabe wird es sein, die Strahlkanonen des Demon-Zerstrers auszuschalten. Die Thebes gibt Feueruntersttzung. Verstrkungen stehen bereit." 1542, "Ein Zerstrer der Demon-Klasse ist am Sprungpunkt aufgetaucht. Command weiss Bescheid." 1543, "Dann mssen sie wissen, dass dieser Einsatz glatter Selbstmord ist." 1544, "Das war eine schwache Leistung, Pilot. Die Thebes wird jeden Moment im System ankommen und den Knoten sichern. Sie sollten schleunigst aufmunitionieren und eventuelle Feldreparaturen vornehmen, denn es sind noch mehr gegnerische Kriegsschiffe im Anflug. Gamma-Staffel wird eingesetzt." 1545, "Ausgezeichnete Arbeit, Piloten. Wir haben die Beleth zerstrt. Sichern Sie die Umgebung, und dann zurck zum Sttzpunkt. Wir brauchen Sie im Capella-System." 1546, "Ausgezeichnete Arbeit, Piloten. Zurck zum Sttzpunkt. Wir brauchen Sie im Capella-System." 1547, "Gute Arbeit." 1548, "Zurck zum Sttzpunkt, Piloten. Wir brauchen Sie im Capella-System zur Untersttzung der Colossus." 1549, "Die Phoenicia wird die Sathanas aufhalten, bis Sie Ihre Ziele erreicht haben." 1550, "Wir haben die erste Strahlkanone ausgeschaltet!" 1551, "Gute Arbeit. Die Demon hat nur noch einen funktionsfhigen Strahlgeschtzturm." 1552, "Wir haben das letzte Hauptgeschtz vernichtet. Ausgezeichnete Arbeit. Konzentrieren Sie sich jetzt auf das Jgerabwehrgeschtz und die Flakkanonen." 1553, "Die Sathanas aktiviert ihren Subraumantrieb. An alle Einheiten: Aus dem Weg!" 1554, "Sie haben bei diesem Einsatz versagt, Pilot. Die Sathanas wird volle Kampfstrke aufweisen, wenn sie auf die Colossus trifft." 1555, "Die Beleth ist ins Capella-System eingeflogen! Das gibt ein Massaker, Pilot! Ihre Inkompetenz hat Millionen unschuldiger Menschen gefrdet! Zurck zum Sttzpunkt!" 1556, "Die vorderen Flakgeschtze sind ausgeschaltet. Gute Arbeit." 1557, "Die Beleth schaltet den Sprungantrieb ein! An alle Einheiten: Zurckbleiben!" 1558, "Die Entscheidungsschlacht" 1559, "Die Colossus und die Sathanas treffen im Capella-System aufeinander." 1560, "Die $h Sathanas ist in das Capella-System eingedrungen und hat die Abwehrlinie vernichtet, die wir errichtet hatten, um das Schlachtschiff aufzuhalten. Wir haben jetzt keine andere Wahl, als die $f Colossus loszuschicken. Doch da ihre Geschtztrme noch immer einsatzbereit sind, hat die $h Sathanas gengend Feuerkraft, um selbst diesen Kampf fr sich zu entscheiden. Ihre Staffel wird sofort wieder aufsteigen; es bleibt Ihnen nicht mal genug Zeit, um sich Ihr Schiff und Ihre Bewaffnung auszusuchen. Ihr Auftrag lautet, die verbleibenden Geschtze der $h Sathanas so schnell wie mglich auszuschalten. Wenn Sie das nicht schaffen, verlieren wir schlimmstenfalls die $f Colossus und das gesamte Capella-System." 1561, "Die $h Sathanas ist in das Capella-System eingedrungen und hat die $f Colossus angegriffen. Ihre ausgezeichnete Leistung bei Gamma Draconis hat die Chancen fr die Allianz erheblich verbessert. Wir setzen Ihre Staffel als Bomberuntersttzung fr die $f Colossus ein. Zerstren Sie alle sich bietenden Ziele, aber gehen Sie kein unntiges Risiko ein." 1562, "Mit der Vernichtung der SJ Sathanas hat das alliierte Oberkommando einen entscheidenden Sieg errungen. In den kommenden Monaten werden wir die berreste der shivanischen Flotte isolieren und auslschen. Diese Operation htte ohne Ihre Hilfe niemals Erfolg haben knnen, Pilot. Indem Sie die vorderen Geschtztrme der Sathanas ausgeschaltet haben, verhalfen Sie der Colossus zu dem Vorteil, den sie zum Sieg brauchte. ufgrund Ihrer herausragenden Leistungen verleihen wir Ihnen hiermit den Nebel-Siegesstern. Dieser Orden wrdigt Ihren Beitrag zu unserem Feldzug, von der ersten Schlacht bei Gamma Draconis bis zu unserem Sieg im Capella-System. Vor allem ehren wir damit Ihre drei erfolgreichen Einstze gegen das shivanische Juggernaut- Schlachtschiff Sathanas. Herzlichen Glckwunsch, Terraner." 1563, "Mit der Vernichtung der SJ Sathanas hat das alliierte Oberkommando einen entscheidenden Sieg errungen. In den kommenden Monaten werden wir die berreste der shivanischen Flotte isolieren und auslschen. Diese Operation wre noch besser ausgegangen, wenn Sie Ihre Einsatzziele erreicht htten. Obwohl die Colossus das Gefecht gewonnen hat, hatte eine Vernichtung der vorderen Geschtztrme der Sathanas den Schaden, den wir erlitten haben, erheblich verringert." 1564, "Die GTVA Colossus ist zerstrt. Das mchtigste und strkste terranisch-vasudanische Kriegsschiff, das es jemals gab, das zu bauen zwanzig Jahre dauerte, wurde innerhalb weniger Minuten vernichtet. Mehr als dreissigtausend Offiziere und Mannschaften fanden in dieser Schlacht den Tod, Millionen weitere Menschen sind in Gefahr. Sie haben es zwar geschafft, die vier vorderen Geschtztrme der Sathanas auszuschalten, aber Sie haben Ihr Ziel zu spt erreicht." 1565, "Die GTVA Colossus ist zerstrt. Das mchtigste und strkste terranisch-vasudanische Kriegsschiff, das es jemals gab, das zu bauen zwanzig Jahre dauerte, wurde innerhalb weniger Minuten vernichtet. Mehr als dreissigtausend Offiziere und Mannschaften fanden in dieser Schlacht den Tod, Millionen weitere Menschen sind in Gefahr. Sie haben es nicht geschafft, die vorderen Geschtztrme der Sathanas auszuschalten, Pilot, und jetzt mssen wir alle den Preis fr Ihr Versagen bezahlen." 1566, "Zerstren Sie die Geschtze" 1567, "Zerstren Sie die vordere Strahlkanone Nummer 1 der Sathanas" 1568, "Zerstren Sie die vordere Strahlkanone Nummer 2 der Sathanas" 1569, "Zerstren Sie die vordere Strahlkanone Nummer 3 der Sathanas" 1570, "Zerstren Sie die vordere Strahlkanone Nummer 4 der Sathanas" 1571, "Helfen Sie der Colossus, die Sathanas auszuschalten" 1572, "Gut gemacht. Sichern Sie das Gebiet, dann ist unsere Arbeit hier erledigt." 1573, "Colossus hier. Wir haben geringe Schden erlitten. Rumpf aufgerissen von Deck 140 bis 200. Schadenskontrolle besagt, dass mehrere Hilfssysteme ausgefallen sind." 1574, "Command, hier spricht die Colossus. Rumpfzustand verschlechtert sich rapide. Mehrere wichtige Systeme sind kurz vor dem Ausfall. Zahl der Opfer steigt schnell." 1575, "Colossus hier! Wir verkraften keine weitere Salve mehr! Wir mssen uns augenblicklich zurckziehen, Command!" 1576, "Wir haben die Colossus verloren! Einsatz abbrechen, Alpha. Zurck zum Sttzpunkt." 1577, "Sie mssen zwei weitere Strahlkanonen ausschalten. Erfassen Sie Ihr Ziel, und greifen Sie an!" 1578, "Sie mssen nur noch eine der vorderen Strahlkanonen ausschalten. Erfassen Sie Ihr Ziel, und greifen Sie an!" 1579, "Hren Sie, Alpha. Greifen Sie an, was sich Ihnen noch an Zielen anbietet, aber seien Sie vorsichtig. Jetzt hngt alles von der Colossus ab." 1580, "Die Sathanas ist vernichtet! An alle Einheiten: Zurckziehen!" 1581, "Colossus, das Schlachtschiff hat nur mssige Schden erlitten. Sie mssen mehr Energie auf Ihre Hauptgeschtze leiten!" 1582, "Wir haben Probleme, unsere Energieversorgung aufrechtzuerhalten, Command. Wir fahren weniger wichtige Systeme runter." 1583, "Mehr Feuerkraft, Colossus! Der Rumpfzustand der Sathanas liegt schon unter fnfzig Prozent." 1584, "Unsere Wrmetauscher sind fr solche Belastungen nicht gebaut, Command! Uns schmelzen die Geschtze weg, wenn wir so weitermachen." 1585, "Wir haben es fast geschafft, Colossus! Zustand des Ziels ist im kritischen Bereich! Der Krieg muss hier und jetzt enden!" 1586, "Sekundr- und Tertirreaktoren ausgefallen! Feuerleitkontrolle weit im roten Bereich! Wir geben alles, was drin ist!" 1587, "Nur noch eine Kanone! Die Zeit wird langsam knapp, Alpha!" 1588, "Alle Geschtze ausgeschaltet! Wiederhole: Alle Geschtze ausgeschaltet! Greifen Sie an, was sich Ihnen noch an Zielen bietet, aber seien Sie vorsichtig. Jetzt hngt alles von der Colossus ab." 1589, "Sie haben Ihren Einsatz zu spt erledigt, Pilot. Die Schlacht ist verloren. Zurck zum Sttzpunkt." 1590, "Die Shivaner haben eine Staffel Jger ausgesetzt, Zielbezeichnung Cancer. Lassen Sie sich von denen nicht von Ihrem Einsatzziel abhalten, Alpha." 1591, "Wir haben die Cancer-Staffel ausgeschaltet." 1592, "Zurck zur Babel" 1593, "Das 203. muss die NTF Iceni abfangen, Admiral Boschs Flaggschiff." 1594, "Der Triumph der Colossus Um 03.45 Standardzeit vernichtete die GTVA Colossus das shivanische Schlachtschiff der Juggernaut-Klasse Sathanas in der Nhe des Gamma-Draconis-Sprungknotens in Capella. Dieser Sieg beweist ohne jeden Zweifel unsere heutige technische berlegenheit im Vergleich zu unserem Erzfeind aus den Zeiten des Grossen Krieges. Zum zweiten Mal hat die Allianz eine Rasse besiegt, die berall in der Galaxis ganze Zivilisationen ausgerottet hat. Mit der Colossus brauchen wir nichts mehr zu frchten." 1595, "Schadenskontrolle Aber wir haben noch viel zu erledigen. Die Sathanas hat einige Schden an der Colossus angerichtet, obwohl deren Systeme noch zu rund 80% funktionstchtig sind. Terranische und Vasudanische Ingenieure sind bereinstimmend der Meinung, dass es Monate dauern wird, alle Schden am Rumpf dieses Schiffes zu beseitigen. Bis wir das Nebelgebiet vollstndig gesichert haben, wird unsere Evakuierung der capellanischen Zivilbevlkerung wie geplant fortgesetzt." 1596, "Jagd auf die Iceni Nachdem die unmittelbare shivanische Bedrohung ausgeschaltet ist, mssen wir uns jetzt auf die Gefangennahme von Admiral Bosch konzentrieren. Unsere Aufklrer durchkmmen des Nebel nach einer Spur seines Kommandoschiffes. Die Psamtik wird den Kampfverband anfhren, der die Iceni stellen soll, sobald wir ihre Position herausgefunden haben. Das Oberkommando hat neue Informationen ber die Geheimplne der NTF freigegeben." 1597, "ETAK Wir wissen jetzt, dass Admiral Bosch eine shivanische Kommunikationstechnologie erforscht hat, die Quantenimpulse bermittelt und moduliert. Bosch hat insgeheim ein Forschungsprojekt mit shivanischen Kriegsgefangenen wiederaufleben lassen, das nach der Hadesrebellion von 2335 abgebrochen worden war. Bosch nannte sein Projekt ETAK, die Kurzform fr Etamnanki, den Turm, der als Vorbild fr die Geschichte ber den Turmbau zu Babel gedient haben drfte." 1598, "Geschichts-Plnderung Durch Erforschung der archologischen Entdeckungen ber die Uralten kam Bosch an Informationen ber die Position des Knossos-Subraumgertes, das Portal in jene Region der Galaxis, in der die Uralten erstmals auf die Shivaner getroffen sind. Sein ganzer Rassenkrieg war nur eine Tarnung, hinter der er in aller Ruhe die Sttten der Uralten in den vasudanischen Systemen ausplndern konnte. In Deneb lernte er, das Portal zu aktivieren, und er schickte die Trinity los, um das Gert anzuwerfen." 1599, "Ein infernalischer Pakt Ein Hauptbestandteil von Boschs Vision eines Neo-Terra war die Idee, sich mit den Shivanern zu verbnden, wenn sie noch einmal in unsere Systeme kommen sollten. Als Bosch erkannte, dass sein Regime am Rande des Zusammenbruchs stand, befahl er seinen Truppen, in den Nebel zu fliegen, um dort Kontakt mit dem Feind herzustellen. Die Verhre der gefangengenommenen Rebellen haben erbracht, dass nur Boschs direkte Untergebene Zugang zum ETAK-Projekt hatten. Die weiteren Details unterliegen einer fr Sie zu hohen Geheimhaltungsstufe." 1600, "Circe Sie haben jetzt die Freigabe fr den Einsatz des GTW-19 Circe. Es handelt sich dabei um eine Weiterentwicklung der elektromagnetischen Schockwerfer. Circe strt Schildsysteme, indem es das Ziel mit einer Welle von harmonischen Fluktuationsstrmungen berschwemmt. Diese Energie hat allerdings keinerlei Wirkung auf Panzerung oder isolierte Subsysteme. Aus diesem Grund verwenden Sie Circe am besten zusammen mit einer Zweitwaffe wie dem Maxim oder dem Prometheus, die schwere Schden am Rumpf des Gegners anrichten knnen." 1601, "Die Aufklrungsstaffel hat die NTF Iceni gefunden. Bosch hat sich zum zweiten Mal mit den Shivanern in Verbindung gesetzt. Ein Transporter der Azrael-Klasse ist derzeit an dem Schiff angedockt, ein zweiter scheint in der Nhe zu warten. Wir knnen nicht erkennen, ob Shivaner an Bord der Iceni gegangen sind oder ob Bosch und seine Leute sich an Bord der Transporter begeben wollen." 1602, "Unser Ziel ist es, die $h Iceni und damit die ETAK-Technologie zu erobern. Zwei shivanische Kreuzer bewachen das Schiff, die Azmedaj und die Sammael. Sobald Sie die Kreuzer zerstrt haben, werden wir ein Sondereinsatzteam an Bord bringen, das dieses Kommandoschiff der Rebellen in seine Gewalt bringt. Ihr zweites Einsatzziel ist es, unseren Transporter zu beschtzen, die $f GVT $f Qeb." 1603, "Soweit wir wissen, befindet sich an Bord der $h Iceni das einzige Exemplar der ETAK-Technologie, das es gibt. Bosch hat sich besondere Mhe gegeben, alle Hinweise auf seine Forschungen zu vernichten. Wenn wir versagen, haben wir keine Chance, das Gert jemals nachzubauen. Das Oberkommando setzt absolutes Vertrauen in Ihre Fhigkeit, diesen Auftrag erfolgreich abzuschliessen." 1604, "Unser Transporter konnte nicht an der Iceni andocken. Sowohl die berlebenden der NTF als auch unser Bergungsteam sind nun tot, und wir haben die wertvolle Kommunikationstechnologie verloren. Alle Hinweise auf Boschs ETAK-Projekt sind damit vernichtet. Ich muss Ihnen leider mitteilen, dass Ihre Teilnahme am Offiziers-Austauschprogramm mit sofortiger Wirkung endet, auf Anweisung des Vasudanischen Taktischen Befehlsstabes. Ich habe mich fr Sie eingesetzt, doch es war zwecklos. Sie mussten gegen eine erdrckende bermacht antreten, und viele unserer eigenen vasudanischen Piloten starben in diesem Gefecht. Doch das Oberkommando hat die Intensitt des shivanischen Angriffs nicht vorhergesehen. Sie brauchen sich keine Vorwrfe zu machen, Pilot. Sie sind schliesslich nur ein Mensch." 1605, "Setzen Sie Ihre Staffelpiloten ein, um mehrere Ziele zugleich abzudecken." 1606, "Die GVT Qeb hat die berlebenden der Iceni gerettet und die Daten von Boschs ETAK-Gert sichergestellt. Das Oberkommando hat diese Daten in die Sicherheitsstufe Omega eingestuft, das heisst, nur wenige Personen mit ausdrcklicher Ermchtigung vom GTVA-Sicherheitsrat haben berhaupt Zugang dazu. Beachten Sie, dass die Weitergabe jeglicher Information ber diese Operation nach dem GTVA-Sicherheitserlass der Antares-Konvention, Sektion 15-5-7, als Hochverrat zu bestrafen ist. Wir sind zu spt gekommen, um den Azrael-Transporter mit Admiral Bosch und seinem Befehlsstab an Bord noch abzufangen. Unsere Befragung der berlebenden hat ergeben, dass dieses Treffen wohl ziemlich gewaltttig ablief. Die Motive der Shivaner sind unklar, aber es scheint, dass Boschs Experimente ihre Aufmerksamkeit erweckt haben. unsere Aufklrer suchen derzeit nach dem shivanischen Transporter. Im Angesicht erdrckender bermacht haben Sie die shivanischen Kreuzer zerstrt, die Iceni beschtzt und den Transporter sicher nach Hause geleitet. Es ist wirklich eine Ehre, mit einem Piloten Ihres Kalibers dienen zu drfen." 1607, "Die Shivaner haben die GVT Qeb zerstrt, bevor der Transporter noch von der Iceni abdocken konnte. Sowohl die berlebenden der NTF als auch unser Bergungsteam sind nun tot, und wir haben die wertvolle Kommunikationstechnologie verloren. Alle Hinweise auf Boschs ETAK-Projekt sind damit vernichtet. Ich muss Ihnen leider mitteilen, dass Ihre Teilnahme am Offiziers-Austauschprogramm mit sofortiger Wirkung endet, auf Anweisung des Vasudanischen Taktischen Befehlsstabes. Ich habe mich fr Sie eingesetzt, doch es war zwecklos. Sie mussten gegen eine erdrckende bermacht antreten, und viele unserer eigenen vasudanischen Piloten starben in diesem Gefecht. Doch das Oberkommando hat die Intensitt des shivanischen Angriffs nicht vorhergesehen. Sie brauchen sich keine Vorwrfe zu machen, Pilot. Sie sind schliesslich nur ein Mensch." 1608, "Wir hatten es fast geschafft, Pilot. Unser Transporter war nur noch wenige Sekunden von dem rettenden Sprung in den sicheren Subraum entfernt. Sowohl die berlebenden der NTF als auch unser Bergungsteam sind nun tot, und wir haben die wertvolle Kommunikationstechnologie verloren. Alle Hinweise auf Boschs ETAK-Projekt sind damit vernichtet. Ich muss Ihnen leider mitteilen, dass Ihre Teilnahme am Offiziers-Austauschprogramm mit sofortiger Wirkung endet, auf Anweisung des Vasudanischen Taktischen Befehlsstabes. Ich habe mich fr Sie eingesetzt, doch es war zwecklos. Sie mussten gegen eine erdrckende bermacht antreten, und viele unserer eigenen vasudanischen Piloten starben in diesem Gefecht. Doch das Oberkommando hat die Intensitt des shivanischen Angriffs nicht vorhergesehen. Sie brauchen sich keine Vorwrfe zu machen, Pilot. Sie sind schliesslich nur ein Mensch." 1609, "Unser Transporter konnte nicht an der Iceni andocken, und wir haben die wertvolle ETAK-Technologie verloren. Alle Hinweise auf Boschs ETAK-Projekt sind damit vernichtet. Ich muss Ihnen leider mitteilen, dass Ihre Teilnahme am Offiziers-Austauschprogramm mit sofortiger Wirkung endet, auf Anweisung des Vasudanischen Taktischen Befehlsstabes. Ich habe mich fr Sie eingesetzt, doch es war zwecklos. Sie mussten gegen eine erdrckende bermacht antreten, und viele unserer eigenen vasudanischen Piloten starben in diesem Gefecht. Doch das Oberkommando hat die Intensitt des shivanischen Angriffs nicht vorhergesehen. Sie brauchen sich keine Vorwrfe zu machen, Pilot. Sie sind schliesslich nur ein Mensch." 1610, "" 1611, "Zerstren Sie die Kreuzer" 1612, "Kapern Sie die Iceni und erobern Sie die ETAK-Technologie" 1613, "Zerstren Sie die Sammael" 1614, "Zerstren Sie die Azmedaj" 1615, "Die Shivaner greifen das Kommandoschiff an! Wir verndern die IFF-Kennung auf 'verbndet'. Verteidigen Sie die Iceni, Piloten. Wir mssen diese Technologie erbeuten!" 1616, "Raus da, Piloten! Abstand halten von der Iceni! Selbstzerstrung steht unmittelbar bevor!" 1617, "Ich orte die Iceni auf 1200 Meter. Die Azrael ist am Kommandoschiff angedockt. Der erste shivanische Transporter ist abgeflogen, Command." 1618, "Beide Kreuzer sind ausgeschaltet. Wir schicken eine Entermannschaft." 1619, "Kreuzer der Cain-Klasse ist zerstrt worden." 1620, "Die Sammael wurde ausgeschaltet, Command." 1621, "Die Iceni ist zerstrt worden. Zurck zum Sttzpunkt." 1622, "Ich entdecke feindliche Jger. Die Iceni ist noch nicht in Sensorenreichweite." 1623, "Shivanische Kreuzer jetzt in Reichweite." 1624, "Zerstren Sie die Kreuzer, Piloten. Wir mssen erst das Gebiet absichern, bevor wir eine Entermannschaft losschicken knnen." 1625, "Die Azrael ist abgeflogen. Wir hatten keine Chance, den Transporter aufzuhalten, Command." 1626, "Eine Staffel Nephilim-Bomber hat Kurs auf die Iceni genommen! Stoppen Sie sie, bevor sie ihre Gefechtskpfe starten knnen!" 1627, "Aquarius-Staffel vernichtet!" 1628, "Cancer-Staffel ist eingetroffen. Wir orten drei Nahema-Bomber im Anflug. Abfangen und vernichten!" 1629, "Wir haben die Cancer-Staffel ausgeschaltet." 1630, "Wir haben die Azrael zerstrt." 1631, "Die GVT Qeb ist unterwegs. Geben Sie diesem Transporter Geleitschutz, bis er an der Iceni andockt." 1632, "Hier spricht die GVT Qeb. Wir sind jetzt in Position. Beginnen mit der Andocksequenz." 1633, "Hier ist die Qeb. Andockklammern gesichert. Iceni, wir kommen an Bord." 1634, "Hier spricht Victor 3. Wir sind hier in ein echtes Gemetzel reingeraten, Command. Tausende von Verlusten. Shivanische Leichen unter den Toten. Wir gehen jetzt weiter vor auf Deck Sieben." 1635, "Alle berlebenden sind an Bord des Transporters. Wir haben die Daten. Abdockmanver beginnt." 1636, "Hier spricht die Qeb. Bereiten jetzt den Subraumsprung vor." 1637, "Einsatz erfolgreich, Piloten. Sie drfen jetzt zurck zum Sttzpunkt." 1638, "Hier spricht Leutnant Rusk, NTF Iceni! Wir brauchen sofort jemanden, der uns hier rausholt! Erbitte Hilfe!" 1639, "Wie sieht es bei Ihnen aus, Iceni?" 1640, "Die Shivaner haben uns geentert! Sie haben alle umgebracht! Ich habe dreiunddreissig berlebende auf Deck Sieben. Unten mssen noch mehr sein." 1641, "Wo ist Admiral Bosch?" 1642, "Sie haben ihn mitgenommen, mit Gibson und Sarno und etwa einem Dutzend anderer. Sie mssen uns hier raus holen, und zwar schnell!" 1643, "Ist die Kommunikationstechnologie an Bord?" 1644, "Hren Sie mir zu! Bosch hat die Selbstzerstrungssequenz eingeleitet! Wir haben nur noch ein paar Minuten!" 1645, "bertragen Sie sofort die Daten des ETAK-Gertes, Iceni." 1646, "Abgelehnt. Holen Sie uns lebend hier raus, Command, dann bekommen Sie Ihre Daten! Verstanden?" 1647, "Besttigt. GVT Qeb startet sofort. Bitte warten Sie." 1648, "Unsere Jger mssen erst diese Kreuzer ausschalten, Iceni. Bitte warten Sie." 1649, "Ich sage Ihnen, wir haben keine Zeit mehr, Command! Holen Sie uns sofort hier raus!" 1650, "Rumpfzustand inzwischen im roten Bereich! Wir werden hier draussen sterben, Command! Geben Sie uns Jagdschutz!" 1651, "Iceni, Wir haben die Qeb verloren! Wir schicken einen zweiten Transporter los." 1652, "Selbstzerstrung in dreissig Sekunden, Command! Ihnen luft die Zeit davon." 1653, "bertragen Sie sofort die Daten, Lieutenant. Dies ist Ihre letzte Chance." 1654, "Tut mir leid, Command. Das Geheimnis nehmen wir mit uns in die Hlle. Glauben Sie mir, Sie wollen das nicht wissen... Rusk, Ende." 1655, "Die Azrael hat von der Iceni abgedockt. Das Schiff bereitet die Aktivierung des Subraumantriebs vor." 1656, "Wir haben den Transporter verloren! Wiederhole! Wir haben den Transporter verloren!" 1657, "Schnelle Jagd" 1658, "Das 203. verfolgt einen shivanischen Azrael-Transporter in eine unerforschte Region des Nebelgebietes." 1659, "Um 16.40 Standardzeit entdeckten unsere Aufklrer den shivanischen Transporter mit Admiral Bosch und seinen Fhrungsoffizieren tief in einer von den Shivanern kontrollierten Zone des Nebels. Eine Staffel Maras hat unsere Aufklrer vertrieben, aber wir kennen jetzt wenigstens die ungefhre Position. Alpha und Beta, Ihr Auftrag lautet, den Azrael-Transporter zu suchen und seinen Antrieb stillzulegen." 1660, "Der Angriff muss schnell durchgefhrt werden, bevor der Transporter entkommen kann. Sobald sein Antrieb deaktiviert ist, beschtzen Sie den Transporter, bis $f Lambda $f 1 mit dem Bergungsteam eintrifft. Sie werden an dem $h Azrael andocken und das Schiff nach Gamma Draconis zurckschleppen. $f Lambda $f 2 hlt sich in Bereitschaft, falls $f Lambda $f 1 versagen sollte." 1661, "Bosch und seinen Fhrungsstab gefangenzunehmen ist von grsster Wichtigkeit. Wir wissen allerdings nicht, ob sie berhaupt noch am Leben sind und was die Shivaner mit ihnen vorhaben." 1662, "Willkommen auf der GVD Memphis, Terraner. Die Vernichtung der Psamtik und ihrer gesamten Besatzung ist eine Tragdie fr alle Vasudaner. Wie sagt unser altes Sprichwort: Ein Volk, das aus grosser Sorge geboren wird, stirbt auch in grosser Sorge. Die Entdeckung des zweiten Knossos-Portals war von grosser Bedeutung, aber es wird keine Expedition dorthin geben. Die alliierten Truppen haben im gesamten Nebelgebiet mehrere Schlachtschiffe der Juggernaut-Klasse geortet, die auf unsere Stellungen zuhalten. Wir stehen an der Schwelle einer neuen shivanischen Invasion, und unsere Sonnensysteme sind erneut in grsster Gefahr. Zum zweiten Mal hat das Oberkommando den vollstndigen Rckzug aller alliierten Schiffe aus dem Nebelgebiet angeordnet. Wir werden uns sofort ins Capella-System zurckziehen und dort unsere Verteidigung organisieren. Doch nicht einmal die Colossus hat genug Feuerkraft, um eine ganze Flotte von Schlachtschiffen der Juggernaut-Klasse zurckzuschlagen. Nach dem Verschwinden des Azrael-Transporters und bei der extremen Verschwiegenheit, mit der die Allianz das ETAK-Projekt behandelt, kann es noch viele Jahre dauern, bevor wir erfahren, was hier draussen wirklich geschehen ist." 1663, "Zerstren Sie die Dahaka" 1664, "Zerstren Sie die Sephiroth" 1665, "Fangen Sie den Azrael-Transporter ab, und kapern Sie ihn." 1666, "Sichern Sie die Gegend" 1667, "Zerstren Sie die Dahaka" 1668, "Zerstren Sie die Sephiroth" 1669, "Moment! Ich entdecke ein grosses Objekt auf den Sensoranzeigen! Bekomme gerade optische Besttigung!" 1670, "Command, wir orten eine Sprungsignatur, die sich durch das Subraumportal nhert." 1671, "Hier spricht die GVD Psamtik! Wir sind jetzt 9.000 Meter vom Subraumportal entfernt!" 1672, "Command, wir werden angegriffen!" 1673, "Wir haben feindliche Objekte auf dem Radar. Keine Zielerfassung mglich." 1674, "Behalten Sie Ihren momentanen Kurs bei. Unsere Aufklrer haben die Azrael bis zu dieser Position verfolgen knnen. Sie muss irgendwo in der Nhe stecken." 1675, "Command, wir haben ein zweites Subraumportal gefunden!" 1676, "Bitte wiederholen, Pilot? Noch ein Subraumportal?" 1677, "Besttigt. Das Gert wurde aktiviert." 1678, "Knnen Sie die Azrael irgendwo sehen?" 1679, "Negativ. Keine Spur von einem shivanischen Transporter." 1680, "An alle Einheiten: Sichern Sie das Gebiet! Zerstren Sie alle gegnerischen Schiffe! Wir haben ein neues Ziel! Wir mssen nun die Kontrolle ber dieses Portal sichern!" 1681, "Wir orten einen Kreuzer der Cain-Klasse, die SC Dahaka!" 1682, "Gut gemacht. Wir haben die Dahaka ausgeschaltet!" 1683, "Ein Kreuzer der Rakshasa-Klasse kommt gerade in Reichweite unserer Sensorenortung! Zielbezeichnung Sephiroth!" 1684, "Gute Arbeit, Piloten. Wir haben die Sephiroth unschdlich gemacht!" 1685, "An alle Einheiten: Bereithalten zur Einsatzbesprechung. Wir setzen die Psamtik ein." 1686, "9.000 Meter? Sie sind weit ab vom Kurs, Psamtik! Was ist passiert?" 1687, "Das Subraumfeld des Portals scheint unseren Transit gestrt zu haben." 1688, "Piloten, fliegen sie sofort zur Psamtik. Wir brauchen Zeit, um das Schiff in Position zu bringen." 1689, "Die Psamtik ist unser Vorposten bei der Erkundung der Region jenseits des Portals. Sie werden ihr Geleitschutz geben, bis wir unsere Einsatztruppen heranschaffen knnen." 1690, "An alle Einheiten: Verteidigen Sie die Psamtik! Der shivanische Angriff darf gar nicht erst in Fahrt kommen!" 1691, "Was ist los, Psamtik? Identifikation?" 1692, "Besttigt! Sathanas-Konfiguration! Wiederhole: Sathanas-Konfiguration!" 1693, "Das ist unmglich, Psamtik!" 1694, "Die Sathanas hat das Feuer erffnet! Wir haben schwere Rumpfschden!" 1695, "Psamtik, verschwinden Sie da! Sofort! Wir ziehen uns zurck!" 1696, "Sprungantrieb ausgefallen! Alle Systeme in Mitleidenschaft gezogen! Katastrophale Rumpfschden - Zusammenbruch steht unmittelbar bevor!" 1697, "Psamtik, empfangen Sie mich? Bitte kommen, Psamtik! Hier spricht Command! Knnen Sie mich hren?" 1698, "Piloten, sie werden zur GVD Memphis springen. Ihr Nav-Computer hat die Koordinaten. Zurck zum Sttzpunkt!" 1699, "Sofort rausspringen, Pilot. Wir sind auf dem Rckzug. Command, Ende." 1700, "Verstrkungen stehen bereit. Rufen Sie sie nach Bedarf herbei!" 1701, "Argonautika" 1702, "Die Alpha-Staffel des 203. Geschwaders muss die GTD Aquitaine verteidigen, deren Antrieb nach einem Ausfall in der Nhe des Gamma-Draconis-Sprungknotens im Nebelgebiet repariert wird." 1703, "Um 33.20 Uhr Vasudanischer Galaxiszeit haben wir einen Notruf von der $f GTD $f Aquitaine empfangen. Der Zerstrer wurde 4.000 Meter vom Gamma-Draconis-Sprungknoten entfernt angegriffen. Die $h SC $h Urobach und ihre Jgereskorte haben Antrieb, Zielsysteme und Jger-Starthangar der $f Aquitaine ausgeschaltet." 1704, "Admiral Petrarch berichtet, dass seine Kanoniere die $h Urobach und all ihre Jger-Staffeln vernichtet haben - bis auf eine. Da sich die gesamte shivanische Armada jetzt in Richtung auf den terranisch-vasudanischen Raum bewegt, mssen wir die $f Aquitaine so schnell wie mglich da rausholen. Ihr Auftrag lautet, die $f Aquitaine zu beschtzen, bis ihr Antriebssystem wieder repariert ist." 1705, "Ein Wartungsteam ist von Gamma Draconis aus schon unterwegs. Die $f GTC $f Agrippa, ein Kriegsschiff der Aeolus-Klasse, eskortiert den $f Argo-Transporter mit der Mannschaft und den bentigten Ersatzteilen. Wenn der Transporter ankommt, wird es Ihre Aufgabe sein, dafr zu sorgen dass er unbeschadet an dem beschdigten Zerstrer andocken kann." 1706, "Der Wartungsoffizier der $f Aquitaine schtzt, dass die eigentliche Reparatur in wenigen Minuten erledigt werden kann, wenn das Wartungsteam mit den Ersatzteilen erst mal an Bord ist. Das gibt den Shivaner allerdings immer noch genug Zeit, weitere Staffeln zu starten und die $f Aquitaine zu bedrohen." 1707, "In tiefer Trauer nehmen wir Abschied von den 10.000 Offizieren und Mannschaften an Bord der GTD Aquitaine. Sie haben tapfer gekmpft und sind ehrenhaft gefallen. Eigentlich sollten Sie als nchstes auf die Aquitaine versetzt werden, als Geschwaderfhrer der 70. Blue Lions. In Anbetracht der jngsten Ereignisse allerdings haben wir umdisponiert und Sie als Patrouillenflieger zur 12. Flotte in das weit entfernte System Wolf 359 versetzt. Ihr Transporter startet um 01.50." 1708, "Bleiben Sie dicht bei der Aquitaine. Nutzen Sie die Verteidigungsmglichkeiten des Grosskampfschiffes" 1709, "Dank Ihres Eingreifens hat die GTD Aquitaine das Gamma-Draconis-System sicher erreicht. Die Schden am Jgerhangar und dem Zielsystem werden gerade repariert. Der Vasudanische Taktische Befehlsstab hat uns informiert, dass Sie sofort zur GTD Aquitaine berstellt werden sollen. Sie werden zum Anfhrer des dortigen Elitegeschwaders 70. Blue Lions befrdert. Andererseits haben wir aber auch eine dringende bertragung vom Sondereinsatzkommando. Ihre Talente sind sehr gefragt, Pilot. Fr die aussergewhnlichen Dienste, die Sie dem Thron des Imperators Khonsu II, dem Erben der Zehntausendjhrigen Dynastie, geleistet haben, werden Sie hiermit in den Imperialen Orden von Vasuda aufgenommen. Diese Ehre wird einem Mitglied Ihrer Rasse nur sehr selten zuteil. Meinen Glckwunsch, Terraner." 1710, "Ihre Entdeckung des shivanischen Schlachtschiffes hat unserem Geheimdienst wichtige Informationen ber die potentielle Strke und die Bewegungen der gegnerischen Flotte geliefert." 1711, "Wartungsmannschaft" 1712, "Vernichten Sie die Abaddon" 1713, "Beschtzen Sie die Aquitaine, bis sie den Nebel sicher verlassen hat" 1714, "Beschtzen Sie den Argo-Transporter" 1715, "Command, hier spricht die Aquitaine. Maschinen sind wieder funktionsbereit. Wir nehmen Kurs auf den Gamma-Draconis-Sprungknoten. Geschtzte Ankunftszeit in vier Minuten." 1716, "Transporter wird jeden Moment aus dem Subraum auftauchen." 1717, "Rumpfzustand fllt rapide ab. Wir mssen alle nicht unbedingt bentigten Besatzungsmitglieder evakuieren. Bitte halten Sie sich zur Aufnahme von Rettungskapseln bereit." 1718, "Die SCv Abaddon ist aus dem Subraum aufgetaucht." 1719, "Command, hier spricht Alpha-Staffel. Wir sind jetzt in Position. Eine Staffel Mara-Jger in Reichweite, Zielbezeichnung Aries." 1720, "Schalten Sie die Maras aus, Alpha. Sichern Sie das Gebiet, schnell." 1721, "Danke fr Ihre Hilfe, Alpha-Staffel. Die Argo sollte in weniger als fnf Minuten hier sein." 1722, "Hier ist die Aquitaine. Das ist die letzte der Rettungskapseln. Fr den Rest von uns heisst es 'Durchhalten oder Sterben'." 1723, "Alle berlebenden Rettungskapseln sind in Sicherheit." 1724, "Alle Rettungskapseln sind in Sicherheit." 1725, "Alpha, hier spricht die Aquitaine. Kmmern Sie sich um die Jger, dann nehmen wir uns die Abaddon vor. Zerstren Sie ihre Strahl-Geschtztrme nur, wenn sich die Gelegenheit ergibt." 1726, "Wir haben die Abaddon unschdlich gemacht!" 1727, "Hier spricht die GTC Agrippa. Wir sind jetzt in Position, Command." 1728, "Agrippa hier! Wir werden angegriffen! Sie mssen mehr Jger einsetzen, Command!" 1729, "Wir tun, was wir knnen, Agrippa. Halten Sie Ihre Position, bis die Argo angedockt hat." 1730, "Gute Arbeit. Agrippa, wir mssen Sie da rausholen. Fliegen Sie sofort zum Gamma-Draconis-Knoten." 1731, "Besttigt, Command. Viel Glck, Aquitaine. Agrippa, Ende." 1732, "Hier Transporter Argo. Beginne jetzt mit der Andocksequenz. Wir sind fast da, Aquitaine." 1733, "Die Argo wird angegriffen! Alpha, beschtzen Sie den Transporter, oder wir verlieren die Aquitaine!" 1734, "Hier spricht die Argo. Wir haben die Andockklammern gesichert. Das Material wird jetzt auf die Aquitaine umgeladen." 1735, "Wir haben die Argo verloren! Wiederhole! Wir haben die Argo verloren!" 1736, "Wie sieht es bei Ihnen aus, Aquitaine?" 1737, "Command, wir sind noch 2.000 Meter vom Gamma-Draconis-Knoten entfernt. Geschtzte Ankunftszeit in einer Minute." 1738, "Reparaturen zu 50% abgeschlossen. Kernmodul wurde ersetzt. Wir lassen gerade die Diagnoseprogramme laufen." 1739, "Aquitaine hier. Beginne Sprungantriebssequenz. Wir sehen uns dann bei Gamma Draconis, Alpha. Danke fr Ihre Hilfe." 1740, "Gut gemacht, Alpha. Zurck zum Sttzpunkt." 1741, "Hier spricht die Aquitaine. Rumpfzustand im roten Bereich! Wir brauchen mehr Jger hier draussen, oder wir schaffen es nicht, Command!" 1742, "Wir haben die Aquitaine verloren!! Alle Einheiten zurck zum Sttzpunkt! Einsatz abgebrochen!" 1743, "Wir setzen Verstrkungen ein, Alpha. Bitte warten Sie." 1744, "Wir haben den Antrieb stabilisieren knnen, aber wir brauchen mehr Zeit hier, Command." 1745, "Aquitaine hier. Antrieb wird in zwei Minuten einsatzbereit sein." 1746, "Command, wir beginnen jetzt mit der Startsequenz des Antriebskerns. Geben Sie uns 60 Sekunden." 1747, "Exodus" 1748, "Als Anfhrer der 70. Blue Lions der GTD Aquitaine gibt Alpha 1 einem Konvoi Geleitschutz, der aus dem Sonnensystem flieht." 1749, "Willkommen auf der Aquitaine; schn, Sie wiederzusehen. Aufgrund Ihrer hervorragenden Leistungen hat Ihnen die GTVA das Kommando ber Ihr eigenes Elite-Jgergeschwader verliehen, die 70. Blue Lions. Das ist eine grosse Ehre, Pilot. Sie erhalten Ihre Anweisungen jetzt direkt vom Kommandodeck. Als Geschwaderfhrer der Blue Lions haben Sie die hchste Prioritt bei der Auswahl von Schiffen und Waffen, aber whlen Sie Ihre Bewaffnung sorgfltig aus. Ziehen Sie die Informationen in unserer technischen Datenbank zu Rate, wenn Sie sich unschlssig sind." 1750, "Neun Schlachtschiffe der Sathanas-Klasse sind bis jetzt im Capella-System eingetroffen, und der Geheimdienst hat noch mehr im Nebelgebiet ausgemacht, alle im Anflug auf Sprungknoten in den terranisch-vasudanischen Raum. Wir stehen an der Schwelle zu einer neuen Apokalypse. Auch wenn die Schlachtschiffe unsere Kriegsschiffe noch nicht angegriffen haben, so zeigt ihr Kurs doch eindeutig Richtung Capella. Wir knnen ber ihre Plne derzeit nur Vermutungen anstellen, aber diese Entwicklung drfte fr die Allianz auf keinen Fall etwas Gutes bedeuten." 1751, "Das alliierte Oberkommando evakuiert ab sofort alle Mitarbeiter, die nicht unbedingt an ihrem Posten bentigt werden. Der Sicherheitsrat hat einen Plan, wie die Shivaner hier in Capella gestoppt werden sollen, bevor sie in andere Systeme der GTVA eindringen knnen. Die 70. Blue Lions werden unseren Konvois Jagdschutz geben, damit sie das System sicher verlassen knnen. Hier stehen Millionen von Menschenleben auf dem Spiel, Pilot. Wenn wir versagen, sind all unsere Sonnensysteme und Welten in grosser Gefahr." 1752, "Der Erinyes-Jger Die GTVA hat soeben den neuentwickelten schweren Jger der Erinyes-Klasse zum Einsatz freigegeben. Mit seinen acht Geschtzbnken hat er genug Feuerkraft, um auf kurze Entfernung gegnerische Ziele schnell auszuschalten. Der Erinyes-Jger kann Feuerleitrechner fr zwei verschiedene Primrsysteme aufnehmen. Wahrscheinlich mssen Sie den Waffensystemen mehr Energie als blich zuleiten, um effektiv kmpfen zu knnen, also nehmen Sie die bentigten Einstellungen vor." 1753, "Der GTW UD-8 Kayserstrahler Sie drfen ausserdem den GTW UD-08 Kayserstrahler testen. Fr die Dauer der Felderprobung haben nur wenige Einheiten Erlaubnis, diese Waffe einzusetzen. Der Kayserstrahler schleudert fokussierte Miniwellen aus subatomaren Partikeln auf sein Ziel. Beim Auftreffen bricht die Wellenfunktion der Partikel zusammen, wobei sie intensive Mikrostsse von Nullpunkt-Energie emittiert. Der Kayserstrahler ist das erste Ergebnis unserer Erforschung der shivanischen Waffentechnologie." 1754, "Die GTM-11 Infyrno-Streubombe Wir haben endlich ausreichende Mengen der neuen GTM-11 Infyrno bekommen, einer besonders gegen Jger wirksamen Bombe. Um die Infyrno einzusetzen, drcken Sie den Sekundrwaffen-Feuerknopf einmal, um die Bombe abzufeuern, und ein weiteres Mal, um sie zu znden. Eine Anzeige in Ihrem HUD meldet Ihnen jeweils die Entfernung der Bombe zu Ihrem Schiff. Bei der Detonation zerlegt sich die Infyrno in Dutzende von Schrappnells, von denen jedes einzelne wiederum eine hochexplosive Sprengladung enthlt." 1755, "In diesem Moment sind ganze Konvois aus Transportern, Frachtern und Sanittsschiffen unterwegs zu den Sprungknoten zur Vega und nach Epsilon Pegasi. Die Evakuierung der Zivilisten verluft nach Plan, doch der Angriff des Gegners hat sich weiter verstrkt. Wir haben den Gamma-Draconis-Sprungknoten blockiert, doch immer noch strmen frische shivanische Truppen in das System." 1756, "Das 53. lst das 309. am Gamma-Draconis-Sprungknoten ab, und wir setzen das 19. beim Hauptquartier der 3. Flotte als Jagdschutz ein, whrend wir dort die nicht unbedingt bentigten Stabsmitarbeiter evakuieren. Das Oberkommando braucht genauere Daten ber die Juggernaut-Schlachtschiffe, also schicken wir das 91. zur Aufklrung los. Die 70. Blue Lions werden sich sofort zum Epsilon-Pegasi-Sprungknoten begeben." 1757, "Blue Lions, Ihr Auftrag lautet, einen aus vier Schiffen bestehenden Konvoi nach Epsilon Pegasi zu geleiten. Der Verband besteht aus den Mannschaftstransportern $f Lambda $f 1 und $f 2, dem Frachter $f GTFr $f Sulla und dem Sanittsschiff $f GTM $f Vesalius. Alle verfgen nur ber minimale Panzerung und sind extrem verwundbar. Die $f GVCv $f Nebtuu koordiniert den Geleitschutz." 1758, "Um exakt vierzehn-fnfzehn griffen die Shivaner mit ihrer Korvette Abraxis und einer Staffel Manticore-Jger unseren Konvoi an. Die $f Nebtuu forderte Untersttzung an, darum schicken wir Sie hin. Die Theta-Staffel hlt sich als Verstrkung in Bereitschaft. Setzen Sie sie nach Bedarf ein. Viel Glck, Piloten. Die Menschen auf Capella verlassen sich auf Sie." 1759, "Verlassen Sie das Schlachtfeld nicht, bevor Sie die Erlaubnis dazu haben. Einen solchen Fehler sollten Sie bei Ihrem Rang nicht machen." 1760, "Ausgezeichnete Arbeit, Pilot. Ihr erster Einsatz als Fhrer der 70. Blue Lions hat bewiesen, dass Sie genau der richtige Offizier fr diese Position sind. Die Shivaner haben einen heftigen Angriff durchgefhrt, aber Sie und Ihr Geschwader haben sie abgewehrt. Aufgrund Ihres taktischen Geschicks hat der gesamte Konvoi Epsilon Pegasi sicher erreicht." 1761, "Die Shivaner haben einen heftigen Angriff gegen all unsere Konvois durchgefhrt. Die Zahl der Verluste geht in die Hunderttausende. Wir haben einfach nicht die Mglichkeit, jedes Schiff zu beschtzen, das dieses System verlassen will. Selbst mit Ihrer Elitetruppe, den 70. Blue Lions, konnten Sie nicht alle Einsatzziele erreichen." 1762, "Beide Lambda-Transporter wurden bei dem shivanischen Angriff vernichtet. Tausende von Zivilisten fanden dabei den Tod." 1763, "Beide Lambda-Transporter haben es nach Epsilon Pegasi geschafft. Ihr Einsatz hat Tausende von Menschenleben gerettet." 1764, "Einer der Lambda-Transporter hat den Sprungknoten sicher erreicht. Die Hlfte der Zivilisten starb bei den shivanischen Angriff." 1765, "Rettungskrfte von Vega und Epsilon Pegasi melden jetzt schon Engpsse bei der Versorgung mit lebenswichtigen Gtern und Medikamenten. Der Verlust der Sulla macht das Ganze nur noch schlimmer." 1766, "Wir haben die GTFr Sulla bergen knnen. Die Vorrte an Bord dieses Frachters werden helfen, die Versorgungsengpsse in Epsilon Pegasi zu lindern." 1767, "Die Zerstrung der GTM Vesalius ist eine Tragdie. Bei der Anzahl der Opfer, die der shivanische Angriff im Capella-System verursacht, ist fr uns jedes einzelne Sanittsschiff sein Gewicht in Gold wert." 1768, "Die GTM Vesalius ist sicher in Epsilon Pegasi angekommen. Das Sanittsschiff wird dringend gebraucht, um die Flchtlinge von Capella zu versorgen." 1769, "Ihr Geschwader hat alle Gegner vernichtet. Wenn wir den shivanischen Vormarsch aufhalten wollen, mssen wir jede sich bietende Chance ergreifen, um den Gegner zu schwchen." 1770, "Wir mssen Ihre Einheit jetzt schnellstens zum Hauptquartier der 3. Flotte verlegen. Versammeln Sie Ihre Leute im Bereitschaftsraum." 1771, "Fr aussergewhnliche Fhrungsqualitten im Angesicht feindlicher bermacht verleihen wir Ihnen hiermit die Ehrenspange fr Verdienste um die Allianz." 1772, "Truppen" 1773, "Beschtzen Sie den Konvoi" 1774, "Gibborim zerstren" 1775, "Geben Sie Lambda 1 und 2 Geleitschutz zum Epsilon-Pegasi-Sprungknoten" 1776, "Vernichten Sie alle gegnerischen Ziele" 1777, "Beschtzen Sie das Sanittsschiff Vesalius" 1778, "Beschtzen Sie das Frachtschiff Sulla" 1779, "Wir haben die Abraxis zerstrt, aber die Shivaner geben nicht auf!" 1780, "Bleiben Sie in Geleitschutzposition fr die Transporter. Die 70. Blue Lions sind hier, um Ihnen zu helfen." 1781, "Nahema-Bomber im Anflug, Zielbezeichnung Scorpio. Fangen Sie diese Staffel ab, Alpha!" 1782, "Wir sterben umsonst, wenn wir heute nicht siegen! Rcht uns!" 1783, "Wir haben die Gibborim zerstrt! Gut gemacht, Piloten. Weiter mit Geleitschutz." 1784, "Gute Arbeit, Alpha. Zurck zum Sttzpunkt." 1785, "Der Konvoi hat den Sprungknoten erreicht. Gut gemacht, Alpha! Sichern Sie das Gebiet. und dann zurck zum Sttzpunkt." 1786, "Seraphim-Bomber mit Jger-Geleitschutz sind am Sprungpunkt aufgetaucht. Verteidigen Sie die Transporter, Alpha" 1787, "Alpha, Sie sind zu weit hinter den Konvoi zurckgefallen. Hauen Sie die Nachbrenner rein und kommen Sie nach vorn!" 1788, "Bleiben Sie dicht beim Konvoi, Alpha. Bringen Sie ihn sicher zum Knoten!" 1789, "Alpha, Sie sind zu weit vom Konvoi entfernt!" 1790, "Alpha 1, Ihre Aufgabe ist es, den Konvoi zu beschtzen. Gehen Sie sofort wieder in Geleitschutz-Position." 1791, "Alpha, wir brauchen Sie hier beim Konvoi! Lassen Sie sich von den Shivanern nicht weglocken!" 1792, "Alpha-Staffel, Sie haben Ihre Befehle. Zuerst die gegnerischen Bomber ausschalten!" 1793, "Die Gibborim ist aus dem Subraum aufgetaucht! Schalten Sie sofort ihre Geschtztrme aus, bevor sie damit den Konvoi zerfetzt!" 1794, "Hier Lambda 1. Rumpf wurde schwer beschdigt. Erbitte Jagdschutz." 1795, "Hier spricht Lambda 1. Rumpfzustand jetzt im roten Bereich! Hunderte werden sterben, wenn Ihr uns hier nicht rausholt!" 1796, "Lambda 2, Erbitte Jagdschutz! Wir halten nicht mehr viel aus!" 1797, "Hier spricht Lambda 2. Wir verrecken hier draussen, Command!" 1798, "Hier spricht die GTM Vesalius. Die Schivaner schiessen uns in Stcke! Wir brauchen mehr Jagdschutz!" 1799, "Vesalius hier. Rumpf bricht gleich auseinander. Unsere Lage ist verzweifelt, Command!" 1800, "Command, hier spricht die Sulla. Wir haben nicht genug Feuerkraft, um diesen Angriff abzuwehren!" 1801, "Command, wir brauchen mehr Jger! Sonst berleben wir diesen Angriff nicht!" 1802, "Die Sulla ist vernichtet! Konzentrieren Sie sich, Alpha. Wir knnen uns keine weiteren Verluste mehr leisten!" 1803, "Wir haben Lambda 2 verloren! Die schlachten uns da draussen ab!" 1804, "Lambda 1! Bitte melden, Lambda 1! Wir haben Ihr Signal verloren!" 1805, "Die GTM Vesalius ist zerstrt worden. Alle Besatzungsmitglieder sind umgekommen." 1806, "Alpha, die Nebtuu ist zerstrt. Alle alliierten Kriegsschiffe sind derzeit im Gefecht. Sie sind auf sich alleine gestellt da draussen." 1807, "Die Shivaner haben unseren gesamten Konvoi ausgelscht. Zurck zum Sttzpunkt, Alpha." 1808, "Die Sulla hat ihren Sprungantrieb aktiviert und ist unterwegs nach Epsilon Pegasi." 1809, "Die Zivilisten sind angekommen. Die Hlfte hat das Gefecht berlebt." 1810, "Der erste Transporter hat Epsilon Pegasi erreicht." 1811, "Die GTM Vesalius has entered the Sprungknoten." 1812, "Hier knnen wir nichts mehr tun, Alpha. Der Konvoi ist fort. Zurck zum Sttzpunkt." 1813, "Dnkirchen" 1814, "Die 70. Blue Lions helfen bei der Evakuierung des Hauptquartiers der 3. Flotte in Capella." 1815, "Um dreiundzwanzig-fnfundvierzig hat das alliierte Oberkommando die sofortige Evakuierung des Hauptquartiers der 3. Flotte im Capella-System angeordnet. Die Anlage dort steht unter schwerem Beschuss durch Jger und Bomber. Die Shivaner setzen ihre Staffeln von der SD Nebiros aus ein, einem Zerstrer der Ravana-Klasse. Das 19. Geschwader, das zum Schutz des Hauptquartiers eingeteilt war, ist vllig ausradiert worden." 1816, "Die Evakuierung wird wie folgt ablaufen: $f Lambda $f 1, ein Transporter der Argo-Klasse, wird an der Station andocken. Der Grossteil der Stabsmitarbeiter geht an Bord und wird dann zur $f GTD $f Messana gebracht. Das Oberkommando schickt anschliessend einen zweiten Transporter, der den Rest des Fhrungsstabes abholt. Die Verwundeten sind bereits zum Sanittsschiff $f GTM $f Galen gebracht worden." 1817, "Nachdem $f Lambda $f 2 an der $f Orion angedockt hat, verlsst die $f Messana das System, und Sie knnen zu Ihrem Sttzpunkt zurckkehren. Sie werden mit den Staffeln Alpha und Delta bei dieser Operation fr den Jagdschutz sorgen. Sie mssen das Hauptquartier schtzen, die $f Messana und die beiden Transporter. Sobald die Evakuierung abgeschlossen ist, wird die Anlage zerstrt." 1818, "Wir haben bereits alle weniger dringend bentigten Stabsmitarbeiter ausgeflogen, daher sollte die Operation recht schnell verlaufen. Mit dieser Evakuierung des Hauptquartiers tritt die Allianz in die letzte Phase ihres Plans, die Shivaner in Capella aufzuhalten." 1819, "Ausgezeichnete Arbeit, Pilot. Beide Lambda-Transporter haben sicher an der GTD Messana angedockt. Die Evakuierung des Hauptquartiers der 3. Flotte war ein voller Erfolg. Unter Ihrer fhigen Leitung besttigen die 70. Blue Lions ihren Ruf als eines der besten Elite-Geschwader der Galaktischen Terranisch-Vasudanischen Allianz. Der GTVA-Sicherheitsrat hat uns seine Strategie mitgeteilt, mit der er die Shivaner im Capella-System festhalten will. Ich werde in einer Stunde zu den Offizieren und Mannschaften der Aquitaine sprechen. Die 70. Blue Lions werden bei der bevorstehenden Operation eine wichtige Rolle spielen. Ich weiss, dass Sie und Ihr Geschwader dieser Herausforderung gewachsen sind." 1820, "Auch wenn wir den ersten Transporter verloren haben, hat wenigstens Lambda 2 sicher an der GTD Messana angedockt. Die Evakuierung des Hauptquartiers der 3. Flotte war zumindest teilweise ein Erfolg. Unter den gegebenen Umstnden ist das vielleicht das Beste, was wir erwarten drfen. Darf ich Sie trotzdem daran erinnern, dass sich Elite-Geschwader ihren Ruf dadurch verdienen, dass sie mehr als das Beste geben. Der GTVA-Sicherheitsrat hat uns seine Strategie mitgeteilt, mit der er die Shivaner im Capella-System festhalten will. Ich werde in einer Stunde zu den Offizieren und Mannschaften der Aquitaine sprechen. Die 70. Blue Lions werden bei der bevorstehenden Operation eine wichtige Rolle spielen. Ich weiss, dass Sie und Ihr Geschwader dieser Herausforderung gewachsen sind." 1821, "Sorgen Sie dafr, dass ihre Kameraden Ihnen beim Schutz der Transporter auch helfen." 1822, "Auch wenn wir den zweiten Transporter verloren haben, hat wenigstens Lambda 1 sicher an der GTD Messana angedockt. Die Evakuierung des Hauptquartiers der 3. Flotte war zumindest teilweise ein Erfolg. Unter den gegebenen Umstnden ist das vielleicht das Beste, was wir erwarten drfen. Darf ich Sie trotzdem daran erinnern, dass sich Elite-Geschwader ihren Ruf dadurch verdienen, dass sie mehr als das Beste geben... Der GTVA-Sicherheitsrat hat uns seine Strategie mitgeteilt, mit der er die Shivaner im Capella-System festhalten will. Ich werde in einer Stunde zu den Offizieren und Mannschaften der Aquitaine sprechen. Die 70. Blue Lions werden bei der bevorstehenden Operation eine wichtige Rolle spielen. Ich weiss, dass Sie und Ihr Geschwader dieser Herausforderung gewachsen sind." 1823, "Beide Lambda-Transporter wurden zerstrt. Es htte nicht schlimmer kommen knnen, als dass der gesamte Fhrungsstab der 3. Flotte ausgelscht wurde. Der GTVA-Sicherheitsrat hat sein extremes Missfallen darber ausgedrckt, wie Sie die 70. Blue Lions eingesetzt haben, immerhin ein sogenanntes Elite-Geschwader. Sie sind Ihres Kommandos enthoben, Pilot." 1824, "Der Verlust der GTD Messana ist eine Tragdie. Viele Freunde und Kollegen sind heute zu Tode gekommen, und wir knnen uns nur immer wieder fragen, was man htte tun knnen, um sie zu retten. Als Kommandant der Aquitaine habe ich mein Vertrauen in Sie und Ihr Geschwader gesetzt. Die 70. Blue Lions hatten immerhin den Ruf, eine der besten Einheiten der GTVA zu sein. Aber ein guter Ruf alleine rettet keine Menschenleben. Ein guter Ruf erzielt keine Resultate. Ich habe keine andere Wahl, als Sie Ihres Kommandos zu entheben. Weggetreten, Pilot." 1825, "Setzen Sie Ihre Staffelpiloten ein, um mehrere verbndete Schiffe zugleich zu beschtzen." 1826, "Wir haben die GTD Messana verloren. Es htte nicht schlimmer kommen knnen, als dass die gesamte Fhrung der 3. Flotte ausgelscht wurde. Der GTVA-Sicherheitsrat hat sein extremes Missfallen darber ausgedrckt, wie Sie die 70. Blue Lions angefhrt haben, immerhin ein sogenanntes Elite-Geschwader. Sie sind Ihres Kommandos enthoben, Pilot." 1827, "Setzen Sie Ihre Staffelpiloten ein, um mehrere verbndete Schiffe zugleich zu beschtzen." 1828, "Ihre Hartnckigkeit ist uns positiv aufgefallen, Pilot. Sie haben alle gegnerischen Ziele vernichtet. So, wie wir mit dem Rcken zur Wand stehen, kann jeder Vorteil, den wir herausschlagen, den Unterschied zwischen Vernichtung und Sieg ausmachen." 1829, "Sie haben sich durch Ihre beispielhafte Tapferkeit unter Einsatz Ihres eigenen Lebens als Soldat und Kamerad ausgezeichnet und in bester Tradition des Militrs um die Allianz verdient gemacht. Wir verleihen Ihnen hiermit den Orden der GTVA-Ehrenlegion, die hchste Auszeichnung, die die Galaktische Terranisch-Vasudanische Allianz zu vergeben hat." 1830, "Stabspersonal" 1831, "Geben Sie bei der Evakuierung des Hauptquartiers der 3. Flotte Jagdschutz" 1832, "Lambda 1 vernichtet! Wiederhole: Lambda 1 vernichtet!" 1833, "Wir haben Lambda 2 verloren! Evakuierung abgebrochen!" 1834, "Command, hier ist die Lambda 2. Beginnen jetzt mit dem Andocken." 1835, "Messana, Lambda 2 hier. Wir haben am Kommandoschiff angedockt. Alle berlebenden Besatzungsmitglieder sind sicher an Bord." 1836, "Alpha 1, verteidigen Sie mit Ihrer Rotte diese Einrichtung. Geschtzte Ankunftszeit der Messana in 60 Sekunden. Eine Staffel Manticores mit Zielbezeichnung Aries greift derzeit die Basis an." 1837, "Wie sieht es bei Ihnen aus, Kommandoschiff?" 1838, "Wir haben nur geringe Schden abbekommen. Evakuierung der nicht unverzichtbaren Besatzung abgeschlossen. Wir haben unsere Verletzten auf die GTM Galen gebracht." 1839, "Hier spricht die GTD Messana. Bereit zur Aufnahme der Transporter." 1840, "Hier ist die Messana! Wir brauchen sofort Jagdschutz hier! Unser Rumpf hat schon erhebliche Beschdigungen!" 1841, "Wir haben die Messana verloren!" 1842, "Hier spricht die GTD Messana. Bitte halten Sie sich von der Anlage fern, wir leiten jetzt die Fernzndungssequenz ein." 1843, "Hier ist die Messana. Aktivieren Subraumantrieb." 1844, "Hier Lambda 1, Messana. Beginne Andocksequenz." 1845, "Besttigt, Lambda. Messana in Bereitschaft." 1846, "Hier spricht Lambda 1. Andockklammern gesichert. Besatzung steigt um." 1847, "Willkommen auf der Messana. Phase 3 der Evakuierung zu 50% abgeschlossen." 1848, "Lambda 1 aktiviert Subraumantrieb." 1849, "In Ordnung, Lambda 2. Weitermachen." 1850, "Besttigt. Alpha-Staffel, geben Sie Geleitschutz fr Lambda 2." 1851, "Beginne jetzt mit der Andocksequenz, Messana. Bitte warten." 1852, "Roger, Lambda 2. Sie haben es fast geschafft." 1853, "Lambda 2 hier. Andocksequenz abgeschlossen. Sprung nach Ihrem Ermessen, Messana." 1854, "Hier spricht die GTM Galen. Wir aktivieren jetzt unseren Subraumantrieb." 1855, "Kommandoschiff hier. Wir haben schwere Schden abbekommen. Die Aussenhlle ist auf mehreren Decks aufgerissen. Die Anzahl der Opfer steigt stndig. Wir brauchen mehr Jagdschutz, Alpha 1." 1856, "Hier spricht das Kommandoschiff, Alpha 1. Unser Rumpf hat zu schwere Schden abbekommen. Fangen Sie die shivanischen Raketen ab, wir berstehen keine weiteren Treffer!" 1857, "Eine Staffel Nahema-Bomber ist am Sprungpunkt aufgetaucht! Zielbezeichnung Pisces!" 1858, "Sprungsignatur nhert sich! Feindliche Konfiguration!" 1859, "Pisces wurde eliminiert." 1860, "Wir haben die Cancer-Staffel unschdlich gemacht." 1861, "Taurus-Staffel ausgeschaltet." 1862, "Empfangen Anflug-Signatur! Ravana-Konfiguration! Es ist die Nebiros, Piloten! Ziehen Sie sich sofort zurck ! Wir holen Sie da raus!" 1863, "Die Nebiros hat unsere Anlage vernichtet! Alle Einheiten Abstand halten!" 1864, "Zurck zum Sttzpunkt, Alpha, und das ist ein Befehl! Fangen Sie keinen Kampf an, den Sie nicht gewinnen knnen!" 1865, "Einsatz abgebrochen, Blue Lions. Zurck zur Aquitaine." 1866, "Gut gemacht, Blue Lions. Sichern Sie das Gebiet, und fliegen Sie zurck zum Sttzpunkt." 1867, "Die Grosse Raumschlacht" 1868, "Die 70. Blue Lions nehmen an einem Scheinangriff auf den Gamma-Draconis-Sprungknoten teil." 1869, "Exodus Bei Verlusten von mehr als einhunderttausend und bei immer mehr shivanischen Einheiten im Anflug haben wir nicht die leiseste Chance, Capella halten zu knnen. Unsere einzige Hoffnung besteht darin, das System abzuriegeln und damit zu verhindern, dass die Invasion sich auf andere terranisch-vasudanische Welten ausbreitet. Wenn wir den Vormarsch der Shivaner nicht aufhalten, entfesseln wir einen Zweiten Grossen Krieg, einen Konflikt, den wir auf gar keinen Fall berleben wrden. Die Lucifer-Flotte, die wir vor 32 Jahren besiegt haben, war nichts im Vergleich zu der Strke dieser Armada. Das Oberkommando will aber jeden einzelnen Terraner aus dem System herausholen." 1870, "Eine Subraum-Anomalie Mehr als 80 shivanische Schlachtschiffe der Juggernaut-Klasse sind jetzt rund um die Sonne Capella in Wartestellung. Forschungsschiffe, die ihre Aktivitten berwachen, haben ein anormales Subraumfeld im Umkreis der Juggernaut-Flotte entdeckt. Auch wenn wir das Feld mit unseren Instrumenten kaum anmessen knnen, ist seine Intensitt im Laufe der letzten zweiundsiebzig Stunden doch stetig angestiegen. Wir wissen seit dem Grossen Krieg, dass die Shivaner ber fortgeschrittene Subraumtechnologien verfgen, aber dieses Feld bertrifft unsere schlimmsten Befrchtungen. Die Shivaner machen eventuell eine neue Waffe scharf, von der wir nicht die leiseste Ahnung haben." 1871, "Das Opfer Es laufen Vorbereitungen zur Zerstrung des Epsilon-Pegasi-Sprungknotens. Ein Zerstrer aus der Zeit des Grossen Krieges, die GTD Bastion, fliegt mit mehreren Mesonensprengkpfen dort hin, die im Inneren des Sprungknotens zur Detonation gebracht werden sollen. Unsere Wissenschaftler glauben, eine Explosion ausreichender Grsse knne den Sprungknoten kollabieren lassen, wie damals vor 32 Jahren bei der Vernichtung der Lucifer. Die Detonation der Reaktoren der Lucifer verschloss den Sol-Sprungknoten in Delta Serpentis und kappte somit jeglichen Kontakt zur Erde. Die Bastion hat ihren Umbau im Vega-System abgeschlossen und fliegt nun nach Capella." 1872, "Wird die Strategie funktionieren? Skeptiker haben argumentiert, dass die Shivaner zu Beginn des Grossen Krieges Sprnge zwischen einzelnen Systemen auch ohne Sprungknoten vorgenommen haben, in Ross 128, Ikeya, Vega und anderen Systemen. Dennoch versichern unsere Wissenschaftler, dass dieser Plan funktionieren wird. Auch wenn die Shivaner uns unbekannte Sprungknoten benutzen oder solche, die zu instabil sind fr terranische oder vasudanische Schiffe, so sind sie doch ebenso auf Sprungknoten angewiesen wie wir. Trotzdem sehen wir diese Strategie nur als temporre Massnahme an." 1873, "Endspiel Sobald wir alle zivilen und militrischen Mitarbeiter aus dem Capella-System evakuiert haben, schicken wir einen zweiten Zerstrer, ebenfalls mit Mesonenbomben, durch den Capella-Sprungknoten im Vega-System. Wenn wir es schaffen, beide Sprungknoten kollabieren zu lassen, hat die Allianz die Shivaner in diesem System eingesperrt. Falls wir aber versagen, ist unsere Vernichtung so gut wie sicher. Entweder halten wir sie auf, Piloten, oder wir sterben bei dem Versuch." 1874, "Die $f GTD $f Bastion fliegt um achtzehn-fnfunddreissig ins Capella-System ein. Wir schicken das 116. als Geleitschutz mit, um das Kriegsschiff in Position zu bringen. Unsere vorgeschobenen Beobachter rund um die Juggernaut-Flotte fordern Verstrkung an, darum senden wir das 83. dorthin. Das 309. hilft den Truppen am Vega-Sprungknoten, und was die 70. Blue Lions angeht, mit denen haben wir etwas ganz Besonderes vor." 1875, "Ihr Auftrag lautet, ein Ablenkungsmanver am Gamma-Draconis-Sprungknoten zu veranstalten. Sie werden einen Scheinangriff durchfhren, als Kder fr die shivanische Armada. Die $f Colossus und ihr Kampfverband werden in der Nhe des Sprungknotens in Stellung gehen. Indem wir unsere Feuerkraft so bndeln, ziehen wir dort den Schwerpunkt der shivanischen Offensive auf uns. In der Zwischenzeit kann die $f Bastion auf der anderen Seite des Systems den Sprungknoten nach Epsilon Pegasi vernichten." 1876, "Ihr Einsatzziel ist simpel: Zerstren Sie alle feindlichen Objekte. Beachten Sie aber, dass wahrscheinlich keine Verstrkungen zur Verfgung stehen werden. In ihrem letzten Gefecht wurden die Jgerhangars der Colossus schwer in Mitleidenschaft gezogen. Sie werden also da draussen durchhalten mssen, bis die Techniker die Flugdecks wieder einsatzbereit hinkriegen. Viel Glck, Pilot." 1877, "Die Colossus ist zerstrt. Mehr als dreissigtausend Offiziere und Mannschaften, unsere Kollegen, Landsleute und Freunde, fanden in dieser Schlacht den Tod. Das mchtigste und strkste terranisch-vasudanische Kriegsschiff, das es jemals gab, das zu bauen zwanzig Jahre dauerte, wurde innerhalb weniger Minuten vernichtet. Das Oberkommando weiss, dass Sie nichts htten tun knnen, um die Colossus zu retten. Viele Ihrer Geschwaderkameraden wurden gettet, und Sie haben Glck, dass Sie das Gefecht berlebt haben. Doch wir haben jetzt keine Zeit, unsere Toten zu beklagen. Wir haben einen Job zu erledigen, und wenn wir bei dieser Aufgabe versagen, werden noch viele Millionen mehr leiden und sterben. Die 70. Blue Lions werden ausschwrmen, um der Bastion zu helfen. Melden Sie sich schnellstens im Bereitschaftsraum." 1878, "Sie htten nichts tun knnen, um die Colossus zu retten." 1879, "Verlassen Sie das Schlachtfeld nicht, bevor Sie den Befehl dazu haben. Das sollten Sie aber langsam wissen, Pilot." 1880, "Zerstren Sie die Frachter" 1881, "Zerstren Sie die Baal" 1882, "Schalten Sie alle Jger aus, die sich dem Schlachtfeld nhern" 1883, "Gamma-Staffel schliesst zur Formation mit Ihnen auf, Alpha." 1884, "Das nennen Sie eine Flotte, Command? Wir knnten hier gut noch etwas Hilfe gebrauchen." 1885, "Halten Sie sich von dem Kreuzer fern, Alpha. Konzentrieren Sie sich auf die Jger, und lassen Sie unsere Grosskampfschiffe ihre Arbeit erledigen." 1886, "Da kommen ein paar Jger aus dem Systemkern auf uns zu! fangen Sie sie ab!" 1887, "Munitionieren Sie jetzt lieber Ihre Waffen auf, wenn ntig... das hier ist noch nicht vorbei." 1888, "Ein Kreuzer der Cain-Klasse ist von Gamma Draconis rbergekommen." 1889, "Command, wir orten einen Kreuzer der Rakshasa-Klasse im Anflug aus Gamma Draconis." 1890, "Command, die Shivaner haben vier unverteidigte Frachter im System. Die Schlachtschiffe in der Nhe der Sonne haben auf unser Erscheinen nicht reagiert." 1891, "Weitermachen, Colossus. Wir schicken unsere Flotte, um die Frachter anzugreifen." 1892, "Ein Zerstrer der Ravana-Klasse ist aus dem Subraum aufgetaucht. Die machen jetzt wirklich Druck hier!" 1893, "Die Ravana ist erledigt, aber wir haben schwerste Schden abbekommen. Erbitten Lagebericht, Command." 1894, "Command, ein shivanisches Schlachtschiff ist in Reichweite aufgetaucht. Wie sieht es mit der Bastion aus?" 1895, "Hier spricht die Stalwart. Wir haben ernste Treffer abbekommen!" 1896, "Hier ist die Heket. Unsere Situation ist bedrohlich. Mehrere wichtige Systeme wurden schon beschdigt." 1897, "Khepri an Command. Noch ein direkter Treffer, und wir sind erledigt! Bis auf die Brckenmannschaft wurde die gesamte Besatzung in die Rettungskapseln geschickt!" 1898, "Ein zweiter Kreuzer der Cain-Klasse ist angekommen, Zielbezeichnung Baal." 1899, "Die SC Hela, ein Kreuzer der Lilith-Klasse, ist im System angekommen und unterwegs zu Ihnen." 1900, "Colossus hier. Command, unsere Schiffshlle wird offenbar jeden Moment aufreissen. Wir haben der Bastion so viel Zeit verschafft, wie wir konnten. Hoffen wir, dass dieser Plan funktioniert." 1901, "Command, das shivanische Schlachtschiff schiesst uns in Stcke! Wir knnen es nicht mehr lange aufhalten!" 1902, "Gamma-Staffel schwrmt aus." 1903, "Alpha, die schweren Bomber der Delta-Staffel stehen Ihnen jetzt zur Verfgung." 1904, "Colossus, wir holen Sie da raus. Aktivieren Sie Ihren Subraumantrieb." 1905, "Einsatz abbrechen! Alle Einheiten zurck zum Sttzpunkt! Alpha, Sie werden zur Untersttzung der Bastion abkommandiert." 1906, "Die Situation am Epsilon-Pegasi-Knoten scheint noch nicht geklrt zu sein." 1907, "Befolgen Sie Ihre Befehle, Colossus! Springen Sie - jetzt!" 1908, "Negativ, Command. Wir werden sie hier aufhalten. Bringen Sie nur die Bastion durch!" 1909, "Kampf der Titanen II" 1910, "Die 70. Blue Lions geben der Bastion Geleitschutz zum Epsilon-Pegasi-Sprungknoten." 1911, "Die $f GTD $f Bastion ist mit einer Ladung Mesonen-Sprengkpfe unterwegs zum Epsilon-Pegasi-Sprungknoten. Wir werden die $f Bastion innerhalb des Sprungknotens sprengen, um eine Subraumverzerrung zu erschaffen, die das Capella-System abriegelt. Wenn die $f Bastion dieses Ziel nicht erreicht, werden die Shivaner unsere angrenzenden Systeme berrennen." 1912, "Der Geleitschutz der $f Bastion wurde bereits schwer dezimiert. Drei Schiffe sind nur noch brig: die $f Templar, die $f Malta und die $f Ertanax, alles Kreuzer der Aeolus-Klasse. Die Shivaner schicken weiter eine Welle Jger und Bomber nach der anderen heran. Von den ursprnglichen Jgerstaffeln der $f Bastion hat nur eine Handvoll das Gemetzel berlebt." 1913, "Die Staffeln Alpha, Delta und Beta werden zur Verstrkung der Bastion zugeteilt. Fangen Sie die gegnerischen Bomber ab, bevor sie in Schussreichweite kommen. Sie werden dazu mit Trebuchet-Raketen ausgerstet, die eine effektive Reichweite von vier Kilometern besitzen. Die Gamma-Staffel fliegt Perseus-Abfangjger und wird sich um die gegnerischen Jger kmmern." 1914, "Der grsste Teil der Flotte wehrt einen starken Angriff am Vega-Sprungknoten ab. Tausende von Zivilisten warten noch auf ihre Evakuierung, und der Feind strmt immer weiter von Gamma Draconis heran. Wir werden keine zweite Chance bekommen, das hier durchzuziehen. Wenn wir versagen, lsen wir damit den Zweiten Shivanischen Krieg aus. Wir mssen die $f Bastion um jeden Preis durchbringen." 1915, "Beschtzen Sie die Bastion" 1916, "Geben Sie der Bastion Geleitschutz zum Epsilon-Pegasi-Sprungknoten" 1917, "Die haben mich ziemlich schwer getroffen. Die Diagnoseprogramme meinen, der Kern htte was abbekommen, aber die Strahlenwerte sind normal. Sieht man von hinten irgendwas an meinem Antrieb?" 1918, "Schn, dass Sie da sind, Alpha. Uns geht es hier gar nicht gut. Ich dachte schon, Command htte uns vergessen." 1919, "Wir haben Beta 2 verloren! Ich scheine einen Querschlger abbekommen zu haben. Leichte Schden an den Stabilisatoren. Alle Systeme grn. Ist ein zhes, kleines Schiffchen..." 1920, "Die zielen auf unsere Aeolus-Kreuzer! Wenn wir die als Geleitschutz verlieren, ist die Bastion wehrlos!" 1921, "Der Rumpf der Bastion ist in kritischem Zustand! Wir schaffen es nicht!" 1922, "Die Bastion ist noch 4500 Meter vom Sprungknoten entfernt. Geschtzte Ankunftszeit in fnf Minuten." 1923, "Die Bastion ist bis auf 3000 Meter heran. Wir haben es fast geschafft! Kontakt in drei Minuten!" 1924, "Geschtzte Ankunftszeit in 60 Sekunden." 1925, "Wir haben Probleme, Sir. Die schicken uns jeden verdammten Bomber und Jger der ganzen shivanischen Flotte auf den Hals!" 1926, "Was fr Bombertypen, Beta?" 1927, "Nephilum, Seraphim, Nahemas, alles mgliche." 1928, "Wir haben zehn Minuten, bevor die Bastion in den Knoten einfliegt. Die nchste shivanische Angriffswelle sollte jeden Moment eintreffen." 1929, "Mein Grossvater hat im Grossen Krieg auf der Bastion gedient. Er starb im Sirius-System, im Gefecht gegen die SC Tantalus." 1930, "Vielen Dank fr diese interessante Familiengeschichte, Alpha 3. Und jetzt konzentrieren Sie sie geflligst wieder auf Ihre Arbeit!" 1931, "Greifen Sie sie aus der Entfernung an. Diese Trebuchets erledigen den Gegner auf vier Kilometer.." 1932, "Wenn das nicht klappt, schnappen Sie sich die Gefechtskpfe. Sie haben ja Erfahrung als Abfangjger." 1933, "Noch 1.000 Meter. 30 Sekunden, Zeit luft." 1934, "Einsatz abgebrochen! Wiederhole! Einsatz abgebrochen! Wir haben die Bastion verloren!" 1935, "Wir haben die Templar verloren!" 1936, "Die Ertanax ist zerstrt worden! Wiederhole! Die Ertanax ist zerstrt worden!" 1937, "Die Shivaner haben die Malta vernichtet!" 1938, "Die Bastion ist noch 7000 Meter entfernt. Geschtzte Ankunftszeit am Knoten in sechs Minuten." 1939, "Wir haben es geschafft! Wir haben sie abgewehrt!" 1940, "Ist noch zu frh fr Freudenfeiern, Alpha 4. Es geht gerade erst richtig los!" 1941, "Wenn man vom Teufel spricht . . ." 1942, "Apokalypse" 1943, "Die 70. Blue Lions decken den Rckzug der alliierten Flotte durch den Vega-Sprungknoten." 1944, "Ausgezeichnete Arbeit. Die Detonation der Mesonenbomben der $f Bastion hat eine Subraumverzerrung geschaffen, die den Sprungknoten abgeriegelt hat. Sie und die 70. Blue Lions verdienen hchstes Lob. Der Sicherheitsrat hat dem Einsatz der $f GTD Nereid zugestimmt. Der Zerstrer wird vom Vega-System aus starten und den Sprungknoten in fnfzehn Minuten zerstren. Zu diesem Zeitpunkt mssen wir die Evakuierung von Capella abgeschlossen haben. Jedes Schiff, das zurckbleibt, sitzt zusammen mit der shivanischen Armada in der Falle. Ihr Einsatzziel ist die Verteidigung unserer Konvois, die durch den Vega-Sprungknoten fliehen. Frachtschiffe, Truppentransporter, Sanittsschiffe und die berreste der alliierten Flotte befinden sich bereits im Transit. Diese Konvois werden von starken Bomberverbnden angegriffen. Wenn wir ihnen keinen Geleitschutz geben, werden Tausende sterben. Ihr zweites Einsatzziel ist es, alle shivanischen Kriegsschiffe am Einflug in den Vega-Sprungknoten zu hindern. Die alliierte Flotte ist aufgerieben, also muss, um das Leben aller Menschen und Vasudaner zu retten, der Krieg hier enden. Sobald die $f Nereid vor Ort ist, werden Sie die Erlaubnis erhalten, den Vega-Sprungknoten zu benutzen und das System zu verlassen." 1945, "Werkzeugteile" 1946, "Steuerberichte" 1947, "Parkers Stiefel" 1948, "Dravis' Aufzeichnungen" 1949, "Abt Laurents Aufzeichnungen" 1950, "Oreniansche Kois" 1951, "Zerstren Sie die Thanatos" 1952, "Zerstren Sie die Melchom" 1953, "Zerstren Sie die Bane" 1954, "Geben Sie den Konvois, die Capella evakuieren, Geleitschutz" 1955, "Da sind jetzt vier Frachter, ein Gas-Miner und ein Transporter unterwegs zum Vega-Knoten. Die GVC Ptah-Nu und die Korvette Lemnos geben Feuerschutz." 1956, "Command, wir stehen unter heftigem Beschuss! Wenn wir nicht bald Jagdschutz bekommen, werden wir Vega nie lebend erreichen!" 1957, "An alle Einheiten: Eine zweite Konvoigruppe nhert sich dem Kampfgebiet. Ein Forschungskreuzer und zwei Sanittsschiffe sind im Anflug, ebenso mehrere Frachter." 1958, "Wir haben eine gewaltige Schockwelle entdeckt, die von der Sonne Capella ausgeht! An alle Einheiten: Sofort zum Vega-Knoten! Sie haben das System augenblicklich zu verlassen!" 1959, "Der dritte Konvoi ist in Position! Zwei Sanittsschiffe und vier Truppentransporter sind jetzt auf dem Weg zum Knoten. Die GTC Sparta gibt Deckung. Wir werden auch den letzten Konvoi in wenigen Augenblicken losschicken." 1960, "Die Shivaner haben zwei Kriegsschiffe der Cain-Klasse herangebracht, die Bane und die Melchom. Fangen Sie diese beiden Kreuzer ab, bevor sie zur Vega springen knnen." 1961, "Alle Zivilisten an Bord des Omega-Transporters haben das Vegasystem sicher erreicht." 1962, "Omega vernichtet! Wiederhole! Omega vernichtet!" 1963, "Lambda-Transporter zerstrt!" 1964, "Wir haben noch einen Transporter verloren! Beenden Sie dieses Massaker, Pilot!" 1965, "Die Shivaner haben unseren Lambda-Konvoi dezimiert! Vier Truppentransporter zerstrt!" 1966, "Wir haben nur noch einen Lamba-Transporter brig! Bringen Sie ihn sicher zum Knoten!" 1967, "Lambda berichtet, alle vier Transporter haben das Vegasystem sicher erreicht." 1968, "Lambda berichtet, alle berlebenden Transporter haben das Vegasystem sicher erreicht" 1969, "Die Io und ihre Fracht haben den Knoten sicher erreicht." 1970, "GTFr Io, hier spricht Command. Wir haben Ihr Signal verloren. Empfangen Sie uns?" 1971, "Die Miranda ist aus dem Capellasystem entkommen." 1972, "Die Shivaner haben die Miranda zerstrt! Wir haben den Frachter und seine Ladung verloren!" 1973, "Die GTFr Sophron wird sich mit unserer Flotte im Vega-System treffen." 1974, "Die Shivaner haben die Sophron vernichtet!" 1975, "Hier spricht die Lemnos. Setzen uns ab." 1976, "Lemnos hier. Wir werden explodieren. Wiederhole: Lemnos wird explodieren. Alle Einheiten, Abstand halten!" 1977, "Eines unserer Kriegsschiffe wurde vernichtet!" 1978, "Wir haben einen zweiten Kreuzer durch den shivanischen Angriff verloren!" 1979, "Die GTC Zollner hat es bis zum Vega-Knoten geschafft!" 1980, "Die GTC Sparta ist zur Vega gesprungen." 1981, "Wir haben die GTM Sydenham verloren!" 1982, "Hier spricht die Herophilus! Wir berleben dieses Gefecht nicht! Unser Rumpfzustand ist katastrophal! Aussenlecks an zwlf unserer Decks!" 1983, "Hier spricht die Boerhaave. Wenn wir nicht schnellstens Jagdschutz bekommen, werden wir hier draussen sterben, Command!" 1984, "Boerhaave hier, Command. Sind in Sicherheit. Wir sehen uns bei der Vega." 1985, "Die Ennead und die Hez-Ur sind unbeschadet zur Vega gesprungen." 1986, "Die vasudanischen Transporter Kebechet und Ipet sind aus dem Capellasystem entkommen." 1987, "Die Shivaner haben die Ptah-Nu vernichtet!" 1988, "Capella wird zur Supernova! Wiederhole: Capella wird zur Supernova! Sie mssen sofort zum Vega-Knoten - aktivieren Sie Ihren Sprungantrieb!" 1989, "Hier spricht Command, wir melden uns ab. Viel Glck, Piloten." 1990, "Die SC Thanatos wird angegriffen. Zwei Staffeln Nahemas und eine Staffel Nephilim sind im Anflug." 1991, "Alliierte Krfte haben die Thanatos ausgeschaltet!" 1992, "Der Hammer fllt" 1993, "Kooperativer Mehrspielereinsatz, Beginn des Templar-Feldzuges. Angriff auf einen Lichthammer-Zerstrer. Maximal 8 Leben, 4 Leben empfohlen." 1994, "Herzlichen Glckwunsch, Pilot. Aufgrund Ihrer ausgezeichneten Leistungen wurden Sie ausgesucht, um an der Operation Templar teilzunehmen. Dabei handelt es sich um eine gemeinsame terranisch-vasudanische Unternehmung, mit dem Ziel, die letzten vasudanischen Fanatiker auszurotten, die sich selbst 'Lichthammer' nennen." 1995, "Um 21.30 Uhr haben Lichthammer-Agenten sich unter die vasudanischen Offiziere gemischt, um die $f GVD $f Anhur zu entfhren, einen Zerstrer der Typhon-Klasse, derzeit im Vasuda-System im Einsatz. Die Sicherheitskrfte kmpfen gerade gegen die Rebellen um die Kontrolle ber das Schiff. Ihr Auftrag lautet, den Marine-Transportern Geleitschutz zu geben, die an der $f Anhur andocken und Verstrkungen absetzen wollen." 1996, "Grossadmiral Khu und andere hochrangige Mitglieder der Admiralitt waren an Bord der $f Anhur, um sich eine Demonstration der neuen Scarab-Stealth-Prototypen anzusehen. Sollten die Rebellen versuchen, die Prototypen oder die Offiziere in ihre Gewalt zu bringen, mssen wir schnell eingreifen." 1997, "Dies ist ein schrecklicher Verlust. Ihre Unfhigkeit hat dazu gefhrt, dass der Lichthammer mit der Anhur, etlichen hochrangigen vasudanischen Geiseln und den Stealth-Prototypen entkommen konnte! Wir schicken ein anderes Team, um uns all das wiederzuholen. Sie knnen wegtreten." 1998, "Sie haben verhindert, dass der Lichthammer mit dem eroberten Zerstrer fliehen konnte. Beim nchsten Mal werden sie also etwas schwcher sein. Aber das ist nur ein geringer Trost fr die Geiseln an Bord der Anhur. Wir mssen diese Geissel ein fr allemal ausrotten!" 1999, "Sehr gut gemacht, Pilot! Die berlebenden Lichthammer-Fanatiker sind in heilloser Flucht! Wir verfolgen sie gerade ins Alpha-Centauri-System." 2000, "Sie hatten keinen Befehl, zum Sttzpunkt zurckzufliegen. Durch Ihre Desertion haben Sie den Einsatz gefhrdet. Bis zu Ihrer Kriegsgerichtsverhandlung haben Sie Startverbot!" 2001, "Geiseln" 2002, "Waffen" 2003, "Grossadmiral Khu" 2004, "Vernichten Sie die Anhur" 2005, "Sperrgeschtze zerstren" 2006, "Zerstren Sie die Anhur" 2007, "Beschtzen Sie die Imhotep" 2008, "Lassen Sie die Anhur nicht in die Hnde des Gegners fallen" 2009, "Die Anhur aktiviert ihren Fusionsantrieb und nimmt Kurs auf den Alpha-Centauri-Sprungknoten. Lassen Sie sie nicht entkommen!" 2010, "Ein Isis-Transporter und ein Taurus-Frachter sind durch den Alpha-Centauri-Sprungknoten geflogen. Soviel zu den Prototypen und den vasudanischen VIPs!" 2011, "Die Anhur ist nach Alpha Centauri entkommen. Zurck zum Sttzpunkt." 2012, "Hier spricht Leutnant Osun von der Anhur. Die Rebellen haben den Maschinenraum und die Brcke besetzt. Ausserdem schaffen sie Geiseln und Prototypen mit Transportern nach Alpha Centauri." 2013, "Imhotep hier. Wir haben schwere Schden. Erbitten sofortige Untersttzung." 2014, "Besttigt. Geiseln und Prototypen sind an Bord der Transporter und ausserhalb unserer Abfangreichweite. Meldung an Alpha Centauri. Staffeln Alpha und Beta, Sie werden jetzt die Anhur angreifen und zerstren." 2015, "Der Gefahr entgegen" 2016, "Kooperativer Mehrspielereinsatz, zweiter Teil des Templar-Feldzuges. Verfolgen Sie Lichthammer-Transporter mit Geiseln an Bord. Maximal 8 Leben, 4 Leben empfohlen." 2017, "Wir sind zu spt nach Vasuda gekommen, um die Flucht der $h Lichthammer-Transporter und Frachter zu verhindern. Momentan verfolgen wir sie nach Alpha Centauri. Die Fanatiker verlangen als Gegenleistung fr eine sichere Rckkehr der Geiseln die Freilassung aller Lichthammer-Anfhrer aus den Gefngnissen der Regierung. Die Vasudaner sind bereit, Verhandlungen zu fhren, um uns Zeit fr einen Befreiungsversuch zu verschaffen." 2018, "Der vasudanische Geheimdienst glaubt, dass der $h Lichthammer Grossadmiral Khu von den anderen Offizieren getrennt und an Bord des $h Isis-Transporters gebracht hat. Die anderen Geiseln wurden auf zwei $h Taurus-Frachter verteilt. Der dritte $h Taurus enthlt die Stealth-Prototypen." 2019, "Ihr Auftrag lautet, alle drei Frachter zu scannen und das Schiff mit den Prototypen an Bord zu vernichten. Sobald Sie dieses Ziel erreicht haben, halten Sie sich fr weitere Befehle zur Verfgung. Auf keinen Fall drfen Sie auf eines der Schiffe feuern, die die Geiseln an Bord haben." 2020, "Die Taurus-Frachter bringen die Geiseln nach Aldebaran, whrend Admiral Khu zum Sirius beflogen wird. Ihr Befehl lautet, den Frachtern zu folgen. Um Admiral Khu werden sich andere Schiffe der Flotte kmmern." 2021, "Sie haben einen direkten Befehl missachtet, Pilot. Ihr unverantwortliches und kriminelles Benehmen hat das Leben unserer Verbndeten ebenso gefhrdet wie die zuknftige Zusammenarbeit zwischen Terranern und Vasudanern. Bis zu Ihrer Kriegsgerichtsverhandlung werden Sie in Arrest genommen." 2022, "Ersatzteile" 2023, "Scannen Sie die Taurus-Frachter" 2024, "Verhindern Sie die Flucht des Lichthammer-Transporters und der Frachter" 2025, "Wir ziehen uns zurck, Piloten. Geben Sie der PVC Wosyet Geleitschutz." 2026, "Isis-Transporter ist zum Sirius gesprungen." 2027, "Taurus-Staffel hat den Aldebaran-Sprungknoten durchflogen. Geiseln sind aus dem System gebracht worden. Attackieren und zerstren Sie alle Lichthammer-Schiffe." 2028, "Unsere Sensoren orten einen Lichthammer-Kreuzer und drei neue Frachter auf dem Kurs zum Aldebaran-Sprungknoten. Zerstren Sie sie, Alpha." 2029, "Lichthammer-Kreuzer Hathor vernichtet." 2030, "Transporter Isis wurde ausgeschaltet." 2031, "Lichthammer besttigt in Aldebaran und Sirius. Fliegen Sie zum nchsten Sprungknoten und treffen Sie sich mit unserer Flotte in diesem System." 2032, "Zerstren Sie Taurus 3. Die Prototypen sind an Bord." 2033, "Terraner, stellen Sie das Feuer ein! Wir werden die Geiseln tten, wenn Sie sich nicht zurckziehen." 2034, "Feuern Sie NICHT auf die Frachter. Tasten Sie weiter die Taurus-Staffel ab, und finden Sie die Geiseln." 2035, "An alle Piloten, nicht feuern. Halten Sie sich von Taurus 1 und 2 fern. Greifen Sie diese Frachter nicht an." 2036, "Wosyet hier. Melden schwere Schden! Erbitten Jagdschutz!" 2037, "Stellen Sie sofort das Feuer ein, Pilot." 2038, "Legen Sie sich nicht mit den Lichthammer-Schiffen an. Wiederhole: Nicht angreifen." 2039, "Sie haben Ihre Befehle, Pilot. Halten Sie sich zurck." 2040, "Ihre Handlungen gefhrden die Geiseln!" 2041, "Sie bringen diesen Einsatz in Gefahr! Zurck zum Sttzpunkt!" 2042, "Die Schlinge zieht sich zu" 2043, "Kooperativer Mehrspielereinsatz, dritter Teil des Templar-Feldzuges. Retten Sie vasudanische Geiseln und zerstren Sie den letzten Lichthammer-Zerstrer. Maximal 8 Leben, 4 Leben empfohlen." 2044, "Die $h Lichthammer-$h Frachter mit den vasudanischen Geiseln scheinen sich mit der $h Tanis treffen zu wollen, einem $h Lichthammer-$h Zerstrer. Die $h Tanis und die Frachter sind jetzt im Aldebaran-System. Das Oberkommando vermutet, dass die Geiseln auf den Zerstrer gebracht werden sollen." 2045, "Ihre wichtigste Aufgabe ist es, die Frachter daran zu hindern, an die $h Tanis anzudocken. Wir mssen die Geiseln zurckholen, und das werden wir nicht mehr knnen, wenn sie einmal an Bord eines Zerstrers sind. Wenn Sie das Rendezvous verhindern, schicken wir Truppentransporter mit Sonderkommandos, um die Frachter zu entern und die Geiseln zu befreien." 2046, "Tun Sie alles, was ntig ist, um die Sicherheit der Geiseln zu gewhrleisten. Wir wissen nicht, was der Lichthammer noch an Einheiten im System hat, aber Sie werden sich um sie kmmern mssen. Sobald die Geiseln ausser Gefahr sind, vernichten Sie die brigen Lichthammer-Schiffe." 2047, "Wir haben Meldungen bekommen, dass unsere Truppen im Sirius-System in Krze den letzten bekannten Lichthammer-Aussenposten angreifen wollen. Ein vollstndiger Sieg in beiden Systemen wrde die komplette Auslschung des Lichthammers bedeuten. Dies ist ein historischer Augenblick, Pilot. Das Oberkommando verlsst sich darauf, dass Sie dieser Aufgabe gewachsen sind." 2048, "Dank Ihrer hervorragenden Leistungen wurde alle Geiseln unversehrt befreit. Die Operation Templar war ein voller Erfolg. Alle loyalen Brger der GTVA feiern das Ende der Lichthammer-Fanatiker. Ausgezeichnete Arbeit, Piloten!" 2049, "Trotz extrem widriger Umstnde haben Sondereinsatzkrfte der GTVA die Lichthammer-Frachter geentert und die vasudanischen Geiseln befreit. Ohne Ihre Hilfe wre dieser Erfolg nicht mglich gewesen. Gut gemacht, Piloten." 2050, "Die GTVA hat sich in aller Form fr ihr Versagen bei der Befreiung der Geiseln entschuldigt. Die Vasudaner haben jetzt keine andere Wahl, als auf die Bedingungen der Rebellen einzugehen und verschiedene gefangene Lichthammer-Angehrige im Austausch gegen die Offiziere freizulassen. Die Operation Templar ist vllig fehlgeschlagen." 2051, "Wir haben den Rettungseinsatz versaut, und die Geiseln haben dafr mit dem Leben bezahlt. Die Vasudaner haben die Operation Templar abgebrochen und kmmern sich jetzt alleine um den Lichthammer. Und auf Sie wartet irgendwo da draussen ein Mllfrachter mit Ihrem Namen drauf. Weggetreten." 2052, "Zerstren Sie die Tanis" 2053, "Beschtzen Sie Zeta 1" 2054, "Beschtzen Sie Zeta 2" 2055, "Beschtzen Sie Zeta 3" 2056, "Legen Sie Taurus 1 lahm." 2057, "Legen Sie Taurus 2 lahm." 2058, "Zerstren Sie Taurus 3." 2059, "Retten Sie die Geiseln" 2060, "Vernichten Sie alle gegnerischen Jger" 2061, "Die Geiseln sind unverletzt und in Sicherheit!" 2062, "Hier Zeta 3. Taurus 2 blockiert den Zugang zur Tanis. Erbitten Untersttzung." 2063, "Wir haben die Geiseln verloren! Feuern nach eigenem Ermessen, Piloten. Subern wir wenigstens die Gegend." 2064, "Einsatz beendet, Piloten. Zurck zum Sttzpunkt." 2065, "Da befanden sich Geiseln auf Taurus 1, Pilot. Sie sind hiermit vom Dienst suspendiert. Sofort zurck zum Sttzpunkt!" 2066, "Sie haben die Geiseln umgebracht, Pilot. Sofort zurck zum Sttzpunkt!" 2067, "Sie haben einen direkten Befehl verweigert, Pilot. Die Geiseln befanden sich an Bord der Tanis. Sofort zurck zum Sttzpunkt!" 2068, "Primrziel ist ein Fehlschlag. Die Geiseln sind tot. Subern wir wenigstens die Gegend, Piloten. Feuern nach eigenem Ermessen." 2069, "Hier spricht der vasudanische Admiral Iman. Ich soll Sie informieren, dass alle fnf Minuten terranischer Zeit eine Geisel exekutiert wird, wenn Sie sich nicht zurckziehen." 2070, "Piloten, zurck zum Sttzpunkt." 2071, "Zeta 1 - los." 2072, "Zeta 2 - los." 2073, "berlebende Geiseln sind in Sicherheit. Jger, subern Sie die Gegend. Feuer nach eigenem Ermessen." 2074, "Zeta 1 ist in Sicherheit. Wir haben Zeta 2 verloren. Piloten, Feuer nach eigenem Ermessen." 2075, "Geiseln sind an Bord der Tanis. Startbefehl fr Zeta 3." 2076, "Zeta 1 und Zeta 2 haben das System verlassen." 2077, "Besttigt, Zeta 3. Piloten, Andockstelle rumen! Zerstren Sie Taurus 2. Wiederhole. Zerstren Sie Taurus 2." 2078, "Zeta 2 ist in Sicherheit. Wir haben Zeta 1 verloren. Piloten, Feuer frei." 2079, "Rumen Sie hier auf. Feuererlaubnis erteilt." 2080, "Sie mssen verhindern, dass diese Frachter an der Tanis andocken, Piloten. Schalten Sie ihren Antrieb aus, aber ohne die Geiseln dabei umzubringen!" 2081, "Hier Zeta 1. Geiseln steigen um." 2082, "Hier Zeta 2. Geiseln steigen um." 2083, "Sorgen Sie dafr, dass diese Geiseln berleben, Pilot!" 2084, "Der letzte Aussenposten" 2085, "Kooperativer Mehrspielereinsatz, Schlussphase des Templar-Feldzuges. Retten Sie einen vasudanischen VIP und zerstren Sie den letzten Lichthammer-Sttzpunkt. Maximal 8 Leben, 4 Leben empfohlen." 2086, "Willkommen beim Sirius, Piloten. Vasudanische Truppen haben den $h Isis-Transporter bis zu diesem abgelegenen $h Nagada-Aussenposten verfolgen knnen. Diese Einrichtung hier wurde nach dem Grossen Krieg aufgegeben, aber der $h Lichthammer scheint die Anlage wieder in Dienst gestellt zu haben. Der Geheimdienst meint aber, dass sie sich erst vor kurzer Zeit hier eingenistet haben." 2087, "Die Vasudaner setzen ein Spezialistenteam zur Geiselbefreiung ein, das in den Nagada-Aussenposten eindringen, die Rebellen ausschalten und Grossadmiral Khu rausholen soll. Ihre Aufgabe ist es, den Transportern des Rettungsteams Geleitschutz zu geben. Ein Erfolg dieser Mission ist von usserster Wichtigkeit." 2088, "Nach unserem Sieg bei Aldebaran ist das hier der letzte Sttzpunkt der $h Lichthammer-Truppen. Ein deutlicher Sieg hier, und wir haben diese Fanatiker vllig ausgelscht. Wir glauben, dass Ihre Gruppe diese historische Aufgabe schaffen kann. Viel Glck, Piloten!" 2089, "Wir haben Grossadmiral Khu befreit und den Aussenposten Nagada zerstrt, die letzte Zuflucht des Lichthammers. Die GTVA hat die Operation Templar als vollen Erfolg gewertet. Ausgezeichnete Arbeit, Piloten!" 2090, "Das alliierte Oberkommando hat sich beim vasudanischen Imperator in aller Form fr sein Versagen bei der Befreiung von Grossadmiral Khu entschuldigt. Die Vasudaner haben jetzt keine andere Wahl, als auf die Bedingungen der Rebellen einzugehen und verschiedene gefangene Lichthammer-Angehrige im Austausch gegen den Admiral freizulassen. Die Operation Templar ist fehlgeschlagen." 2091, "Schalten Sie die Verteidigungsanlagen des Aussenpostens rund um die Andockschleuse aus, bevor Sie das Bergungsteam herbeirufen." 2092, "Wir haben zwar den Lichthammer-Aussenposten vernichten knnen, aber Grossadmiral Khu wurde dabei gettet. Die GTVA hat dem Imperator eine frmliche Entschuldigung fr ihr Versagen bermittelt. Weitere Kooperationen mit unseren vasudanischen Verbndeten sind bis auf Weiteres auf Eis gelegt worden." 2093, "Nach zwei Versuchen haben wir es endlich geschafft, Grossadmiral Khu zu befreien. Leider ist der Aussenposten Nagada weiterhin aktiv. Wir werden eine Einsatztruppe hinschicken mssen, um die Gegner auszuschalten, die Sie am Leben gelassen haben." 2094, "Operation Templar wurde als totaler Fehlschlag abgeschrieben. Der Lichthammer-Aussenposten ist weiterhin betriebsbereit, und Grossadmiral Khu wurde bei dem Rettungsversuch gettet. Die Vasudaner haben beschlossen, die Situation ohne weitere terranische Beteiligung zu klren. Bis zu Ihrer Versetzung haben Sie Startverbot." 2095, "Beschtzen Sie die Keb" 2096, "Beschtzen Sie die Liberty" 2097, "Beschtzen Sie den Isis-Transporter" 2098, "Beschtzen Sie den Elysium-Transporter" 2099, "Retten Sie Admiral Khu" 2100, "Zerstren Sie den Aussenposten des Lichthammers." 2101, "Verhindern Sie die Flucht der Lichthammer-Einheiten" 2102, "Freut Euch, meine Brder! Ich versenke meine Klinge im Herz des Feindes!" 2103, "GTT Liberty in Bereitschaft." 2104, "GVT Keb hier. Andockklammern gelst, Admiral Khu ist an Bord." 2105, "GTT Liberty. Andockklammern gelst. Admiral Khu an Bord." 2106, "Admiral Khu ist tot. Piloten, zerstren Sie alle Lichthammer-Schiffe!" 2107, "Rettungsversuch fehlgeschlagen. Einsatz abbrechen und zurck zum Sttzpunkt." 2108, "Schalten Sie alle verbleibenden Gegner aus. Sichern Sie das Gebiet, und zurck zum Sttzpunkt." 2109, "Abstand halten von Aussenposten Nagada! Sensoren melden gewaltigen Energieausbruch!" 2110, "Admiral Khu ist gesund und in Sicherheit. Subern Sie diesen Sektor von allen Lichthammer-Schiffen." 2111, "Admiral Khu ist auf dem Aussenposten Nagada. Wir schicken jetzt Transporter los. Piloten, rumen Sie den Transportern eine Flugschneise frei. GTC Impunity in Bereitschaft.." 2112, "Lichthammer-Transporter fliehen vom Aussenposten Nagada. Abfangen und vernichten." 2113, "GTC Impunity wartet immer noch in Bereitschaft. Rufen Sie sie, sobald Sie bereit sind." 2114, "Die Operation Templar, ein terranisch-vasudanisches Gemeinschaftsunternehmen, hat die Vernichtung der letzten Lichthammer-Rebellen zum Ziel. Doch die kapern einen vasudanischen Zerstrer und nehmen Geiseln." 2115, "Training 1" 2116, "Standard-Trainingsmodul TSM-017c" 2117, "Die 53. Hammerheads Willkommen auf Vega, Fhnrich. Ich bin Leutnant Loukakis, Geschwaderfhrer der 53. Hammerheads. Sie wurden unserer Einheit zugeteilt. Die Hammerheads sind ein Raumberlegenheits-Geschwader. Wir fliegen hier den Myrmidon-Jger, eine Neuentwicklung als Ersatz fr die alten GTF Ulysses. Der Myrmidon ist eine terranisch-vasudanische Gemeinschaftsentwicklung, ein sehr vielseitiges Schiffchen mit ausgezeichneten Werten bei Geschwindigkeit, Wendigkeit, Panzerung und Waffenzuladung." 2118, "Die Geschichte des 53. Geschwaders Die 53. Hammerheads wurden whrend des Grossen Krieges gegrndet. Damals dienten wir auf der GTD Bastion, dem besten Schiff in der Geschichte der terranischen Raumfahrt. Sie wissen das vielleicht nicht mehr, aber die Piloten, die 2335 die SD Lucifer vernichtet haben, waren auf der Bastion stationiert, und einige davon waren Hammerheads. Bei den 53. sind Sie Teil einer langen und stolzen Tradition." 2119, "Unser neues Zuhause Als die Explosion der Lucifer damals den Sprungknoten zum Sol-System zerstrte und damit jede Verbindung zur Erde kappte, berstellte das Oberkommando die Bastion zur 4. Flotte nach Vega. Seitdem ist die Vega unser Zuhause. Inzwischen hat das Oberkommando die Bastion ausser Dienst gestellt und ihre Geschwader auf einen moderneren Zerstrer der Hecate-Klasse verlegt. Wir gehren jetzt zur GTD Aquitaine, dem Flaggschiff der 3. Flotte auf Capella." 2120, "Etwas Training zwischendurch Die Aquitaine wird in 36 Stunden hier sein. In der Zwischenzeit knnten Sie Ihr Wissen noch etwas auffrischen. Wir haben alle Trainingssimulator-Module hier, die Sie fr den Myrmidon-Jger brauchen. Diese Module bringen Sie auf den neuesten Stand, was das Head-Up Display (HUD), die Schubsteuerung und die Zielerfassung betrifft. Wenn Sie in dieser Richtung noch etwas Nachholbedarf haben, wre jetzt ein guter Zeitpunkt, das zu erledigen." 2121, "Die Bewaffnung Da dies Ihr erster Kampfeinsatz ist, werden Sie mit den Standardwaffen ausgerstet: dem Subach HL-7, den ungelenkten Tempest- und den wrmegesteuerten Rockeye-Raketen. Informationen ber diese Waffen finden Sie in den Trainingsmodulen und der technischen Datenbank. Mit zunehmender Erfahrung drfen Sie dann auch bessere Waffen mitfhren. Viel Glck, Pilot. Und noch mal willkommen bei den 53ern!" 2122, "Willkommen zum Trainingssimulationsmodul TSM-103c zur Qualifikation der Klasse C fr den Raumjger Myrmidon. Dieses Modul wurde entworfen, um Piloten grundlegende Kenntnisse ber Zielerfassung, Schubsteuerung und Waffensysteme zu vermitteln." 2123, "Die TSM-Einheiten sind als Teil der GTVA-Kampfausbildung oder zur Prfung qualifizierter Piloten zugelassen, sie ersetzen aber weder echte Gefechtserfahrung noch die Ausbildung vor Ort." 2124, "Gut gemacht, Pilot. Sie haben das Modul TSM-103c zur Qualifikation der Klasse C fr den Raumjger Myrmidon erfolgreich abgeschlossen. Sie knnen jetzt weitermachen beim Trainingssimulator-Modul TSM-103b." 2125, "Ihre Leistung entsprach nicht den Anforderungen fr Modul TSM-103c zur Qualifikation der Klasse C fr den Raumjger Myrmidon. Um das Modul zu wiederholen, klicken Sie auf die Option 'Einsatz wiederholen' unten links." 2126, "Befolgen Sie Ihre Befehle buchstabengetreu!" 2127, "Auf Ihren Ausbilder zu schiessen bedeutet, dass Sie sofort durchgefallen sind. Um das Modul TSM-103c zu wiederholen, klicken Sie auf die Option 'Einsatz wiederholen' unten links." 2128, "Ihr Ausbilder ist kein gltiges Ziel, Pilot." 2129, "Zielen Sie auf den Ausbilder" 2130, "Drcken Sie $T$" 2131, "Drehen Sie sich zum Ausbilder" 2132, "Geschwindigkeit anpassen" 2133, "Drcken Sie $M$" 2134, "Fliegen Sie auf 125 Meter heran" 2135, "$a$ drcken und festhalten" 2136, "Fallen Sie auf 200 Meter zurck" 2137, "$z$ drcken und festhalten" 2138, "Nachbrenner benutzen" 2139, "$Tab$ drcken und festhalten" 2140, "Geben Sie vollen Schub" 2141, "Drcken Sie $\$" 2142, "Bremsen Sie bis zum Stillstand" 2143, "Drcken Sie $backspace$" 2144, "Zielen Sie auf Drohne 01" 2145, "Nhern Sie sich Drohne 01" 2146, "Zerstren Sie Drohne 01" 2147, "Vernichten Sie die Drohnen" 2148, "Drcken Sie $Alt-j$" 2149, "Training beenden" 2150, "Willkommen beim Modul TSM-103c, Pilot. Bitte bettigen Sie die Steuerung erst, wenn ich es Ihnen sage. Sie werden durchfallen, wenn Sie sich nicht genau an meine Anweisungen halten." 2151, "Die erste Funktion, die Sie lernen, ist das Erfassen von Zielen. [Drcken Sie $t$] Erfassen Sie meinen Jger." 2152, "Unten links in Ihrem HUD ist Ihre Zielansicht. Die oberen Zeilen darber geben den Namen und die Klasse des erfassten Zieles an." 2153, "Die Zeile darunter meldet die Entfernung zum Ziel sowie seine Geschwindigkeit." 2154, "Die eckigen Klammern um mein Schiff bedeuten, dass ich Ihr derzeitiges Ziel bin." 2155, "Sobald ich aus Ihrem Blickfeld herausfliege, erscheint die Randanzeige. Sie zeigt in die Richtung, in die Sie abdrehen mssen, um sich wieder Ihrem Ziel zuzuwenden." 2156, "Diese Anzeige bewegt sich demzufolge, whrend ich um Sie herumfliege, denn sie zeigt ja immer in Richtung auf Ihr Ziel." 2157, "Achten Sie darauf, wie sich die Dreiecke voneinander entfernen. Je weiter sie auseinander stehen, desto weiter mssen Sie das Schiff drehen, um Ihr Ziel ins Sichtfeld zu bekommen." 2158, "Achten Sie bitte auch noch auf die Zahl bei der Anzeige. Das ist die Entfernung zu Ihrem Ziel." 2159, "Die runde Anzeige unten auf dem HUD ist das Radar. Eigene Schiffe werden in Grn angezeigt, Gegner in Rot. Schiffe direkt vor Ihnen erscheinen in der Mitte des Radarschirms." 2160, "Drehen Sie jetzt mit Ihrer Flugsteuerung Ihr Schiff so lange, bis mein Schiff in der Mitte Ihrer Zielvorrichtung erscheint." 2161, "Gut. Jetzt bleiben Sie in dieser Position." 2162, "Jetzt drehen Sie wieder in Richtung auf mein Schiff." 2163, "[Drcken Sie $m$] Passen Sie Ihre Geschwindigkeit der meinen an." 2164, "Passen Sie Ihre Geschwindigkeit jetzt der meinen an. Sie mssen meinen Anweisungen folgen, wenn Sie dieses Modul erfolgreich abschliessen wollen." 2165, "Links von der Zieleinrichtung ist die Geschwindigkeitsanzeige. Das grosse M neben der momentanen Geschwindigkeit zeigt an, dass Sie Ihre Geschwindigkeit an die Ihres Zieles angepasst haben." 2166, "Jetzt mchte ich, dass Sie beschleunigen, indem sie [$a$] drcken und bis auf weniger als 125 Meter an mich heranfliegen. Aber stossen Sie nicht mit meinem Schiff zusammen." 2167, "Gut. Jetzt bremsen Sie ab. Drcken Sie dazu [$z$], bis Sie auf 200 Meter hinter mich zurckgefallen sind." 2168, "Gut gemacht. Jetzt ben wir den Einsatz der Nachbrenner. Schalten Sie mit [$tab$] Ihre Nachbrenner ein, Pilot." 2169, "Die Anzeige links von Ihrer Geschwindigkeitsanzeige gibt an, wieviel Nachbrenner-Kraft noch zur Verfgung steht. Bitte beachten Sie, dass Ihr Antrieb diese Reserve sehr schnell aufbraucht." 2170, "Diese zustzliche Geschwindigkeit ist sehr ntzlich fr schnelle Ausweichmanver oder Spurts ber grssere Entfernungen. Behalten Sie Ihre maximale Geschwindigkeit bei [< oder $\$]. Versuchen Sie es jetzt." 2171, "Jetzt bringen Sie Ihren Jger zum vlligen Stillstand. Drcken Sie dazu bitte die [$backspace$]-Taste." 2172, "Drohne 01 ist am Sprungpunkt aufgetaucht. Erfassen Sie sie als Ziel. [Drcken Sie $t$]" 2173, "Gut. Jetzt folgen Sie mir. Beachten Sie, wie Ihre Geschwindigkeit sich automatisch ndert, um sich an meine anzupassen." 2174, "Die Anzeige links von Ihrer Geschwindigkeitsanzeige gibt an, wieviel Nachbrenner-Kraft noch zur Verfgung steht. Bitte beachten Sie, dass diese Reserve sehr schnell aufgebraucht ist." 2175, "Fliegen Sie jetzt bis auf 100 Einheiten an sie ran, und halten Sie dann an. Drcken sie die [$backspace$]-Taste. Passen Sie auf, dass Sie nicht zu schnell fliegen." 2176, "Gut gemacht. Sie haben gemerkt, dass es eine Weile dauert, bis das Schiff vllig stillsteht." 2177, "Feuern Sie jetzt Ihre Primrwaffe auf Drohne 01 ab [drcken Sie $left ctrl$] Treffen Sie sie ein paarmal, aber zerstren Sie sie nicht." 2178, "Sie hatten Befehl, Drohne 01 nicht zu zerstren, Pilot." 2179, "Fast in der Mitte Ihres HUD wird der Rumpfzustand Ihres Zieles angezeigt. Sie sehen, dass er nicht mehr 100% betrgt wie zu Beginn." 2180, "Diese Information ist auch oben rechts in Ihrer Zielansicht verfgbar." 2181, "Jetzt zerstren Sie Drohne 01. [Drcken Sie $left ctrl$]" 2182, "Gute Arbeit." 2183, "Schauen wir mal, wie schnell Sie diese neuen Drohnen vernichten knnen. Zielen Sie auf die Gegner, drcken sie [$h$], und zerstren Sie sie mit Ihren Subach HL-7 [drcken Sie $left ctrl$]. Die HL-7 sind Standardbewaffnung fr alle Myrmidon-Raumjger." 2184, "Gut gemacht. Damit wre das Modul TSM-103c abgeschlossen." 2185, "Die meisten Einstze enden mit der Aufforderung, zum Sttzpunkt zurckzukehren. Verlassen Sie das Schlachtfeld keinesfalls, bevor Sie diese Erlaubnis erhalten haben." 2186, "Ihr Navigationscomputer wird automatisch mit den richtigen Koordinaten gefttert. Alles, was Sie zu tun haben, ist, Ihren Subraumantrieb zu aktivieren. Tun Sie das mit der Tastenkombination [$Alt-J$]." 2187, "Training 2" 2188, "Trainingseinsatz 02" 2189, "Willkommen zum Trainingssimulationsmodul TSM-103b zur Qualifikation der Klasse B fr den Raumjger Myrmidon. Dieses Modul wurde entworfen, um Piloten weiterfhrende Kenntnisse ber Zielerfassung, Waffensysteme und Aufmunitionierung zu vermitteln." 2190, "Die TSM-Einheiten sind als Teil der GTVA-Kampfausbildung oder zur Prfung qualifizierter Piloten zugelassen, sie ersetzen aber weder echte Gefechtserfahrung noch die Ausbildung vor Ort." 2191, "Gut gemacht, Pilot. Damit beenden Sie erfolgreich das Modul TSM-103b zur Qualifikation der Klasse B fr den Raumjger Myrmidon. Sie knnen jetzt weitermachen beim Trainingssimulator-Modul TSM-103a." 2192, "Ihre Leistung entsprach nicht den Anforderungen fr Modul TSM-103b zur Qualifikation der Klasse B fr den Raumjger Myrmidon. Sie erhalten keinen Zugang zum nchsten Ausbildungsmodul, solange Sie dieses Modul nicht erfolgreich abgeschlossen haben." 2193, "Drcken Sie $t$" 2194, "Drcken Sie $h$" 2195, "Zielen Sie auf Drohne 02" 2196, "Zielen Sie auf die Triton" 2197, "Drcken Sie $e$" 2198, "Primrwaffen auswhlen" 2199, "Drcken Sie $.$" 2200, "[Drcken Sie die $spacebar$]" 2201, "Vernichten Sie Drohne 02" 2202, "Drcken Sie die $spacebar$" 2203, "Doppelfeuermodus an/aus" 2204, "Drcken Sie $Shift-/$" 2205, "Kommunikation benutzen" 2206, "Drcken Sie $c$" 2207, "Willkommen beim Modul TSM-103b, Pilot. Bitte bettigen Sie die Steuerung erst, wenn ich es Ihnen sage. Sie werden durchfallen, wenn Sie sich nicht genau an meine Anweisungen halten." 2208, "[Drcken Sie $t$] Erfassen Sie zunchst meinen Jger." 2209, "Im Kampf mssen Sie Ihre Ziele sehr schnell erfassen. Mit mehreren Jgerstaffeln und Kriegsschiffen werden Sie nicht die Zeit haben, alle Ziele in Sensorenreichweite durchzugehen, um ein bestimmtes zu finden. Schauen wir uns daher mal einige Kontrollen an, die Ihnen helfen, Ziele effizienter zu orten." 2210, "Zwei Drohnen werden fr diesen ersten Teil der bung eingesetzt." 2211, "Sie haben eine Zielkontrolle, die es Ihnen ermglicht, automatisch das nchstgelegene feindliche Ziel zu erfassen [$h$]. Wenn Sie diesen Taste wiederholt drcken, blttern Sie durch alle feindlichen Ziele in der Reihenfolge ihrer Entfernung zu Ihnen." 2212, "Zielen Sie auf Drohne 01 mit Ihrer Feindzielsteuerung. [Drcken Sie $h$]" 2213, "Gut. Jetzt zielen Sie auf Drohne 02. [Drcken Sie $h$]" 2214, "Ausgezeichnet." 2215, "Nun schauen wir uns eine weitere hilfreiche Zielkontrolle an. Als GTVA-Jgerpilot werden Sie oft grssere Schiffe verteidigen mssen, von Truppentransportern bis zu Zerstrern. Fr diese Simulation nehmen wir einmal einen Frachter der Triton-Klasse." 2216, "Bitte beachten Sie, dass der Name und Rumpfzustand des Frachters in einem Fenster rechts von Ihrer Zielvorrichtung erscheinen. Diese Geleitschutzliste zeigt Ihnen jederzeit den aktuellen Zustand Ihrer Schutzbefohlenen an." 2217, "Sie knnen einzelne Schiffe aus dieser Geleitschutzliste erfassen, indem Sie die Geleitschutz-Zielkontrolle benutzen. Erfassen Sie jetzt den Frachter. [Drcken Sie $e$]." 2218, "Gut gemacht. Bei jedem Geleitschutz-Einsatz ist es wichtig, dass Sie dicht bei den Schiffen bleiben, deren Schutz Ihnen anvertraut wurde. Mit der Geleitschutz-Zielkontrolle knnen Sie diese Schiffe effizienter orten." 2219, "Bitte beachten Sie, dass auf der Geleitschutzliste nicht nur die Schiffe auftauchen knnen, die Sie beschtzen sollen, sondern jedes grssere Ziel, sei es verbndet oder feindlich. Dadurch knnen Sie sich schnell ber den Status aller Schiffe mit taktischer oder strategischer Bedeutung informieren." 2220, "Schauen wir uns noch einmal an, was wir bis hier behandelt haben." 2221, "Jetzt zielen Sie auf Drohne 02. [Drcken Sie $h$]." 2222, "Jetzt erfassen Sie den Frachter mit Ihrer Geleitschutz-Zielkontrolle. [Drcken Sie $e$]." 2223, "Gut gemacht." 2224, "Im Modul TSM-103c haben Sie gebt, mit Ihren HL-7 zu feuern. Wir wollen uns nun Ihre Primr- und Sekundrwaffen etwas genauer ansehen." 2225, "Ihre Waffenzuladung wird rechts von Ihrer Zielvorrichtung angezeigt. Die primren Bordgeschtze stehen ber den sekundren Raketen." 2226, "Benutzen Sie den Primrwaffen-Whlschalter [drcken Sie $.$], um entweder eine oder beide Bordkanonen zum Feuern auszuwhlen. Beide Kanonen simultan abzufeuern verursacht schwerere Schden, beansprucht aber auch die Energiereserven Ihres Jger mehr." 2227, "Der Myrmidon-Raumjger verfgt ber drei Raketenlafetten. Als Neuling drfen Sie die ungelenkte Tempest-Rakete und die wrmesuchende Rockeye benutzen. ben wir erstmal den Umgang mit der Tempest." 2228, "Machen Sie mit der Sekundrwaffenauswahl [drcken Sie $/$] Ihre Tempest-Raketen scharf." 2229, "Gut. Tempestraketen sind ungelenkte Geschosse. Diese Gefechtskpfe haben kein Zielsystem, sondern fliegen in die Richtung, in die sie abgefeuert werden. Daher sind sie auf krzere Entfernungen am wirkungsvollsten. Sofern Sie nicht sehr przise zielen knnen, ist es sehr schwer, mit einer Tempest zu treffen." 2230, "Whlen Sie jetzt Drohne 01 mit Ihrer Feindzielsteuerung aus [drcken Sie $h$]." 2231, "Gut. Zerstren Sie Drohne 01 mit Ihren Tempest-Raketen [drcken Sie die $spacebar$]. Verringern Sie die Distanz, falls ntig." 2232, "Gut gemacht. Die Tempest ist vielleicht nicht so zielsicher wie eine hitze- oder zielsuchende Rakete, aber dafr kann eine Myrmidon bis zu 320 dieser Schtzchen mitfhren. Eine volle Salve Tempestraketen macht kurzen Prozess mit einem gegnerischen Jger." 2233, "Um ihre Wirksamkeit zu erhhen, benutzen Sie sie in Kombination mit Ihren Subach HL-7. Whrend die Laser die Schilde Ihres Zieles durchlchern, treffen die Raketen seinen Rumpf." 2234, "Kommen wir zu der hitzesuchenden Rockeye-Rakete. Machen Sie die Rockeye mit Ihrer Sekundrwaffenauswahl scharf [drcken Sie $/$]." 2235, "Gut gemacht. Jetzt zielen Sie auf Drohne 02 [drcken Sie $h$]." 2236, "Sobald Sie eine Rockeye abfeuern, schaltet sich das Lenksystem der Rakete auf die Wrmesignatur Ihres Ziels auf. Doch bedenken Sie, dass der Lenkradius der Rockeye begrenzt ist, das Ziel sollte sich nah der Mitte Ihres HUD befinden." 2237, "Zerstren Sie Drohne 02 mit Ihren Rockeye-Raketen [drcken Sie die $spacebar$]." 2238, "Saubere Arbeit, Pilot. Verglichen mit der Tempest ist die Rockeye prziser und besitzt eine grssere Wirkungsreichweite. Dafr kann eine Myrmidon auch nicht mehr als 20 Rockeyes mitfhren." 2239, "Sie knnen auch den Salvenmodus einschalten, um jeweils zwei Raketen abzufeuern [drcken Sie $Shift-/$]. Sie richten mehr Schaden an und erhhen Ihre Chancen, das Ziel zu treffen, verbrauchen aber auch Ihren Raketenvorrat doppelt so schnell." 2240, "Wir schicken jetzt noch ein paar Drohnen los, damit Sie mit den Raketen ben knnen. Schalten Sie zwischen den beiden Werfern um, damit Sie sowohl fr die Tempest wie fr die Rockeye ein Gefhl entwickeln." 2241, "Wenn Ihnen die Raketen ausgehen, mssen Sie Ihren Jger aufmunitionieren. Dazu rufen Sie ein Versorgungsschiff herbei." 2242, "Als Erstes drcken Sie die Kommunikationstaste [$c$], um das Mitteilungsfenster aufzurufen, und dann die Taste [5] zum Munitionfassen." 2243, "Damit das Versorgungsschiff andocken kann, mssen Sie Ihren Jger zum Stillstand bringen. Das Versorgungsschiff dockt dann automatisch an." 2244, "Im unteren Teil Ihres HUD wird die geschtzte Ankunftszeit des Versorgungsschiffes angezeigt." 2245, "Ein Versorgungsschiff hat zwei Einsatzzwecke. Erstens ldt es Ihre Sekundrwaffen und Tuschkrper wieder auf." 2246, "Zweitens ist ein Versorgungsschiff in der Lage, kleinere Reparaturen an Ihrem Schiff vor Ort vorzunehmen. Es kann jedes beschdigte oder zerstrte Subsystem reparieren. Allerdings kann es gegen Rumpfschden auch nichts unternehmen." 2247, "Denken Sie daran, dass ein Versorgungsschiff nur so viele Waffen aufladen kann, wie seine Munitionsvorrte erlauben. Eventuell hat es nicht genug Munition fr alle Ihre Jger an Bord." 2248, "Wir haben in diesem Modul eine Menge Stoff behandelt. Wenn Sie sich das Ganze noch einmal ansehen wollen, starten Sie die Simulation neu. Ansonsten sind Sie jetzt qualifiziert, mit dem Modul TSM-103a weiterzumachen. Aktivieren Sie Ihren Subraumantrieb." 2249, "TSM-103b wurde abgebrochen, da Sie sich nicht an Ihre Befehle gehalten haben. Aktivieren Sie Ihren Subraumantrieb." 2250, "Training 3" 2251, "Trainingseinsatz 03" 2252, "Willkommen zum Trainingssimulationsmodul TSM-103a zur Qualifikation der Klasse A fr den Raumjger Myrmidon. Dieses Modul wurde entworfen, um Piloten Kenntnisse im Luftkampf zu vermitteln." 2253, "Gratuliere, Pilot. Damit beenden Sie erfolgreich das Modul TSM-103a zur Qualifikation der Klasse A fr den Raumjger Myrmidon." 2254, "Ihre Leistung entsprach nicht den Anforderungen fr Modul TSM-103a, zur Qualifikation der Klasse A fr den Raumjger Myrmidon. Sie drfen keinen Myrmidon fliegen, solange Sie dieses Modul nicht erfolgreich abgeschlossen haben." 2255, "Drcken Sie $t$ oder $f$" 2256, "Zielen Sie auf die Drohne" 2257, "Drcken Sie $t$ oder $h$" 2258, "Drcken Sie $m$" 2259, "Automatische Schubanpassung" 2260, "Drcken Sie $Alt-m$" 2261, "Automatische Zielerfassung" 2262, "Drcken Sie $Alt-h$" 2263, "Vernichten Sie Drohne 04" 2264, "Vernichten Sie Drohne 05" 2265, "Vernichten Sie Drohne 03" 2266, "Vernichten Sie Drohne 06" 2267, "Vernichten Sie Drohne 07" 2268, "Vernichten Sie Drohne 08" 2269, "Vernichten Sie Drohne 09" 2270, "Vernichten Sie Drohne 10" 2271, "Vernichten Sie Drohne 11" 2272, "Vernichten Sie Drohne 12" 2273, "Vernichten Sie Drohne 13" 2274, "Vernichten Sie Drohne 14" 2275, "Vernichten Sie Drohne 15" 2276, "Vernichten Sie Drohne 16" 2277, "Vernichten Sie Drohne 17" 2278, "Willkommen beim Modul TSM-103a, Pilot. Bitte betatigen sie die Steuerung erst, wenn ich es Ihnen sage. Sie werden durchfallen, wenn Sie sich nicht genau an meine Anweisungen halten." 2279, "In dieser Simulation werden Sie die Technik des Raumkampfes lernen. Sie werden dafr viele der Fertigkeiten brauchen, die Sie in den vorherigen Modulen gelernt haben, wie Zielerfassung, Anpassung der Geschwindigkeit oder Auswahl der Primr- und Sekundrwaffen." 2280, "Erfassen Sie zunchst meinen Jger als Ziel. Sie knnen dafr entweder die allgemeine Zielkontrolle benutzen [drcken Sie $t$] oder die Verbndeten-Zielkontrolle [drcken Sie dann $f$]." 2281, "Sie sehen, sobald ich mich bewege erscheint vor meinem Schiff eine runde Markierung. Das ist der Vorhaltekreis, der Ihnen zeigt, wohin Sie mit Ihrer Primrwaffe zielen mssen, um Ihr Ziel zu treffen." 2282, "Jetzt zielen Sie auf die Drohne. Sie knnen dafr entweder die allgemeine Zielkontrolle benutzen [drcken Sie $t$] oder die Feindzielsteuerung [drcken Sie dann $h$]." 2283, "Das Zielfenster unten links im HUD zeigt die Entfernung zu Ihrem Ziel sowie seinen Rumpfzustand an." 2284, "Der Rumpfzustand Ihres Ziels ist auch unten in Ihrer Zielvorrichtung abzulesen." 2285, "Sehen Sie, wie sich der Rumpfzustand der Drohne langsam verschlechtert, wenn ich auf sie schiesse." 2286, "Eine gute Taktik im Raumkampf ist es, Ihre Geschwindigkeit an die Ihres Ziels anzupassen. ben Sie das jetzt mit der Drohne [drcken Sie $M$]." 2287, "Gut. Ihr Schub kann auf Wunsch auch automatisch an die Geschwindigkeit Ihres Ziels angepasst werden, selbst wenn sich die Ziele ndern. Benutzen Sie den Automatik-Umschalter, um diese Mglichkeit ein- oder auszuschalten [drcken Sie die Tastenkombination $Alt-m$]." 2288, "Gut. Whrend eines Gefechtes sollten Sie stndig in Bewegung bleiben." 2289, "Jetzt zerstren Sie die Drohne." 2290, "Vergessen Sie nicht, dass Sie auch Raketen haben [drcken Sie die $spacebar$]." 2291, "Zwei neue, unbewaffnete Drohnen sind angekommen. Zerstren Sie beide. Achten Sie darauf, Ihre Geschwindigkeit anzupassen [drcken Sie dazu $m$]." 2292, "Eine der leichtesten Mglichkeiten, neue Gegner als Ziel aufzuschalten, ist die automatische Erfassung [drcken Sie $Alt-h$]. Dadurch wird selbstttig der nchstgelegene Gegner erfasst, sobald das momentane Ziel entweder zerstrt wurde oder den Erfassungsbereich verlassen hat." 2293, "Diese Drohne ist bewaffnet. Sie wird in 10 Sekunden anfangen, auf Sie zu feuern. Zerstren Sie sie." 2294, "Sie werden von dieser Drohne ziemlich zusammengeschossen. Vielleicht sollten Sie die ersten beiden Trainingsmodule nochmal wiederholen." 2295, "Versuchen wir diese bung nochmal. Hier kommen zwei weitere unbewaffnete Drohnen. Zerstren Sie sie." 2296, "Hier ist eine bewaffnete Drohne. Sie haben 10 Sekunden, bevor sie das Feuer erffnet. Zerstren Sie sie." 2297, "Pilot, Sie sind in keinster Weise bereit fr den Raumkampf. Aktivieren Sie Ihren Sprungantrieb, um diese Simulation zu beenden [drcken Sie die Tastenkombination $Alt-j$]." 2298, "Jetzt kommen wir zum lustigen Teil. Zehn bewaffnete Drohnen werden paarweise ankommen. Zerstren Sie so viele wie mglich." 2299, "Sieht aus, als htten Sie erstmal genug. Aktivieren Sie Ihren Sprungantrieb, um diese Simulation zu beenden [drcken Sie die Tastenkombination $Alt-j$]." 2300, "Sie haben sich nicht an die Anweisungen gehalten, Pilot. Sie haben daher bei dieser Trainingssimulation versagt. Aktivieren Sie Ihren Sprungantrieb [drcken Sie $Alt-j$]." 2301, "Ausgezeichnete Arbeit, Pilot. Sie haben sich erfolgreich fr den Myrmidon-Raumjger qualifiziert. Aktivieren Sie Ihren Subraumantrieb [drcken Sie die Tastenkombination $Alt-j$]." 2302, "Sie haben sich erfolgreich fr den Myrmidon-Raumjger qualifiziert. Aktivieren Sie Ihren Subraumantrieb [drcken Sie $Alt-j$]." 2303, "Training 4" 2304, "Einsatzbeschreibung??" 2305, "Ein neues Geschwader Willkommen bei den 107. Ravens, Pilot. Ich bin Leutnant Samsa, Ihr Geschwaderfhrer. Wie Sie wissen, ist die Aquitaine jetzt unterwegs zum Gamma-Draconis-System. Die genauen Details der Lage unterliegen der hchsten Geheimhaltungsstufe, daher tappe ich genauso im Dunkeln wie Sie. Der Admiral wird die Mannschaft einweisen, sobald wir das Hauptquartier der 3. Flotte in Capella erreicht haben." 2306, "Die 107. Ravens Das 107. ist ein schweres Kampfgeschwader, daher fliegen wir am liebsten den Hercules Mark II. Dank seiner Fortschritte im Bereich des Fusionsantriebs erhht der Mark II die Geschwindigkeit und Manvrierfhigkeit des Hercules-Jgers, ohne dafr an der Waffenzuladung zu sparen. Der Herc hat nur zwei Raketenlafetten, aber seine Zuladung ist trotzdem grsser als die des Myrmidon. Der ursprngliche Herc hat den Grossen Krieg gewonnen, darum setzen wir seine Tradition mit Stolz fort." 2307, "Der Hercules II Ich empfehle Ihnen, sich mit den Trainingsmodulen fr den Herc II vertraut zu machen, bevor die Aquitaine in Capella ankommt. Diese Module behandeln fortgeschrittene Taktiken wie Gegenmassnahmen und Energietransfer. Der Herc II ist langsamer als der Myrmidon, den Sie beim 53. geflogen sind, daher sollten Sie lernen, wie man Raketen ausweicht und die Schilde anpasst. Mit diesen Fhigkeiten knnen Sie dann das Beste aus Ihrem Jger herausholen. ben Sie sie, denn vielleicht ist das nchste Leben, das Sie dadurch retten, Ihr eigenes." 2308, "Neue Waffen Ihrer Dienstakte zufolge sind Sie am GTW-5a Prometheus R, an der GTM-19 Harpoon und der GTM-4 Hornet-Rakete ausgebildet. Das Prometheus R ist ein vereinfachter Nachbau eines Geschtzes, das whrend des Grossen Krieges entwickelt worden ist. Nachdem die Allianz den Kontakt zur Erde verloren hat, fehlte uns das Material fr die Massenproduktion, daher haben unsere Ingenieure eine einfachere Version entwickelt. Das Prometheus hat mehr Feuerkraft als der Standardlaser Subach HL-7, erschpft dafr aber auch die Energiereserven viel schneller." 2309, "Neue Waffen Die Harpoon und die Hornet sind beide zielsuchende Raketen. Die Harpoonwerfer feuern einzelne Raketen, whrend die Hornet als Schwarm von je vier Stck abgefeuert wird; acht, wenn Sie im Doppelfeuermodus sind. Die Trainingsmodule behandeln die korrekte Technik beim Abfeuern zielsuchender Raketen, Sie sollten sie also auf jeden Fall absolvieren. Das ist im Moment alles, Pilot. Die Aquitaine wird in vier Stunden in Capella eintreffen." 2310, "Willkommen zum Trainingssimulationsmodul TSM-107m zur fortgeschrittenen Qualifikation fr den schweren Raumjger Hercules II. Dieses Modul wurde entworfen, um Piloten erste Kenntnisse ber Kommunikationssysteme, Tuschkrper und zielsuchende Raketen zu vermitteln." 2311, "Gut gemacht, Pilot. Damit beenden Sie erfolgreich das Modul TSM-107m zur fortgeschrittenen Qualifikation fr den schweren Raumjger Hercules II. Sie sollten nun mit dem Trainingssimulator-Modul TSM-107se fortfahren, das sich mit der Handhabung der Schilde und dem Energietransfersystem befasst." 2312, "Ihre Leistung entsprach nicht den Anforderungen fr Modul TSM-107m zur fortgeschrittenen Qualifikation fr den schweren Raumjger Hercules II. Sie erhalten keinen Zugang zum nchsten Ausbildungsmodul, solange Sie dieses Modul nicht erfolgreich abgeschlossen haben." 2313, "Zielen Sie auf den Transporter" 2314, "Drcken Sie [$h$]" 2315, "Verstrkungen, bitte kommen" 2316, "Drcken Sie [$c$], [4], [1]" 2317, "Epsilon soll Ziel vernichten" 2318, "Drcken Sie [$c$],[2],[1],[1]" 2319, "Abflug Epsilon" 2320, "Drcken Sie [$c$],[2],[1],[0]" 2321, "Tuschkrper starten" 2322, "Drcken Sie [$x$]" 2323, "Simulator verlassen" 2324, "Drcken Sie [$Alt-J$]" 2325, "Drcken Sie [$y$]" 2326, "Zielen Sie auf die Argo 03" 2327, "Vernichten Sie die Argo 03" 2328, "Vernichten Sie die Drohne" 2329, "Drcken Sie [$alt-j$]" 2330, "Willkommen beim Modul TSM-107m, Pilot. Bitte bettigen Sie die Steuerung erst, wenn ich es Ihnen sage. Sie werden durchfallen, wenn Sie sich nicht genau an meine Anweisungen halten." 2331, "Beginnen wir mit der Kommunikation." 2332, "Bei der Klasse-A-Qualifikation haben Sie gelernt, wie man ein Versorgungsschiff zum Aufmunitionieren und zur Reparatur der Subsysteme herbeiruft. Jetzt werden wir Ihnen zeigen, wie Sie den Piloten unter Ihrem Kommando Befehle erteilen knnen." 2333, "Unser Ziel fr diese Simulation ist ein Transporter der Argo-Klasse." 2334, "Zielen Sie auf den Transporter. Benutzen Sie ihre Feindzielsteuerung. Drcken sie [$h$]." 2335, "Gut. Jetzt rufen Sie die Verstrkung herbei. Drcken Sie die Kommunikationstaste [$c$], um das Mitteilungsfenster zu ffnen. Whlen Sie die Verstrkung, drcken sie dazu [4], dann die Staffel, die Sie anfordern wollen. Die Epsilon-Staffel ist hier Ihre einzige Wahl, also drcken Sie [1]." 2336, "berprfen Sie, dass Sie noch immer den Transporter als Ziel erfasst haben. Drcken sie Taste [$h$]." 2337, "Jetzt lassen Sie den Transporter durch die Epsilon-Staffel zerstren. Drcken Sie die Kommunikationstaste [$c$], um das Mitteilungsfenster wieder zu ffnen." 2338, "Whlen Sie Taste [2], um Befehle an eine bestimmte Staffel zu senden. Drcken Sie dann [1], um die Epsilon-Staffel auszuwhlen. Sie schicken jetzt Ihre Befehle ausschliesslich an diese Staffel." 2339, "Jetzt drcken Sie die Taste [1], und Epsilon zerstrt Ihr Ziel." 2340, "Gut gemacht, Pilot! Versuchen wir das gleich nochmal." 2341, "Befehlen Sie der Epsilon-Staffel, den Transporter 02 zu vernichten. Erinnern Sie sich noch an die Anleitung von vorhin? Wenn nicht, schlagen Sie in der Befehlsliste nach." 2342, "Gute Arbeit. Denken Sie immer daran, dass Jger-Staffeln gegen grosse Ziele weniger wirksam sind. Um ein Kriegsschiff zu zerstren, das grsser als ein Kreuzer ist, sind in der Regel Bomber oder Kampfschiffe mit Strahl-Geschtztrmen ntig." 2343, "Bedenken Sie auch, dass Verstrkungen nicht immer verfgbar sind, und dass Sie nur die Befehlsgewalt ber bestimmte Staffeln und Schiffe haben." 2344, "Befehlen Sie jetzt der Epsilon-Staffel, abzufliegen." 2345, "Drcken Sie die Kommunikationstaste [$c$], um das Mitteilungsfenster zu ffnen. Whlen Sie Taste [2] fr die Staffeln, dann Taste [1] fr Epsilon. Schliesslich drcken Sie Taste [0] fr den Abflugbefehl." 2346, "Ausgezeichnete Arbeit. Je erfahrener Sie im Raumkampf werden, desto selbstverstndlicher werden Sie mit der Kommunikationssteuerung umgehen." 2347, "In Ordnung, Pilot. Jetzt ist es an der Zeit, dass Sie etwas ber Tuschkrper lernen." 2348, "Wenn Sie einen Tuschkrper abschiessen, bieten Sie einer Rakete, die Sie verfolgt, ein neues Ziel an. Theoretisch zumindest soll die Rakete den Tuschkrper treffen, statt ein Loch in Ihren Rumpf zu sprengen." 2349, "Sie werden Tuschkrper einsetzen mssen, um im Gefecht zu berleben, aber Sie werden auch schon bald merken, dass diese Taktik in der Praxis nicht immer funktioniert." 2350, "Fr diese bung holen wir uns einen Kreuzer der Leviathan-Klasse." 2351, "Der Kreuzer feuert jetzt Raketen auf Sie ab. Drcken Sie die Tuschkrper-Taste [$x$], um den Raketen zu entkommen." 2352, "Erhhen Sie sofort Ihre Geschwindigkeit auf das Maximum und entfernen Sie sich von den verfolgenden Raketen. Geben Sie volle Leistung auf die Nachbrenner. Drcken sie [$Tab$], um den ntigen Extraschub zu bekommen." 2353, "Ein gelbes Dreieck erscheint auf Ihrem HUD, das den Vektor der anfliegenden Rakete markiert. Versuchen Sie, diese Markierung immer in der 3- oder 9-Uhr-Position zu halten." 2354, "Wenn die Rakete Sie fast erreicht hat, znden Sie den Tuschkrper. Hren Sie auf das Piepsen der Raketenerfassung, das die Entfernung der Rakete anzeigt. Je schneller die Tne, desto nher die Rakete." 2355, "Whrend Sie Tuschkrper einsetzen, wenden Sie Ihren Jger schnell in harten, ruckartigen Bewegungen. Auch das kann helfen, die Rakete abzuschtteln." 2356, "Wenn Sie es schaffen, die Rakete abzuschtteln, erscheint eine Markierung oben in Ihrer Zielvorrichtung. Das ist fr Sie das Zeichen, dass Ihre Bemhungen erfolgreich waren." 2357, "Die verbleibende Anzahl der Tuschkrper erkennen Sie in Ihrem HUD unter der Waffenanzeige. Wenn Ihnen die Tuschkrper ausgehen, rufen Sie ein Versorgungsschiff herbei." 2358, "Diese Raketen haben Ihnen schweren Schaden zugefgt. Wir raten Ihnen, Modul TSM-107m zu wiederholen. Ihre berlebenschancen da draussen sind minimal, wenn Sie Tuschkrper nicht effektiv einsetzen knnen." 2359, "Jetzt sind wir lange genug Raketen ausgewichen. ben wir mal, selber welche abzufeuern." 2360, "Ihr Schwerer Angriffsjger Hercules II ist mit zwei Harpoon-Werfern bewaffnet." 2361, "Anders als bei wrmesuchenden Raketen wie der Rockeye mssen Sie bei einer zielsuchenden Waffe erst ein Ziel erfassen, damit sie trifft." 2362, "Dennoch ist die zielsuchende Rakete diesen zustzlichen Aufwand wert, da sie entschieden hufiger trifft." 2363, "Wenn ein Wrmesucher sein Ziel verliert, ist es gut mglich, dass er kein neues mehr erfasst. Eine zielsuchende Rakete hingegen verfolgt ihr Ziel bis zur Detonation." 2364, "Transporter 03 fliegt jetzt ein. Nutzen wir diese Gelegenheit, um eine weitere Zielkontrolle kennenzulernen." 2365, "Sie haben eine Fadenkreuz-Zielkontrolle (Taste [$y$]), die das nchstgelegene Objekt in Ihrer Zielvorrichtung erfasst. Manvrieren Sie Ihren Jger so, dass mein Schiff in der Mitte Ihres HUDs erscheint." 2366, "Gut. Jetzt benutzen Sie die Fadenkreuz-Zielkontrolle [$y$], um meinen Jger zu erfassen." 2367, "Gut gemacht. Erfassen Sie jetzt Transporter 03 mit der Fadenkreuz-Zielkontrolle. Drcken Sie dazu [$y$]. Vergewissern Sie sich, dass der Transporter in der Mitte Ihres HUDs erscheint." 2368, "Ausgezeichnet. Jetzt wollen wir doch mal sehen, wie Sie mit den Harpoons umgehen knnen." 2369, "Beachten Sie das rote Dreieck, das sich auf Ihr Ziel zubewegt. Das ist Ihre Aufschaltmarkierung. Sobald sie bis ins Ziel gewandert ist, sehen Sie die 'Ziel erfasst'-Markierung. Das bedeutet, dass Ihre Harpoons das Ziel aufgeschaltet haben und feuerbereit sind." 2370, "Feuern Sie jetzt eine Harpoon auf den Frachter ab." 2371, "Beachten Sie, wie schnell die Harpoon ist. Diese Rakete ist eine gefhrliche Waffe." 2372, "Sie knnen alle drei Sekunden eine Harpoonsalve abfeuern. Schiessen Sie noch einmal, und beachten Sie dann den Countdown-Zhler in Ihrer Waffenanzeige." 2373, "Eine Harpoon, die vor einer Zielerfassung abgefeuert wird, ist so gut wie nutzlos. Das ist ein wichtiger Unterschied zwischen der Harpoon und der Rockeye." 2374, "Feuern Sie jetzt weiter mit den Harpoons, bis Transporter 03 zerstrt ist." 2375, "Ausgezeichnete Arbeit. Mal sehen, wie gut Sie gegen bewegliche Ziele sind." 2376, "Um ein bewegliches Ziel zu erfassen, mssen Sie es in Ihrer HUD-Zielvorrichtung halten." 2377, "Wir schicken jetzt ein paar Jger-Drohnen los. Sobald die erste Drohne erscheint, erfassen Sie sie und schalten Sie sie als Ziel auf. Versuchen Sie, das Ziel in der Mitte Ihrer HUD-Zielvorrichtung zu halten." 2378, "Sobald das Ziel aufgeschaltet ist, feuern Sie eine Harpoon ab, um diese Drohne zu vernichten. Diese Drohnen setzen keine Tuschkrper ein." 2379, "Gut gemacht. Alle zielsuchenden Raketen funktionieren auf die gleiche Weise, von der Hornet-Rakete bis zum Helios-Torpedo. Generell kann man sagen, je grsser und strker ein Gefechtskopf, desto lnger dauert die Zielerfassung und die Nachladezeit zwischen den Schssen." 2380, "Dann wollen wir Sie mal vor eine echte Herausforderung stellen. Mehrere Staffeln werden gleichzeitig erscheinen. Zerstren Sie sie alle." 2381, "Sie mssen in Schussentfernung zum Ziel sein, bevor eine Zielerfassung mglich ist. Benutzen Sie die Nachbrenner, um die Drohnen abzufangen." 2382, "Ihre Raketenwerfer sind fast leer. Rufen Sie ein Versorgungsschiff her zum Aufmunitionieren [drcken Sie $Shift-R$]." 2383, "Gut gemacht. Damit wre das TSM-107m abgeschlossen. Aktivieren Sie Ihren Subraumantrieb, um diese Simulation zu beenden." 2384, "Sie haben sich nicht an die Anweisungen gehalten, Pilot. Sie haben daher bei Modul TSM-107m versagt. Aktivieren Sie Ihren Subraumantrieb, um diese Simulation zu beenden. Drcken Sie [$Alt-J$]." 2385, "Training 5" 2386, "Willkommen zum Trainingssimulationsmodul TSM-107se zur fortgeschrittenen Qualifikation fr den schweren Raumjger Hercules II. Dieses Modul wurde entworfen, um Piloten erste Kenntnisse ber die Handhabung der Schilde und das Energietransfersystem zu vermitteln." 2387, "Herzlichen Glckwunsch. Damit beenden Sie erfolgreich das Modul TSM-107se zur fortgeschrittenen Qualifikation fr den schweren Raumjger Hercules II." 2388, "Ihre Leistung entsprach nicht den Anforderungen fr Modul TSM-107se zur fortgeschrittenen Qualifikation fr den schweren Raumjger Hercules II. Sie erhalten keine Genehmigung fr hhere Ausbildungsmodule, solange Sie dieses Modul nicht erfolgreich abgeschlossen haben." 2389, "Schilde ausgleichen" 2390, "Drcken Sie [$q$]" 2391, "Vordere Schilde auf Maximum" 2392, "Drcken Sie [$Up Arrow$]" 2393, "Maximalleistung auf Heckschilde" 2394, "Drcken Sie [$Down Arrow$]" 2395, "Schilde ausgleichen" 2396, "Erhhen Sie die Waffenenergie" 2397, "Drcken Sie [$insert$]" 2398, "Erhhen Sie die Schildenergie" 2399, "Drcken Sie [$home$]" 2400, "Erhhen Sie die Antriebsenergie" 2401, "Drcken Sie [$page up$]" 2402, "Simulation verlassen" 2403, "Willkommen bei Modul TSM-107se, Pilot. Bitte bettigen Sie die Steuerung erst, wenn ich es Ihnen sage. Sie werden durchfallen, wenn Sie sich nicht genau an meine Anweisungen halten." 2404, "Als Erstes schauen wir uns mal die Anzeigen und Regler fr Ihr Schildsystem an." 2405, "Die Allianz erbeutete die Schildtechnologie whrend des Grossen Krieges von den Shivanern. Schildsysteme gehren seit ber dreissig Jahren zur Standardausrstung von terranisch-vasudanischen Jgern und Bombern." 2406, "Ihre Schildgeneratoren erzeugen eine Energiehlle um das Schiff herum, die Ihren Rumpf vor Primrfeuer und Raketen schtzt." 2407, "Durch die Absorption schdlicher Energie werden die Schilde geschwcht. Doch im Laufe der Zeit regeneriert Ihr Jger seine Schilde automatisch." 2408, "Ihre Schildanzeige befindet sich unten rechts in Ihrem HUD." 2409, "Ihr Schild ist in vier Quadranten aufgeteilt. Jeder Quadrant vertrgt nur eine gewisse Menge an Schaden." 2410, "Wenn ein Schildquadrant beschdigt wird, blitzt die entsprechende Sektion Ihrer Schildanzeige auf. Schauen Sie hin." 2411, "Die Vorderpartie Ihres Schildes blinkt jetzt auf, als htten Sie dort einen Treffer erhalten." 2412, "Beachten Sie, wie sich die Anzeige verndert, wenn Ihr Schild fters getroffen wird. Wenn ein Schildquadrant vllig zerstrt worden ist, schlagen alle weiteren Treffer dort direkt auf dem Rumpf Ihres Jgers ein." 2413, "Ihre Schilde erholen sich automatisch. Beschleunigen wir den Vorgang etwas, um Zeit zu sparen." 2414, "Beobachten Sie, wie der vordere Quadrant Ihres Schildes sich wieder zu voller Strke regeneriert." 2415, "Ihr Schild ist jetzt wieder voll aufgeladen." 2416, "Ein effektiver Umgang mit den Schilden kann den Unterschied zwischen Leben und Tod ausmachen." 2417, "Der einfachste Weg, Ihre Schilde zu verwalten, ist der Quadrantenausgleich." 2418, "Ich habe Ihren Vorderquadranten wieder beschdigt. Reparieren Sie Ihre Schilde jetzt mit dem Quadrantenausgleich. [Drcken Sie $q$]" 2419, "Gut gemacht. Sie sehen, Ihre Vorderpartie ist grsstenteils wieder aufgeladen. Diese Schildenergie kam aus Ihren anderen drei Quadranten." 2420, "ben Sie diese Funktion oft und reichlich." 2421, "Ich schwche jetzt die meisten Ihrer Schilde. In drei Ihrer vier Quadranten ist die Energie jetzt nahe Null." 2422, "Mit Ihrer Schildsteuerung knnen Sie die Schildstrke in jeden einzelnen Quadranten auf Maximum bringen." 2423, "Als Erstes maximieren Sie die Schildstrke des Frontquadranten [drcken Sie mehrmals $Up Arrow$]." 2424, "Gut gemacht. Jetzt ist Ihr vorderer Quadrant auf voller Leistung, whrend alle anderen Quadranten geschwcht sind." 2425, "Ihren vorderen Schilden maximale Leistung zukommen zu lassen ist besonders wichtig, wenn Sie etwa den Geschtzturm eines Grosskampfschiffes angreifen." 2426, "Jetzt maximieren Sie bitte die Schildstrke des Heckquadranten [drcken Sie mehrmals $Down Arrow$]." 2427, "Wenn Sie auf ein wichtiges Ziel zufliegen und von Verfolgern angegriffen werden, ist eine Verstrkung des hinteren Schildquadranten oft lebenswichtig." 2428, "Jetzt benutzen Sie wieder den Quadrantenausgleich, um die Schildenergie gleichmssig um Ihr Schiff herum zu verteilen [$q$]." 2429, "Wir schliessen dieses Modul ab mit einem berblick ber Ihr Energie-Transfersystem (ETS)." 2430, "Sie knnen das ETS benutzen, um die Energieversorgung der drei Hauptsysteme zu steuern." 2431, "Als Erstes versorgen wir mal Ihre Waffen bevorzugt mit Energie [drcken Sie viermal $insert$]. Sie sehen, dass die Energielevel fr Schilde und Antrieb fallen, wenn Sie mehr Energie zu den Waffen umleiten." 2432, "Je mehr Energie Sie den Waffen zukommen lassen, desto schneller laden sich Ihre Primrwaffen wieder auf. Allerdings richten die Schsse dadurch keinen grsseren Schaden an." 2433, "Hochenergiegeschtze wie die Prometheus erschpfen Ihre Waffenenergie sehr schnell. Wenn Sie schnell feuern mssen, kann eine Umleitung der Energie zu den Waffen von Vorteil sein." 2434, "Jetzt vergrssern wir mal die Zuteilung fr die Schilde [drcken Sie dreimal $home$]." 2435, "Je hher die Energie-Einstellung fr die Schilde, desto schneller laden sie sich wieder auf. Das kann in bestimmten Kampfsituationen lebensnotwendig sein, etwa beim Aufmunitionieren Ihres Jgers oder beim Durchbruch durch schwere Flakzonen." 2436, "Jetzt leiten Sie mehr Energie zum Antrieb um [drcken Sie zweimal $page up$]." 2437, "Maximale Energie fr den Antrieb erhht Ihre Hchstgeschwindigkeit um bis zu 30%, je nach Reaktorkapazitt des Jgers. Ihre Nachbrenner laden sich ebenfalls schneller wieder auf, so dass Sie fters Extraschub geben knnen." 2438, "Bei einem langsameren Jger wie dem Hercules Mark II kann die Umleitung der Energie zum Antrieb notwendig sein, damit er wendigere Gegner bekmpfen oder schnell grssere Entfernungen berbrcken kann." 2439, "Gut gemacht. Damit wre das Modul TSM-107se abgeschlossen. Aktivieren Sie Ihren Subraumantrieb, um diese Simulation zu beenden." 2440, "Sie haben sich nicht an die Anweisungen gehalten. Daher wird das Modul TSM-107se als Fehlschlag gewertet. Aktivieren Sie Ihren Subraumantrieb, um diese Simulation zu beenden [$Alt-J$]." 2441, "Unten rechts in Ihrem HUD sehen Sie drei Anzeigen: G steht fr die Geschtze, S fr die Schilde und A fr den Antrieb." 2442, "Training 6" 2443, "Willkommen! Lieutenant Commander Cordova hier. Willkommen bei den 242. Suicide Kings, Pilot. Ich habe aus inoffiziellen Quellen erfahren, dass die Rebellen im Epsilon-Pegasi-System einen berraschungsangriff gestartet haben. Genaueres kann ich zur Zeit noch nicht in Erfahrung bringen, alles unterliegt der Sicherheitsstufe Phi, und das Oberkommando hat es nicht sonderlich eilig, uns auf dem Laufenden zu halten. Petrarch sagt, er will die Aquitaine informieren, sobald wir Capella erreichen." 2444, "Die 242. Suicide Kings Die GTA hat die Suicide Kings whrend des Grossen Krieges gegrndet, als der alte Valkyrie-Jger in Dienst gestellt wurde, nach dem shivanischen Angriff auf Ross 128. Das 242. war damals auf der Galatea stationiert, und unser erster Auftrag war die Gefangennahme von Leutnant Alexander McCarthy. Wir alle haben den McCarthy-Prozess in der Schule verfolgt, Pilot. Wir sind hier ein Teil der Geschichte, auch wenn die Galatea seit langem verschwunden ist und die Valkyries lngst verschrottet worden sind." 2445, "Der Perseus-Abfangjger Der Perseus ist ein Abfangjger der neuesten Generation, der schnellste Jger der GTVA. Unsere Hauptaufgabe im Gefecht ist es, Bomber anzugreifen und Raketen abzufangen. Wir werden aber auch gerne fr Przisionsangriffe auf grssere Kriegsschiffe eingesetzt. Man nennt uns nicht umsonst die Suicide Kings, die Knige des Selbstmordes. Wir verdienen uns diesen Spitznamen bei jedem Einsatz von neuem. Ich empfehle Ihnen daher dringend, die Trainingsmodule fr den Perseus schnellstens zu absolvieren. Sie werden dort lernen, wie man Bomben und Geschtztrme anvisiert, und alles andere, was man in einem Abfanggeschwader so knnen muss." 2446, "Die Stiletto II Sie haben jetzt die Erlaubnis, die GTM-43a Stiletto-II-Rakete einzusetzen, die speziell zum Ausschalten von Subsystemen entwickelt wurde. Die 43a weist gegenber der Original-Stiletto ein verbessertes Lenksystem und eine Disruptorladung auf. Auch der Antrieb wurde berarbeitet, die neue Version ist schneller und hat eine grssere Reichweite." 2447, "Willkommen zum Trainingssimulationsmodul TSM-122x zur fortgeschrittenen Qualifikation fr den Abfangjger Perseus. Dieses Modul wurde entworfen, um Piloten Kenntnisse ber den Bomben-Zielabwurf, ber Geschtztrme und Subsysteme zu vermitteln." 2448, "Gut gemacht, Pilot. Damit beenden Sie erfolgreich das Modul TSM-122x zur fortgeschrittenen Qualifikation fr den Abfangjger Perseus. Viel Glck bei Ihrem nchsten Einsatz." 2449, "Ihre Leistung entsprach nicht den Anforderungen fr Modul TSM-122x zur fortgeschrittenen Qualifikation fr den Abfangjger Perseus. Wir empfehlen Ihnen, dieses Modul zu wiederholen, bis Sie es erfolgreich abgeschlossen haben." 2450, "Zielen Sie auf die Deimos" 2451, "Drcken Sie [$e$]" 2452, "Zielen Sie auf die Bombe" 2453, "Drcken Sie [$b$]" 2454, "Zielen Sie auf die Seraphim" 2455, "Drcken Sie [$g$]" 2456, "Simulation verlassen" 2457, "Zielen Sie auf die Deimos" 2458, "Geschtztrme anvisieren" 2459, "Drcken Sie [$K$]" 2460, "Zerstren Sie den Raketenturm" 2461, "Angreifenden Turm anvisieren" 2462, "Drcken Sie [$r$]" 2463, "Zerstren Sie den Geschtzturm" 2464, "Zerstren Sie die Geschtztrme" 2465, "Sensoren als Ziel erfassen" 2466, "Zerstren Sie die Sensoren" 2467, "Willkommen beim Modul TSM-122x, Pilot. Bitte bettigen Sie die Steuerung erst, wenn ich es Ihnen sage. Sie werden durchfallen, wenn Sie sich nicht genau an meine Anweisungen halten." 2468, "Die wichtigste Rolle des Perseus-Abfangjgers ist die Vernichtung gegnerischer Bomber und ihrer Raketen." 2469, "Fr diese bung brauchen wir ein Ziel. Holen wir uns eine Korvette der Deimos-Klasse." 2470, "Erinnern Sie sich noch an die Geleitschutzliste? Sie wird auf der rechten Seite Ihres HUD angezeigt. Benutzen Sie die Geleitschutz-Zielkontrolle, um die Deimos auszuwhlen [$e$]." 2471, "Gut. Jetzt wollen wir mal etwas Spannung reinbringen. Da kommt eine Staffel shivanischer Seraphim-Bomber." 2472, "Keine Bange, das ist nur ein bungssimulator. Beobachten Sie erstmal nur, was vor sich geht." 2473, "Sobald sich die Seraphim-Bomber der Deimos nhern, werfen sie ihre Bomben ab." 2474, "Benutzen Sie die Bomben-Zielkontrolle [$b$], um die shivanischen Gefechtskpfe zu erfassen. Wenn keine Gefechtskpfe unterwegs sind, erfasst diese Kontrolle den nchstgelegenen Bomber." 2475, "Die Bombe erscheint in Ihrer Zielansicht, bis sie detoniert. Wenn die Bombe den Rumpf der Deimos trifft, flackert deren Name auf Ihrem Geleitschutzmonitor auf. So wissen Sie immer, wann ein Schiff aus Ihrer Geleitschutzliste Treffer einstecken muss." 2476, "Bomben erscheinen auch als bernsteinfarbene Punkte auf dem Radar." 2477, "Sehen wir uns noch eine weitere Zielkontrolle an. Die Ziel-Angreiferkontrolle [$g$] ermglicht Ihnen, gegnerische Schiffe direkt zu erfassen, die Ihr Ziel angreifen. Besonders bei Verteidigungs- oder Geleitschutzeinstzen ist diese Kontrolle sehr praktisch." 2478, "Als Erstes whlen Sie das Schiff aus, das Sie beschtzen sollen. Blttern Sie dazu die verbndeten Ziele durch [$f$] oder benutzen Sie die Geleitschutz-Zielkontrolle [$e$]." 2479, "Sehr gut. Jetzt benutzen Sie die Ziel-Angreiferkontrolle [$g$], um das nchstgelegene gegnerische Schiff zu finden, das Ihr derzeitiges Ziel angreift. Das wre die Seraphim." 2480, "Jetzt wollen wir mal sehen, wie gut Sie das in einer Kampfsituation beherrschen. Damit die Sache fair bleibt, geben wir der Deimos wieder ihre volle Strke." 2481, "Bevor wir die Bomber loslassen, hier noch ein paar Hinweise." 2482, "Als Erstes orten Sie die Bombe, mit den Sensoren oder auf Sicht. Sie knnen die Bomben besser vernichten, wenn Sie auf Sicht arbeiten knnen, aber ab und zu werden Sie mangels Orientierung die Bomben-Zielkontrolle benutzen mssen [$b$]." 2483, "Man braucht nur ein oder zwei Treffer, um eine Bombe abzuschiessen, und die meisten Gefechtskpfe sind langsamer als Ihr Abfangjger. Aber gehen Sie nicht zu dicht ran. Die Schockwelle knnte Ihren Rumpf beschdigen oder ein paar Subsysteme ausfallen lassen." 2484, "Die beste Taktik ist natrlich, die Bomber zu vernichten, bevor sie ihre Ladung abwerfen knnen. Ein Abfangjger ist auf Geschwindigkeit getrimmt, damit Sie mehrere Angriffswellen von Bombern im gesamten Kampfgebiet abwehren knnen." 2485, "Sie haben die Deimos verloren, Pilot. Es ist schwierig, aber nicht unmglich. Wir werden diese Simulation jetzt abbrechen, damit Sie von vorne beginnen und es noch mal versuchen knnen." 2486, "Ausgezeichnete Arbeit, Pilot. Sie haben die Bomber abgewehrt und die Deimos beschtzt." 2487, "Noch ein Tip. Mit Hilfe des Mitteilungsfensters knnen Sie Ihre Staffelkameraden anweisen, ein Ziel zu beschtzen. Piloten mit diesem Befehl helfen Ihnen, Bomben abzufangen, die auf ihr schutzbefohlenes Ziel abgefeuert werden. Bomben zu jagen ist viel leichter, wenn man als Team zusammenarbeitet." 2488, "Ihre Raketenwerfer sind leer, Pilot. Rufen Sie ein Versorgungsschiff her zum Aufmunitionieren [drcken Sie $Shift-R$]." 2489, "Fr die nchste Phase dieser Simulation wollen wir die Deimos wieder auf volle Strke bringen. Ausserdem verndern wir ihre IFF-Kennung von 'verbndet' auf 'feindlich'." 2490, "Zielen Sie auf die Korvette. Benutzen Sie dazu Ihre Feindzielsteuerung [Drcken Sie $h$]." 2491, "Gut. Als Jger haben Sie nur eine minimale Chance, grosse Kriegsschiffe alleine zu vernichten. Bomben und Strahlkanonen sind da viel effektiver, aber diese Waffen sind zu gross, um in einem Jger eingebaut zu werden." 2492, "Doch die Geschwindigkeit und Manvrierfhigkeit des Jgers macht ihn zum idealen Instrument fr chirurgische Angriffe auf die Geschtztrme und Subsysteme grosser Kampfschiffe." 2493, "Benutzen Sie die Geschtzturm-Zielkontrolle [$k$], um die Geschtztrme des Schiffes durchzugehen. Sie werden sehen, dass die Korvette eine Reihe verschiedener Waffenarten hat, von Strahlwaffen ber Laser- und Flakgeschtze bis hin zu Raketenwerfern." 2494, "Sie sehen, dass der Geschtzturm mit einem Rahmen markiert ist. Die Zielansicht zeigt die Waffenart des Geschtzturms und seinen momentanen Zustand an. Wenn das als Ziel erfasste Objekt gerade nicht im Blickfeld ist, wird es mit einer Raute angezeigt." 2495, "Jetzt erfassen Sie die Raketenwerfer der Deimos und zerstren Sie sie." 2496, "Ausgezeichnet. Sobald Sie einen Geschtzturm vernichtet haben, erfassen Ihre Sensoren automatisch den nchsten Geschtzturm als Ziel." 2497, "Grssere Kriegsschiffe haben Dutzende von Waffensystemen, und in einer Gefechtssituation haben Sie wahrscheinlich nicht die Zeit, alle Geschtztrme durchzugehen, bis Sie den gefunden haben, der gerade auf Sie schiesst." 2498, "Sie haben eine Angreifer-Zielkontrolle [$r$], die den nchstgelegenen Gegner erfasst, der auf Sie schiesst. Wenn der Angreifer ein Kriegsschiff ist, wird der Geschtzturm als Ziel erfasst, der auf Sie feuert." 2499, "Mit dieser Steuerung knnen Sie die Gegner zuerst erfassen, die fr Ihren Jger die grsste Gefahr darstellen." 2500, "Versuchen wir das jetzt mal. Die Deimos beginnt gleich, mit einem oder mehreren Geschtztrmen auf Sie zu feuern." 2501, "Benutzen Sie die Angreifer-Zielkontrolle [$r$], um den Geschtzturm herauszufinden, der auf Sie feuert." 2502, "Zerstren Sie jetzt den Geschtzturm. Benutzen Sie Geschtze oder Raketen, ganz wie Sie wollen. Sowohl wrme- als auch zielsuchende Raketen knnen gegen Subsysteme eingesetzt werden, sobald sie ein Ziel erfasst haben." 2503, "Gut. Jetzt schauen wir mal, wie Sie sich gegen mehrere Geschtztrme behaupten knnen." 2504, "Gute Arbeit, Pilot." 2505, "Sieht aus, als htten Sie genug abbekommen. Nhern Sie sich auf dem Schlachtfeld einem Kriegsschiff nur mit usserster Vorsicht. Bleiben Sie mit einem leichten Schiff wie der Perseus jederzeit in Bewegung. Zerstren Sie einen Geschtzturm in zwei oder auch drei Zielanflgen, wenn es sein muss." 2506, "Beenden wir diese Lektion mit einem Blick auf die Zielerfassung bestimmter Subsysteme." 2507, "Indem Sie die Taste fr die Subsystem-Zielkontrolle [$s$] wiederholt drcken, knnen Sie die einzelnen Subsysteme Ihres Ziels durchgehen." 2508, "Ein Subsystem erscheint auf Ihrem HUD in einem grossen Rahmen. Wenn das als Ziel erfasste Subsystem gerade nicht im Blickfeld ist, wird es mit einer Raute angezeigt." 2509, "Zielen Sie jetzt auf die Sensoren der Korvette [drcken Sie $s$]." 2510, "Gut gemacht. Whlen Sie jetzt das Akheton Subsystem-Disruptor-Geschtz, kurz SDG genannt, als Primrwaffe an [$.$]." 2511, "Das Akheton SDG ist eine Energiewaffe, die von den Vasudanern erfunden worden ist. Das Akheton zerstrt die Subsysteme eines Ziels, richtet dabei aber nur minimale Schden an seinem Rumpf an." 2512, "Zerstren Sie mit dem Akheton SDG die Sensoren der Korvette Deimos." 2513, "Gut. beachten Sie, dass Sie auch Ihren Teamkameraden befehlen knnen, die Subsysteme Ihres Ziels zu zerstren. Im Mitteilungsfenster whlen Sie den Befehl 'Lahmlegen', um den Antrieb ausschalten zu lassen. Mit dem Befehl 'Entwaffnen' weisen Sie Ihre Piloten an, die Waffen-Subsysteme Ihres Ziels zu vernichten." 2514, "Gut gemacht. Damit endet das Modul TSM-122x. Aktivieren Sie Ihren Subraumantrieb, um diese Simulation zu beenden." 2515, "Sie haben sich nicht an die Anweisungen gehalten. Daher wird das Modul TSM-122x als Fehlschlag gewertet. Aktivieren Sie Ihren Subraumantrieb, um diese Simulation zu beenden [$Alt-J$]." 2516, "Jetzt fangen Sie die Seraphim-Bomber ab und vernichten Sie sie, bevor sie die Korvette ausschalten knnen." 2517, "Der erste Akt des Hauptfeldzuges von FreeSpace 2" 2518, "Design:" 2519, "Basiert auf dem Originaldesign von:" 2520, "Chefprogrammierer:" 2521, "Programmierung:" 2522, "Chefgrafiker:" 2523, "Echtzeit-Grafik:" 2524, "Filmsequenzen:" 2525, "Einsatzdesign:" 2526, "Texter:" 2527, "Musik- und Sounddesign:" 2528, "Ausfhrender Produzent:" 2529, "Entwicklungsdirektor:" 2530, "Chef der Qualittskontrolle:" 2531, "Tester:" 2532, "Webdesign und Entwicklung " 2533, "Handbuch:" 2534, "Parallax Online:" 2535, "Netzwerk Administrator:" 2536, "Bromanagement und Verwaltung:" 2537, "Deutsche Consultant:" 2538, "FRED2-Dokumentation:" 2539, "Sprachaufnahmen Englisch:" 2540, "In Los Angeles:" 2541, "Produzent:" 2542, "Regie:" 2543, "Schnitt:" 2544, "Aufnahme:" 2545, "Aufnahme-Assistenz:" 2546, "Besetzung:" 2547, "In Chicago:" 2548, "Produzent:" 2549, "Aufnahme:" 2550, "Aufgenommen bei:" 2551, "Besetzung:" 2552, "In Champaign:" 2553, "Aufnahme:" 2554, "Aufgenommen bei:" 2555, "Besetzung:" 2556, "Original FreeSpace-Team:" 2557, "Besonderen Dank an:" 2558, "FS2-Beta-Tester:" 2559, "Sprachsamples mit Genehmigung von Spectrasonics' 'Symphony of Voices'" 2560, "Interplay:" 2561, "Ausfhrender Produzent:" 2562, "Produzent:" 2563, "Chef der Entwicklung:" 2564, "Direktor:" 2565, "Direktor Qualittskontrolle:" 2566, "Qualittskontrolle:" 2567, "Projektleitung Qualittskontrolle und Kompatibilittsmanager:" 2568, "Tester:" 2569, "Kompatibilittsprfung:" 2570, "Produktmarketing-Manager:" 2571, "Kommunikationsmanager:" 2572, "Verkehrsmanager:" 2573, "Terminologieberater:" 2574, "Besonderen Dank an:" 2575, "Noelle fr die Geduld, wenn es lnger dauerte." 2576, "Chad Nicholas, der seinen Umzug verschoben hat, um Einstze zu schreiben." 2577, "Erik Hernandez, John Palmero, Harold Kim und Mike Motoda, die Ihr Leben in den Pausenmodus geschaltet haben." 2578, "Feargus Urquhart fr die guten Ratschlge." 2579, "Besonderer Dank an die FreeSpace-Community:" 2580, "Widmungen des FreeSpace-2-Teams:" 2581, "Andy for being a die-hard Freespace fan and a great little brother. Mom and Dad for always being supportive, making sure I don't kill myself from working too much, and letting Andy play Freespace way too much. Kevin, Jason and John for having the patience in dealing with my boundless lack of knowledge. Net buddies: Jumpy, Bee, Khan, Shet, Tron, Synthetik. Thanks for all the frags!" 2582, "Special thanks to MikeK for giving me this chance. :)" 2583, "My wife Maria and my sister Michelle." 2584, "Robin, for her limitless support, and to the amazing FS2 team for showing everyone what the game could be." 2585, "Rebecca (and baby) for understanding all the late nights and early mornings of work." 2586, "Karen for her understanding the late nights, and to Irene and Nathan for their sunshine every day." 2587, "John M., Judy, Andrew, Ray, and Gram and to one of my best friends in the world, Nancy A. Without all of your support, I wouldn't have gotten this far to follow my dreams. I made it!" 2588, "Thanks." 2589, "Goff Smith, Meredith Turner, Becky Minsley and my Mom and Dad for their support, guidance, and love." 2590, "Rob, Julie, and Amanda Kresge (my parents and sister, who have helped me through the years to achieve my dreams and helped make it possible that I'm here at Volition. :) Whole lotta love to Regal, Rob and Jeff for all the good times together. Gil Broydes, for helping me get through college intact and being a great friend." 2591, "My wife, for moving away from home into the cornfields of IL so that I could blow stuff up. :)" 2592, "All my friends and family who supported me - specifically Jolie, Olivia, Mike, Ryan, Harris, the Volition crew, and the friends in my head. " 2593, "Alia for her love and patience, and to my parents for just about everything." 2594, "My parents, roommates, friends, family, and co-workers for all the help they have given me during this project." 2595, "I'd like to thanks my parents for being so nice about my sudden departure and the gang from Toronto: Peter and the rest of Ariel, Ian and the crew at Apollo, Deanna who is always up all night, all those of you who no longer know me online, and Joanne who unwittingly helped me help the project." 2596, "Thanks to all my family and friends for their prayers and support. I'm back!!!" 2597, "My wife Mary and children Chris and Amelia, for being good sports while I was gone all week." 2598, "Karen, Joshua and Katie, again, and the FS2 team for working so hard that I finally stopped worrying." 2599, "Jillian for having enough trust and faith in me to move to Champaign, and to Hank, for just being a punk." 2600, "My parents, who stuck by me despite everything, and to my brother who believed in me even when I didn't." 2601, "Mom, Dad, Brandy, my family and friends, and to all my friends and co-workers at Volition." 2602, "My big brother Van, for helping me avoid the calamities of our inheritance and just being there in general. Much love." 2603, "Zweiunddreissig Jahre sind seit dem Grossen Krieg vergangen, und eine neue Generation ist herangewachsen." 2604, "Die GTVA Colossus, das grsste Kampfraumschiff, das jemals gebaut worden ist." 2605, "Admiral Bosch, der Oberkommandierende der NTF, macht sich Gedanken ber das Erbe der Uralten." 2606, "Nach den Niederlagen der NTF bei Epsilon Pegasi und Sirius denkt Bosch noch einmal ber seine Strategie nach." 2607, "Irgendwo im Nebelgebiet jenseits des Knossosportals fragt sich Bosch, ob er das Richtige getan hat." 2608, "Bosch bereitet sich auf sein zweites Zusammentreffen mit den Shivanern vor." 2609, "Vollgepackt mit Mesonensprengkpfen explodiert die GTD Bastion im Sprungknoten von Epsilon Pegasi und verschliesst ihn." 2610, "Die shivanischen Schlachtschiffe erzeugen eine gewaltige Subraum-Verzerrung und lsen damit eine Supernova aus." 2611, "Admiral Petrarch wendet sich an die Mannschaft der Aquitaine und berichtet vom Erfolg der GTVA." 2612, "Admiral Petrarch informiert die 70. Blue Lions ber den Verlust von Alpha 1." 2613, "Schiffstyp auswhlen." 2614, "Whlen Sie einen neuen Schiffstyp aus," 2615, "indem Sie ihn auf einen freien" 2616, "Platz im Staffelsymbol ziehen." 2617, "Zurck zur ursprnglichen" 2618, "Verteilung der Schiffe." 2619, "Wenn Sie Schiffe fr alle" 2620, "Staffeln eingeteilt haben," 2621, "knnen Sie zum Bildschirm" 2622, "'Waffenbestckung' gehen oder" 2623, "den Einsatz starten." 2624, "Rsten Sie ihr Schiff mit Waffen aus." 2625, "Whlen Sie ein Schiff aus." 2626, "Ziehen Sie mit der Maus" 2627, "Primr- oder" 2628, "Sekundrwaffen auf die" 2629, "Waffenhalterungen des Schiffs." 2630, "Wenn Sie fertig sind, starten" 2631, "Sie den Einsatz." 2632, "Einsatzziele ansehen." 2633, "Hier blttern Sie durch die" 2634, "Abschnitte der Einsatzbesprechung." 2635, "Nach der Besprechung geht es" 2636, "weiter mit der Schiffsauswahl," 2637, "der Waffenbestckung oder" 2638, "dem Einsatz selber." 2639, "Im Pilotenquartier" 2640, "knnen Sie Piloten anlegen" 2641, "oder bearbeiten." 2642, "Whlen Sie im Planungsraum" 2643, "einen Feldzug aus." 2644, "Bereiten Sie sich im" 2645, "Bereitschaftsraum auf den" 2646, "nchsten Einsatz vor." 2647, "FreeSpace 2 verlassen" 2648, "Im Technikraum knnen Sie einen" 2649, "simulierten Einsatz fliegen oder" 2650, "Animationen, Infos ber die Entwickler" 2651, "und technische Daten ansehen." 2652, "Konfigurieren Sie" 2653, "die Einstellungen unter dem" 2654, "Menpunkt 'Optionen'." 2655, "Um die Hilfe auszublenden, ESC oder F1 drcken oder Klicken" 2656, "Piloten anlegen, auswhlen oder bearbeiten." 2657, "Whlen Sie einen Piloten" 2658, "zum Clonen, Lschen, Konvertieren" 2659, "oder Betrachten aus." 2660, "Whlen Sie das gewnschte" 2661, "Pilotenportrait." 2662, "ndern Sie die momentane Steuerung." 2663, "Whlen Sie, welche Funktion Sie ndern" 2664, "wollen, oder suchen Sie nach einer" 2665, "bereits konfigurierten Funktion." 2666, "Gehen Sie in den Zuweisungsmodus, dann" 2667, "drcken Sie die Taste oder Joysticktaste," 2668, "der diese Funktion zugewiesen werden soll." 2669, "Wenden Sie die gewnschten nderungen an." 2670, "So oft wiederholen, wie ntig." 2671, "Gehen Sie zur Einsatz-Abschlussbesprechung." 2672, "Schauen Sie sich die Einsatzdaten an." 2673, "Hinweise, wie Sie Ihre Leistung verbessern knnen." 2674, "Legen Sie eine Mehrspielerrunde an." 2675, "Suchen Sie eine bestimmte Einsatzart." 2676, "Akzeptieren oder feuern Sie Mitspieler" 2677, "und weisen Sie sie den Teams zu (Mannschaftsmodus)." 2678, "Verndern Sie weitere Einstellungen" 2679, "oder starten Sie das Spiel." 2680, "Starten Sie eine Mehrspielerrunde." 2681, "Geben Sie Ihrer Spielrunde einen Namen." 2682, "Whlen Sie den Spieltyp." 2683, "Starten Sie das Spiel." 2684, "Whlen Sie eine Spielrunde zum Mitspielen." 2685, "Aktualisieren Sie die Liste, um neue Spiele zu sehen." 2686, "Starten Sie Ihr eigenes Spiel" 2687, "oder treten Sie als Beobachter bei." 2688, "Im Pilotenquartier" 2689, "knnen Sie Piloten anlegen" 2690, "oder bearbeiten." 2691, "Im Technikraum knnen Sie einen" 2692, "simulierten Einsatz fliegen oder" 2693, "Animationen, Infos ber die Entwickler" 2694, "und technische Daten ansehen." 2695, "Bereiten Sie sich" 2696, "im Bereitschaftsraum" 2697, "auf den nchsten Einsatz vor." 2698, "FreeSpace 2 verlassen." 2699, "Konfigurieren Sie" 2700, "die Einstellungen unter dem" 2701, "Menpunkt 'Optionen'." 2702, "Whlen Sie im Planungsraum" 2703, "einen Feldzug aus." 2704, "Um die Hilfe auszublenden, ESC oder F1 drcken oder Klicken" 2705, "Wichtigen Schiffen oder Staffeln Tastenkrzel zuweisen." 2706, "Drcken Sie eine Taste (F5-F12)." 2707, "Whlen Sie Schiffe oder Staffeln," 2708, "die einem Tastenkrzel zugewiesen" 2709, "oder davon gelst werden sollen." 2710, "Whlen Sie einen Feldzug aus der Liste." 2711, "Lesen Sie die Beschreibung des gewhlten Feldzuges." 2712, "Den gewhlten Feldzug spielen." 2713, "Einen Einsatz auswhlen." 2714, "Einstze sortieren nach Feldzug-Einstzen" 2715, "oder Einzelauftrgen." 2716, "Rufen Sie die technischen Daten aller bekannten Schiffe" 2717, "und Waffen der GTVA und der Shivaner ab, sowie Infos" 2718, "zu den Rassen und ihrer Geschichte." 2719, "Den nchsten oder vorherigen Eintrag ansehen." 2720, "Rufen Sie Einsatzinformationen vom Oberkommando ab." 2721, "Weiter zur Einsatzbesprechung." 2722, "Aufgrund Ihrer ausgezeichneten Abschussrate haben Sie den Status 'Fliegeras' erreicht." 2723, "Aufgrund Ihrer aussergewhnlichen Abschussrate haben Sie den Status 'Doppel-As' erreicht." 2724, "Aufgrund Ihrer unglaublichen Abschussrate haben Sie den Status 'Dreifach-As' erreicht." 2725, "Command, wir haben das Gebiet gesichert." 2726, "Alle Gegner erledigt. Gebiet gesichert." 2727, "Alles klar, Command." 2728, "Gegend ist gesichert." 2729, "Alle Gegner ausgeschaltet. Gebiet sicher." 2730, "Alle gegnerischen Einheiten eliminiert." 2731, "Alle feindlichen Ziele ausgeschaltet." 2732, "IFF besttigt! Gegner im Anflug!" 2733, "Gegner nhern sich schnell! " 2734, "Empfange feindliche Signatur." 2735, "Gegnerische Staffel im Anflug." 2736, "Sprungsignatur nhert sich! Feindliche Konfiguration!" 2737, "Besttigt, Sir. Greife Ihr Ziel an." 2738, "Ja, Sir! Wir schalten sie aus!" 2739, "Verlasse Formation und greife an." 2740, "Ich habe sie im Visier!" 2741, "Ziel erfasst. " 2742, "Besttigt, wir zerstren Ihr Ziel." 2743, "Beginne Angriff auf Ihr Ziel." 2744, "Verstrkungen in Bereitschaft. Erbitten Anweisungen." 2745, "Verstrkungen sind eingetroffen. Warten auf Befehle." 2746, "Sir, Verstrkungen sind in Position." 2747, "Die Kavallerie ist eingetroffen. " 2748, "Hier Verstrkungseinheit. Warten auf Befehle." 2749, "Wir sind zu Ihrer Untersttzung hier. Wie steht es hier?" 2750, "Wir werden Ihre Staffel verstrken. Bitte bermitteln Sie uns Ihre Befehle. " 2751, "Betastaffel hier. In Bereitschaft." 2752, "Hier spricht Beta-Staffel. Wie sieht es bei Ihnen aus?" 2753, "Betastaffel jetzt in Position" 2754, "Betastaffel ist eingetroffen. Erwarten Befehle." 2755, "Betastaffel hier. Sind jetzt im System, Command." 2756, "Beta-Staffel ist bereit." 2757, "Hier spricht Beta-Staffel. Warten auf Befehle." 2758, "Hinter Ihnen!" 2759, "Ein Gegner, genau hinter Ihnen!" 2760, "Passen Sie auf, hinter Ihnen!" 2761, "Hinter Ihnen, Pilot!" 2762, "Hinter Ihnen! Vorsicht!" 2763, "Ausweichen, Pilot!" 2764, "Gegner auf sechs Uhr! " 2765, "Neeeeein!" 2766, "Aaaaaaaaaaaaaah!" 2767, "Hilfe!" 2768, "Mayday! Mayday! " 2769, "Ich schmiere ab! Ich schmiere ab!" 2770, "Rcht mich!" 2771, "Lang lebe der Imperator!" 2772, "Hier Deltastaffel. Wie sieht es bei Ihnen aus?" 2773, "Delta-Staffel jetzt in Position." 2774, "Delta-Staffel jetzt in Position. Erwarten Befehle." 2775, "Hier Delta, Sir. Geben Sie uns ein Ziel?" 2776, "Deltastaffel hier, in Bereitschaft." 2777, "Delta-Staffel steht zur Untersttzung bereit, Pilot." 2778, "Hier spricht Delta-Staffel. Wie lauten Ihre Befehle?" 2779, "Jawohl, Sir. Ich verschwinde." 2780, "Das mssen Sie mir nicht zweimal sagen!" 2781, "Besttigt, Sir. Wir sehen uns dann zu Hause." 2782, "Sofort, Sir, aktiviere Sprungantrieb." 2783, "Besttigt, kehre zum Sttzpunkt zurck. " 2784, "Abflug wie befohlen." 2785, "Kehren zum Sttzpunkt zurck. " 2786, "Verstanden. Aktiviere Sprungantrieb." 2787, "Verlassen Gefechtsfeld." 2788, "Wir fliegen ab, wie befohlen." 2789, "Besttigt, Sir, lege Ihr Ziel lahm." 2790, "Jawohl, Sir! Antrieb als Ziel erfasst!" 2791, "Habe Antrieb als Ziel erfasst." 2792, "Besttigt. Ich werde Ihr Ziel ausschalten." 2793, "Jawohl, wir kmmern uns um seinen Antrieb, Sir." 2794, "Besttigt. Schalte Ihr Ziel aus." 2795, "Besttigt. Antriebs-Subsystem als Ziel erfasst. " 2796, "Ja, Sir! Waffensysteme werden als Ziel erfasst." 2797, "Zieldaten empfangen. Erfassung eingeleitet." 2798, "Besttigt, schalte seine Waffen aus. " 2799, "Bin schon dabei." 2800, "Besttigt. Waffen-Subsystem als Ziel erfasst. " 2801, "Besttige. Schalte Waffensysteme aus." 2802, "Besttige Waffensystem als Ziel." 2803, "In Ordnung." 2804, "Jawohl, Sir! Ausscheren zum Angriff!" 2805, "Greife Gegner an, Sir." 2806, "Mit Vergngen!" 2807, "Bin schon dabei, Sir." 2808, "Wie Sie befehlen. Greife an." 2809, "Schere aus zum Angriff." 2810, "Epsilon Staffel jetzt in Position." 2811, "Epsilon ist im System angekommen. Erwarte Befehle." 2812, "Epsilon-Staffel jetzt in Position. Erwarten Befehle." 2813, "Hier Epsilon, Sir. Wie sieht es aus?" 2814, "Epsilonstaffel hier, in Bereitschaft." 2815, "Epsilon-Staffel in Bereitschaft. bertragen Sie Befehle." 2816, "Hier spricht Epsilon. Sind in Position. Erbitten Befehle. " 2817, "Gamma-Staffel in Bereitschaft, erwarten Befehle." 2818, "Gamma hier. Bereit zum Eingreifen." 2819, "Gamma-Staffel jetzt in Position. Erwarten Befehle." 2820, "Hier Gamma-Staffel Sir. Wie sieht es aus?" 2821, "Gamma-Staffel hier, sind im System." 2822, "Hier spricht Gamma-Staffel. Bitte um Befehle." 2823, "Gamma-Staffel in Position. " 2824, "Der Rumpf bricht bald zusammen! Holt mich hier raus, Command!" 2825, "Ich kann sie mir nicht lnger vom Hals halten!" 2826, "Schafft mir diesen Kerl vom Hals!" 2827, "Gebt mir Deckung! Hilfe!" 2828, "Dieser Eimer bricht gleich auseinander!" 2829, "Melde kritischen Schaden. Rumpf drfte gleich auseinanderbrechen." 2830, "Systeme fallen aus. Erbitte Hilfe." 2831, "Jawohl, Sir!" 2832, "Gehren alle Ihnen, Sir. Viel Glck!" 2833, "Ich hoffe, Sie wissen, was Sie tun, Sir." 2834, "Ich werde Ihr Ziel ignorieren." 2835, "Dann kmmern Sie sich selbst drum." 2836, "Ignoriere Ihr Ziel." 2837, "Wie Sie befehlen. Der Abschuss gehrt Ihnen." 2838, "Nicht mglich, Sir." 2839, "Tut mir leid, Sir, leider nicht mglich." 2840, "Auf keinen Fall, Pilot." 2841, "Mit allem gebhrenden Respekt, Sir, Sie haben sie wohl nicht alle!" 2842, "Das ist ein ungltiger Befehl, Pilot." 2843, "Negativ. Ich kann Ihren Befehl nicht ausfhren." 2844, "Das werde ich nicht tun." 2845, "Besttigen Sie Ihr Ziel, Pilot. Ich bekomme keine Ortung." 2846, "Besttigen Sie Ihr Ziel, Pilot. Ich bekomme keine Ortung." 2847, "Bitte wiederholen, Sir!" 2848, "Ziel? Welches Ziel?" 2849, "Und welches Ziel soll das sein, bitte?" 2850, "Ihre Zieldaten sind ungltig. " 2851, "Sie mssen ein Ziel bestimmen." 2852, "Auf wessen Seite stehen Sie eigentlich, Pilot?" 2853, "Pass auf, was du tust, Pilot!" 2854, "Haben Sie ein Problem mit Ihrem IFF, Sir?" 2855, "Passen Sie bloss auf! Was soll denn der Mist?!" 2856, "He! Soll das lustig sein oder was?" 2857, "Abbrechen, Pilot! " 2858, "Halten Sie sich zurck, Pilot." 2859, "Ungltiges Ziel! Nicht feuern!" 2860, "Wir haben einen Piloten verloren!" 2861, "Unser Geschwader hat einen Piloten verloren!" 2862, "Ein Kamerad wurde abgeschossen!" 2863, "Wir haben einen Piloten verloren!" 2864, "Einer von uns wurde abgeschossen!" 2865, "Eigenes Schiff zerstrt!" 2866, "Keine Trauer. Nur Rache." 2867, "Ziel ausgeschaltet!" 2868, "Ein besttigter Abschuss!" 2869, "Das sah gut aus!" 2870, "Erwischt, Sir!" 2871, "Einer weniger!" 2872, "Ausgezeichnet!" 2873, "Du kmpfst ja wie ein Vasudaner!" 2874, "Raketenvorrat erschpft. Erbitte Nachschub!" 2875, "Ich brauche neue Munition!" 2876, "Ich brauche Nachschub!" 2877, "Sekundrwaffe leergeschossen. Brauche Nachschub." 2878, "Munition aufgebraucht!" 2879, "Ich muss aufmunitionieren. Erbitte Untersttzung." 2880, "Sekundrwaffe leergeschossen. Brauche Nachschub." 2881, "Schwere Systemausflle! Ich brauche sofort Untersttzung!" 2882, "Command, meine Bordsysteme sind hinber! Ich brauche dringend eine Reparatur! " 2883, "Subsysteme fallen aus! Ich brauche dringend ein Reparaturschiff!" 2884, "Ich muss mich absetzen, brauche dringend Reparaturen!" 2885, "Meine Systeme fallen aus! Versorgungsschiff, bitte kommen!" 2886, "Erbitte Reparatur eines Subsystemes." 2887, "Subsysteme ausgeschaltet!" 2888, "Wissen Sie, wo Sie hinwollen, Sir?" 2889, "Bei allem ntigen Respekt, Sir, wir scheinen vom Kurs abgekommen zu sein." 2890, "Konzentrieren wir uns auf unsere Ziele, Sir!" 2891, "Was ist mit unserem Auftrag, Sir?" 2892, "Wir mssen unsere Befehle befolgen, Sir!" 2893, "Sie verlassen das Schlachtfeld, Terraner." 2894, "Sie verstossen gegen unseren Auftrag, Terraner." 2895, "Tut mir leid, dass es so enden muss, Sir." 2896, "In dieser Einheit gibt es keine Gnade fr Verrter!" 2897, "Wir sehen uns in der Hlle!" 2898, "Sie mussten einfach schiessen, was?" 2899, "Das hat man davon, wenn man nicht immer hflich zu anderen ist." 2900, "Keine Zuflucht fr Verrter!" 2901, "Sie entehren Ihre Spezies, Terraner." 2902, "An alle Einheiten: Vernichtet den Verrter!" 2903, "Besttigt." 2904, "Besttige." 2905, "Bin dabei." 2906, "Jawohl, Sir!" 2907, "Ich empfange Sie." 2908, "Besttigt." 2909, "Wie Sie befehlen." 2910, "Verstanden, Pilot. Versorgungsschiff im Anflug." 2911, "Besttigt. Bereithalten zum Aufmunitionieren." 2912, "Bitte warten, Pilot. Wir sind unterwegs." 2913, "Besttige Nachschubanforderung. Bitte warten Sie." 2914, "Versorgungsschiff wird eingesetzt. Bitte bereithalten." 2915, "Aufmunitionierung abgeschlossen, Sir. Sie sind bereit zum Abflug." 2916, "Aufmunitionieren abgeschlossen." 2917, "Aufmunitionierung abgebrochen." 2918, "Aufmunitionieren beendet." 2919, "Versorgungsschiff vernichtet!" 2920, "Keine Verstrkungen verfgbar, Pilot. Sie sind auf sich alleine gestellt." 2921, "Ungltiges Ziel! Nicht feuern! " 2922, "Ihr Ausbilder ist kein gltiges Ziel, Pilot." 2923, "Eine Desertion bringt Sie nur vor's Kriegsgericht, Pilot. Kehren Sie auf das Schlachtfeld zurck." 2924, "Pilot, dies ist Ihre letzte Aufforderung. Erfllen Sie Ihre Einsatzziele." 2925, "AWACS hat mittleren Schaden abbekommen! Erbitte Hilfe!" 2926, "Rumpfzustand des AWACS jetzt im roten Bereich! Erbitten sofortigen Jagdschutz!" 2927, "Command, AWACS wird angegriffen! Erbitten Jagdschutz!" 2928, "Mayday! AWACS hier, wir brechen jeden Moment auseinander! Erbitten Hilfe!" 2929, "Sie haben ein Offizierspatent bei der GTVA. Herzlichen Glckwunsch, Fhnrich." 2930, "Aufgrund Ihrer Leistungen, Ihres Charakters und Ihres Potentials verleihen wir Ihnen den Dienstgrad eines Leutnants." 2931, "In Anbetracht Ihrer Dienstakte und der Empfehlungen Ihrer Vorgesetzten hat das Alliierte Oberkommando Ihrer Befrderung zugestimmt. Gratuliere, Oberleutnant!" 2932, "Aufgrund Ihrer ausgezeichneten Fhrung und Ihrer Leistungen im Felde hat man sie zum Lieutenant Commander befrdert." 2933, "Ihre Leistungen weisen Sie als einen erstklassigen Offizier aus. Daher bin ich stolz, Ihnen den Rang eines Commanders verleihen zu knnen." 2934, "Aufgrund brillanter Leistungen als Pilot, Taktiker und Anfhrer verleiht Ihnen das Alliierte Oberkommando den Rang eines Captains." 2935, "Captain, Ihre lange und erfolgreiche Karriere zeigt, dass Sie ein integerer, mutiger und weiser Offizier sind. Daher werden Sie mit sofortiger Wirkung zum Commodore befrdert." 2936, "Im Namen des GTVA-Sicherheitsrates und der Generalversammlung ist es mir eine Ehre, Sie in den Rang eines Konteradmirals zu befrdern. Herzlichen Glckwunsch. " 2937, "Ihre Karriere ist ein strahlendes Exempel fr unsere Ideale und Werte, und nur wenige Offiziere haben der Allianz grssere Dienste geleistet. Im Namen des GTVA-Sicherheitsrates und der Generalversammlung verleihe ich Ihnen hiermit den Rang eines Vizeadmirals" 2938, "Gratuliere, Sie haben sich einen der hchsten Rnge im alliierten Oberkommando gesichert. Ihr Charakter, Ihr Mut und Ihr Genie sind uns allen ein leuchtendes Vorbild. Im Namen des GTVA-Sicherheitsrates und der Generalversammlung verleihe ich Ihnen hiermit den Rang eines Admirals. Und jetzt gehen Sie ein gutes Buch lesen." 2939, "Raumberlegenheits-Jger" 2940, "Ausgezeichnet" 2941, "Leicht" 2942, "Triton / Mekhu" 2943, "" 2944, "Von seinen Piloten erhielt sie liebevoll den Spitznamen 'Die Fledermaus'. Die GTF Ulysses ist eine wohldurchdachte Maschine, deren Nutzdauer wesentlich lnger ist, als sich ihre Konstrukteure jemals vorgestellt haben. Die Ulysses, die gemeinsam von terranischen und vasudanischen Unternehmen entwickelt wurde, wurde erstmals gegen Ende des Grossen Krieges eingesetzt. Die Piloten mgen sie wegen ihrer ausgezeichneten Manvrierfhigkeit und Spitzengeschwindigkeit, was jedoch zu Lasten einer sprlichen Panzerung und geringen Sekundrwaffen-Bestckung geht. Die Ulysses eignet sich eher fr offensive als fr defensive Missionen." 2945, "Schwerer Angriffsjger" 2946, "Schlecht" 2947, "Stark" 2948, "Han-Ronald Corp" 2949, "" 2950, "Der Hercules, das alte Arbeitstier der terranischen Flotte, ist ein beliebtes, aber mittlerweile veraltetes Modell. Whrend des Grossen Krieges war er die Sttze der terranischen Streitkrfte, aber jetzt wird er langsam aus der modernen Flotte ausgemustert. Hercules-Jger werden ersetzt durch Herc II, Myrmidon und andere Entwicklungen neueren Datums und verstrkt fr Trainings- und Wachaufgaben weit entfernt von der Front eingesetzt. Piloten, die jahrelang den Hercules geflogen haben, schtzen die schwere Panzerung und Feuerkraft des Schiffes und haben gelernt, die geringe Geschwindigkeit und miserable Manvrierfhigkeit zu kompensieren. Viele alte Hercs werden noch immer von den NTF-Streitmchten eingesetzt." 2951, "Schwerer Angriffsjger" 2952, "Mittelmssig" 2953, "Stark" 2954, "RNI Systems" 2955, "" 2956, "Der GTF Hercules Mark II ist ein schwerer terranischer Jger der nchsten Generation. Er wurde whrend des Grossen Krieges eingefhrt und dank der Ausgewogenheit zwischen Feuerkraft und Wendigkeit zum vielseitigsten Angriffsjger der Flotte. Einige Militrhistoriker behaupten, der Hercules htte den Grossen Krieg gewonnen, und fhren dazu seine Einstze in entscheidenden Schlachten gegen Ende des Konflikts an. Ausgerstet mit den neuesten Errungenschaften der Fusionsantriebstechnologie ist beim Mark II die Geschwindigkeit und Manvrierfhigkeit noch verbessert worden, ohne dafr Waffenkapazitt opfern zu mssen." 2957, "Strategischer Angriffsjger" 2958, "Schlecht" 2959, "Ultrastark" 2960, "Nankam Aeronautical" 2961, "" 2962, "Die Klasse der GTF Ares ist eine radikale Erneuerung des Jgers Hercules II. Die Energieanlage wurde vollkommen ersetzt durch das neuere und strkere Modell Nankam NA-27f. Gefhrdete Subsysteme wurden mit verbrauchtem Uran abgeschirmt, wodurch der Ares schwieriger zu beschdigen ist. Es wurden zwei Primrwaffen hinzugefgt, was mehr Feuerkraft als beim Hercules II bedeutet. Grssere Schlagkraft und mehr Schutz zeigen natrlich auch ihre Wirkung - der Ares hat die Manvrierfhigkeit einer Kartoffel." 2963, "Schwerer Angriffsjger" 2964, "Mittelmssig" 2965, "Stark" 2966, "Triton Dynamics" 2967, "" 2968, "Die GTF Erinyes kommt frisch vom Zeichenbrett der Triton Dynamics. Obwohl es sich um ein schnelles und schwer gepanzertes Raumschiff handelt, beeindruckt vor allem die Feuerkraft. Die Erinyes besitzt acht Primrwaffen und zwei sekundre Raketenwerfer und steht damit an der Spitze der Kampfflieger. Beide Arten der Waffen wurden dazu ausgelegt, grsstmgliche Kompatibilitt fr die Mehrzahl der Waffensysteme zu bieten. Schiffe der Erinyes-Klasse sind in der GTVA-Flotte gleichmssig verteilt, aber zur Zeit haben nur Elitepiloten die Erlaubnis, sie zu fliegen." 2969, "Aufklrer" 2970, "Gut" 2971, "Schwach" 2972, "Han-Ronald Corp" 2973, "" 2974, "Der GTF Loki wurde als Kampfflieger konzipiert, doch er ist eher ein schweres Aufklrungsschiff. Durch die mikroraue Hlle und die abgeschirmte Abgaskammer bietet er fr Suchsensoren nur eine sehr geringe Silhouette. Dadurch wird der Loki fr Aufklrung und Infiltration besonders interessant, wo es mehr auf Tarnung als auf Feuerkraft ankommt. Um lngere Schlachten zu berstehen, fehlt es ihm sowohl an Waffen als auch an Panzerung, doch der Loki kann dank seiner Wendigkeit und des Tempos gewhnlich lange genug widerstehen, dass die Verfolger aufgeben. Lokis werden von den NTF-Streitkrften berall genutzt." 2975, "Stealth-Aufklrer" 2976, "Ausgezeichnet" 2977, "Schwach" 2978, "Nankam Aeronautical" 2979, "" 2980, "Der Pegasus wird fast ausschliesslich fr Aufklrungsmissionen eingesetzt. Es handelt sich dabei um das schnellste und wendigste Schiff des terranischen Arsenals. Es wurde besonders auf die Formgebung und die Materialien des Rumpfes Wert gelegt, damit sein Profil den Erkennungssensoren weitgehend verborgen bleibt. Die Panzerung ist erbrmlich und das Waffenangebot nur minimal, so dass das Schiff unter Beschuss praktisch ein Sarg ist. Pegasus-Piloten sind eine besondere Spezies von Draufgngern, die damit angeben, wie sie Situationen gemeistert haben, die andere Piloten nicht berlebt htten - und alles, ohne einen einzigen Schuss abzugeben." 2981, "Abfangjger" 2982, "Sehr gut" 2983, "Mittelmssig" 2984, "Nankam Aeronautical" 2985, "" 2986, "Der GTF Perseus ist der neueste Kampfflieger, der der GTVA zur Verfgung steht. Mit dem Perseus sollte die veraltete Valkyrie als bevorzugten Aufklrer der Allianz abgelst werden. Dank seiner hohen Endgeschwindigkeit und Wendigkeit ist der Perseus ideal geeignet, feindliche Bomber zu jagen und zu zerstren. Perseus-Jger wurden der 3. Kampfgruppe zu Testzwecken zugeteilt. Nach der Probezeit erwartet man ein weiteres Einsatzgebiet. Zu den Primrwaffen des Perseus gehren Subach HL-7 und Prometheus-Kanonen, die Sekundrwaffen bestehen aus Harpoon- und Hornet-Raketen. Vorlufige Ergebnisse besttigen, dass der Perseus ein berdurchschnittlicher Jger ist." 2987, "Raumberlegenheits-Jger" 2988, "Mittelmssig" 2989, "Mittelmssig" 2990, "RNI Systems" 2991, "" 2992, "Der GTF Myrmidon von RNI Systems ersetzt den Ulysses als bevorzugten Raumberlegenheits-Jger der Allianz. Der Myrmidon erhielt eine hohe Bewertung fr Geschwindigkeit, Manvrierfhigkeit, Panzerung und Bewaffnung. Durch eine usserst effiziente Formgebung bietet der Rumpf Platz fr drei sekundre Waffensysteme, eine Neuerung bei terranisch-vasudanischen Jgern. Diese Vielseitigkeit ermglicht den Myrmidon-Geschwadern, im Kampf verschiedene Aufgaben zu bernehmen, angefangen mit leichten Attacken bis hin zu schwierigen Aufklrungsflgen. Im Deneb-System haben die 53. Hammerheads der GTD Aquitaine die Wirksamkeit des Myrmidon gegen NTF-Truppen eindrucksvoll unter Beweis gestellt." 2993, "Raumberlegenheits-Jger" 2994, "Ausgezeichnet" 2995, "Sehr stark" 2996, "Triton Dynamics" 2997, "" 2998, "Die Klasse der shivanischen SF Mara-Jger wurde erstmals von der GTC Vigilant auf einem Patrouillenflug beim Sprungknoten Gamma Draconis im Capella-System angetroffen. Jede weitere Information betreffend Mara unterliegt der Geheimhaltungsstufe Psi." 2999, "Mittelschwerer Bomber" 3000, "Schlecht" 3001, "Mittelmssig" 3002, "Han-Ronald Corp." 3003, "" 3004, "Die GTB Artemis ist der beweglichste Bomber der GTVA-Flotte. Sie eignet sich besonders gut fr schnelle Attacken gegen Kriegsschiffe und andere langsame Ziele. Die Artemis, die der gleichen technologischen Generation entstammt wie die Boanerges-Klasse, ist nicht so schwer gepanzert und trgt Waffen geringerer Sprengkraft mit sich , ist aber erheblich besser zu lenken. Whrend der Boanerges mehr Schaden zufgen kann, ist die Artemis in der Lage, Missionen durchzufhren (und zu brstehen), von denen der langsamere Boanerges nicht heil zurckkme. Alle Bomber der Artemis-Klasse in der Flotte der GVTA sind gegenwrtig im 2. und 3. Kampfverband im Einsatz." 3005, "Mittelschwerer Bomber" 3006, "Mittelmssig" 3007, "Mittelmssig" 3008, "Han-Ronald Corp." 3009, "" 3010, "Bei der GTB Artemis D.H. handelt es sich um eine experimentelle Variante der Standard-Artemis. Die bemerkenswerteste nderung liegt in der Tatsache, dass das standardmssige Han-Ronald-Triebwerk der Artemis gegen die gleiche Nankam NA-27f ausgetauscht wurde, die man jetzt im GTF Ares findet. Die D.H.-Variante ist schneller und manvrierfhiger als der Artemis-Standardbomber - ohne Verluste bei Panzerung und Bewaffnung. Whrend der Erprobungsphase treten die Artemis D.H.-Bomber nur in ausgewhlten Geschwadern an verschiedenen Kriegsschaupltzen in Aktion. Bei einer guten Bewertung kann man damit rechnen, dass die Artemis D.H.-Klasse in grsserem Umfang eingesetzt wird." 3011, "Schwerer Bomber" 3012, "Schlecht" 3013, "Stark" 3014, "Han-Ronald Corp." 3015, "" 3016, "Die GTB Medusa ist das Arbeitstier der GTVA-Bomberflotte. Ihr grosses Fassungsvermgen ermglicht ihr nicht nur, es mit Kriegsschiffen bis hin zu Kreuzern aufzunehmen, ihre starken Schutzschilde sorgen auch dafr, dass sie nahe genug heranfliegen kann, um den entscheidenden Schlag auszufhren. Die Medusa ist der erste Bomber, der die mchtigen Cyclops-Bomben trgt, und bedeutet damit in der Karriere eines Bomberpiloten ein echtes Highlight." 3017, "Sturmbomber" 3018, "Sehr schlecht" 3019, "Sehr stark" 3020, "Han-Ronald Corp." 3021, "" 3022, "Der GTB Ursa ist der langsamste Bomber der GTVA-Flotte. Was ihm jedoch an Geschwindigkeit fehlt, gleicht er durch seine wuchtigen Sprengladungen vollkommen aus. Der Ursa war der erste Bomber der GTVA, der speziell zur Vernichtung von Hauptschiffen entwickelt wurde. Ein Geschwader Ursas kann mit seiner Standardbestckung - Hornet-Raketen und einer Prometheus-Kanone - und den zustzlichen Heliosbomben einen Zerstrer ausschalten. Ursas haben die besten Schutzschilde aller Bomber und besitzen gleichzeitig eine hyperdichte, vom GTVN entwickelte Hlle. Beides trgt dazu bei, dass der Ursa nah genug herankommen kann, um seine gefhrliche Ladung abzusetzen und mglicherweise sogar die Flucht bersteht." 3023, "Angriffsbomber" 3024, "Mittelmssig" 3025, "Mittelmssig" 3026, "Dynamic Metamer" 3027, "" 3028, "Der GTB Zeus ist der schnellste aller gegenwrtig im Einsatz befindlichen GTVA-Bomber. Er ersetzt die alten Athena-Bomber der Flotte, die bereits kurz nach dem Grossen Krieg eingemottet worden waren. Auch wenn er geringfgig langsamer ist als die Athena, so erreicht der Zeus durch seine bessere Panzerung und Bewaffnung doch eine wesentlich hhere berlebensrate im Kampfeinsatz. Im Anfangsstadium der Rebellion desertierten viele Zeus-Staffeln der GTVA-Flotte zur NTF." 3029, "Schwerer Bomber" 3030, "Sehr schlecht" 3031, "Sehr stark" 3032, "RNI Systems" 3033, "" 3034, "Der neue GTB Boanerges wurde den Elite-Bombergeschwadern der 3., 4. und 5. terranischen Kampfverbnde zugewiesen. Die Herausforderung, eine beralterte Flotte funktionsfhig zu erhalten, hat die GTVA motiviert, eine neue Generation von Schiffen zu entwickeln, die fhig sind, den Belastungen im Kampf lange Zeit zu widerstehen. Bei hchstmglicher Abschirmung und Waffenbestckung (und trotzdem noch ausreichend manvrierfhig, um als taktische Einheit zu gelten) verspricht der Boanerges, auch whrend der zuknftigen Dekaden im Dienst zu bleiben. Ein Testpilot vermerkte in seinem Bericht, dass der Boanerges sich besser bedienen lasse als jeder andere Bomber und dass er ber genug Feuerkraft verfge, um exzellente Ergebnisse gegen Grosskampfschiffe zu erzielen." 3035, "Die unbemannte Kampfdrohne GTDr Amazon, Modell IV, wurde einst fr die Grundkampfausbildung eingesetzt. Sie war nicht robust, sie war nicht clever und sie war nicht gut bewaffnet. Aber sie explodierte sehr hbsch. Diese Drohnen werden nicht mehr hergestellt, aber ihre virtuellen Gegenstcke findet man in den Modulen der Trainingssimulatoren. Modell IV ist jeweils der erste Gegner eines Kampfpiloten, der erste bewegliche Feind, dem er whrend der Simulatorausbildung begegnet. Wenn Sie eine Amazon whrend des Trainings nicht erledigen knnen, ist es Zeit, sich zu berlegen, ob Sie nicht eine andere Laufbahn einschlagen sollten." 3036, "Das Erweiterte Modell VII der unbemannten Kampfdrohne GTDr Amazon wurde fr das fortgeschrittene Kampfflugtraining eingesetzt. Es war grsser, cleverer und besser bewaffnet als die einfache Amazon-Drohne. Genau wie die normale Amazon findet man auch dieses Gert nur auf virtuellen Schlachtfeldern der TSM Trainingmodule wieder. Modell VII wird dazu eingesetzt, Angriffe auf feindliche Hauptschiffe zu simulieren und Jger- und Bomberpiloten darauf zu schulen, die Geschtztrme und Subsysteme der Schiffe zu treffen. Das Oberkommando hat herausgefunden, dass die berlebensrate der Piloten beim Angriff auf grosse Schiffe nach dem virtuellen Training gegen Modell VII um 37% hher liegt." 3037, "Die GTS Hygeia ist das neueste terranische Versorgungsschiff der Flotte. Sie ist schnell und wendig - unerlsslich, wenn sie in der Hitze des Gefechts an Jger andocken muss. Triton Dynamics entwickelte die Hygeia-Klasse mit riesigen Frachtrumen zur Aufbewahrung von Munition und als Draufgabe den allerneusten Magnetstau-Verteiler zur schnellen Versorgung der Kampfflieger mit Raketen und Bomben. Die Reparatureinrichtungen der Hygeia arbeiten mit Knstlicher Intelligenz im neuralen Netzwerk und garantieren ultraschnelle Systemdiagnose und -reparatur. Die grosse Anzahl von Gefechtskpfen, die die Hygeia mit sich fhrt, macht das Schiff allerdings auch gefhrlich - man sollte sich nicht in der Nhe befinden, wenn es explodiert." 3038, "Die GTFr Triton kann beinahe die doppelte Tonnage aufnehmen wie die Frachter der Poseidon-Klasse, die der Allianz seit dem Grossen Krieg dienten. Die Mglichkeit, Vorrte und Munition in einem beliebigen Operationsgebiet abzuliefern, ist lebenswichtig. Mit der Triton knnen Kampfverbnde ihre Streitkrfte gut ausrsten, auch wenn sie ber mehrere Systeme verteilt sind. Die Triton ist nicht nur in der Lage, an Raumstationen und TAC-Container anzudocken und Ladung aufzunehmen, sondern verfgt auch ber einen eigenen Frachtraum fr den Transfer von Schiff zu Schiff. Das Oberkommando erwartet, dass die Triton die Abhngigkeit der GTVA von Depots im tiefen Raum verringert, weil diese leichter angreifbar sind und eher sabotiert werden." 3039, "TC-TRI Container werden von Triton Dynamics speziell dazu hergestellt, empfindliche Ersatzteile fr TD-Schiffe aufzunehmen, damit diese im Einsatzgebiet repariert werden knnen. Sobald die Teile im Lager einer Reparatureinrichtung bernommen wurden, werden die Container von der GTVA wiederverwendet." 3040, "Der GTFr Poseidon ist die kleinere Ausgabe der zwei terranischen Standard-Militrfrachter. Auch wenn er nur halb soviel Fracht wie die Triton aufnehmen kann, wird der Poseidon viel fter fr gefhrliche Missionen gewhlt. Wegen seiner hheren Geschwindigkeit hat man damit eine bessere berlebenschance an der Frontlinie - wie auch durch die Tatsache, dass er vier Waffentrme besitzt, verglichen mit den zwei des Triton. Wenn das Alliierte Oberkommando Vorrte und Munition losschickt, die unbedingt durchkommen sollen, wird gewhnlich ein Poseidon fr den Transport genommen." 3041, "Der TC 2 ist der Standard-Frachtcontainer der GTVA fr den Transport im tiefen Raum. Seine dnne Aussenwand bewahrt innen die atmosphrischen Bedingungen nach terranischem Standard, solange sie nicht durch Waffenbeschuss oder Zusammenstoss beschdigt wird. TC 2 Container lassen sich billig herstellen und werden berall aktiv genutzt - ausser an den Frontlinien (wo die gepanzerten TAC-1-Container zum Einsatz kommen, falls vorhanden)." 3042, "Der TSC 2 Container ist gepanzert und bietet mehr Schutz fr die darin befindliche Fracht als der TC 2. Durch die Panzerung wird die Aussenwand hauptschlich gegen Zerbersten bei Zusammenstssen geschtzt. Sie ist allerdings nicht dick genug, um gegnerischen Angriffen standzuhalten. Die TSC 2 werden in lebhaften Versorgungsdepots eingesetzt, wo Kollisionen zum stndigen Risiko gehren." 3043, "Der TAC 1 ist ein sehr gut gepanzerter terranischer Frachtcontainer. Er wird hufig dazu verwendet, empfindliche oder wertvolle Fracht aufzunehmen. Den TAC 1 findet man im Allgemeinen direkt an der Front, wo der Schutz vor gegnerischen Angriffen vorrangig bercksichtigt werden muss." 3044, "Der TTC 1 ist ein ziviler Frachtcontainer, der zu militrischen Zwecken verndert wurde. Es handelt sich dabei um einen Container mit besonders dichter Hlle, der ursprnglich dazu gedacht war, zerbrechliche technische und wissenschaftliche Ausrstungen zu schtzen. Dieser Schutz gegen Zusammenstsse oder Angriffe kommt jetzt auch Ersatz-Subsystemen und anderer Elektronik zugute, die fr Kampfschiffe im Einsatz bestimmt sind." 3045, "Die GTC Fenris gehrt zu den etwas in die Jahre gekommenen treuen Gefhrten unter den Kriegsschiffen der Allianz. Vor dem Grossen Krieg waren die Fenris die einzigen Kreuzer unter terranischem Kommando. Whrend des Krieges beschloss das terranische Oberkommando, eine zweite Gattung Kreuzer zu bauen, die Leviathans, um die Fenris von Begleit- und Bewachungsaufgaben zu befreien. Fenris-Kreuzer kamen auf fast allen Kriegsschaupltzen zum Einsatz. Diese schnellen und vielseitigen Kreuzer sind mit ihrem 260 Meter langen Rumpf schlagkrftig genug, um mit jedem feindlichen Kreuzer den Nahkampf aufzunehmen. Wegen ihrer Geschwindigkeit und Manvrierfhigkeit sind die Fenris eine gute Wahl fr Angriffseinstze." 3046, "Die Terraner entwickelten den GTM Hippocrates in der frhen Wiederaufbauphase der Nachkriegszeit. Bei Ausbruch der NTF-Revolte wurde der Hippocrates von der GTVA wieder in den aktiven Militrdienst genommen. Die Einrichtungen an Bord bieten modernste medizinische Versorgung fr Tausende von Patienten. Hippocrates helfen ausserdem dabei, Flchtlinge aus den umkmpften Gebieten in von Alliierten kontrollierte Regionen in Sicherheit zu bringen. Der unbliche Aufbau des Hippocrates ermglicht der Mannschaft, Bereiche des Schiffs schnell abzuriegeln, falls eine Quarantne ntig ist oder es ein Leck im Rumpf gibt." 3047, "In der Anfangszeit des Grossen Krieges entwarfen und bauten die Ingenieure bei Han-Ronald die Serie der Leviathan-Kreuzer. Der Leviathan ist viel schwerer bewaffnet und gepanzert als die Fenris-Klasse, aber deshalb auch viel langsamer und weniger wendig. Leviathan-Kreuzer werden zum Schutz gefhrdeter Einrichtungen verwendet - wie etwa permanenten Sprungknoten, Raumfabriken und Gasgewinnungseinrichtungen -, wo Feuerkraft von grsster Wichtigkeit und Geschwindigkeit eher nebenschlich ist. Sie sind ebenfalls gut geeignet, um langsame Frachter oder Transporter zu eskortieren. Die Fenris sind fr schnelle Operationen gut, doch wenn es um Strke und Ausdauer geht, dann nimmt man einen Leviathan." 3048, "Der GTSC Faustus ist in erster Linie ein ziviles Forschungsschiff. In Friedenszeiten dienen diese Schiffe den Wissenschaftlern vieler Fachrichtungen. Im Krieg wird ein Faustus jedoch vom Militr befehligt, vor allen Dingen zum Zweck der Waffenforschung. Auf einem Faustus-Schiff wurde whrend des Grossen Krieges die shivanische Schildtechnologie eines eroberten shivanischen Kampfschiffes erstmals rekonstruiert. Der Faustus ist nur sprlich gepanzert und besitzt nur ein paar armselige Verteidigungsaufbauten. Einem Faustus wird man nur in ganz hoffnungslosen Situationen in der Nhe der Frontlinie begegnen." 3049, "Wenn ein Kampfpilot ein Schiff der GTG Zephyrus-Klasse auftauchen sieht, wird ihm wahrscheinlich nur durch den Kopf gehen: 'Zum Glck muss ich diesen Kbel nicht fliegen!' Der Zephyrus dient der Gewinnung von Gas aus interstellaren Nebeln. Es handelt sich dabei um das grsste nicht-kmpfende Schiff der GTVA-Flotte. Durch die dnne Panzerung, seine schwache Bewaffnung und geringe Geschwindigkeit hat der Zephyrus in einem Kampf eine usserst geringe berlebenschance, daher halten sich solche Schiffe am Besten weit abseits der Frontlinien auf. Trotz dieser Schwchen spielt der Zephyrus eine entscheidende Rolle fr den Einsatz der gesamten GTVA-Flotte. Das von Zephyrusschiffen gefrderte Deuterium versorgt die Fusionsantriebe der Flotte mit Energie." 3050, "Die Schiffe der Kategorie GTA Charybdis wurden mit der neuesten Tachyon-getriebenen AWACS-Ausrstung aus den GTVN-Labors vollgepackt. Jeder Kampfeinheit der GTVA wurde ein Geschwader Charybdis-Schiffe zugewiesen. Durch diese Schiffe wird die Reichweite der berwachungssensoren der ganzen Einheit verdoppelt. Charybdis-Schiffe werden wegen der dnnen Schilde und geringen Verteidigungsmglichkeit leicht zu Opfern der feindlichen Bomber. Sie haben sich jedoch als unentbehrlich erwiesen fr Abstecher in die Nebel jenseits des Knossosportals. Schiffe der Charybdis-Klasse werden in dieser Umgebung sehr leicht in Mitleidenschaft gezogen, wie der krzliche Verlust der GTA Panopticon der 3. Kampfeinheit beweist." 3051, "Mehr als 30 Jahre war die GTD Orion das grsste Schiff der terranisch-vasudanischen Armada. Mit einer Lnge von ber zwei Kilometern und mit Dutzenden von todbringenden Geschtztrmen berst ist die Orion gleichsam respekteinflssend - ob friedlich im Dock oder feuerspuckend in einer Schlacht. Alle Orions der GVTA wurden nachtrglich mit den neuesten Strahlgeschtzen sowie Flak und AAA-Geschtzen gegen Jger und Bomber ausgerstet. Die tiefliegenden Hangare der Orion beherbergen problemlos mehr als zwei Dutzend Jger- oder Bomberstaffeln." 3052, "Die neue Klasse der GTD Hecate-Zerstrer ersetzt die Orion als Flaggschiff der terranischen Kampfverbnde. Die Hecate ist noch schwerer bewaffnet als die Orion und transportiert ber 150 Kampfraumschiffe und eine 10.000kpfige Mannschaft. Die GTD Aquitaine ist ein hervorragendes Beispiel dieser neuen Schiffsklasse; sie dient als Flaggschiff der in Capella stationierten 3. Flotte." 3053, "Die GTD Hades ist sowohl mit Hilfe terranischer als auch shivanischer Militrtechnologien entstanden. Das Schiff wurde vom Galaktisch-Terranischen Geheimdienst (GaTeG) erbaut, dem Nachrichtendienst der alten GTA. Im Jahre 2335 versuchten Drahtzieher des GaTeG die provisorische GTA-Regierung zu strzen, die in Delta Serpentis errichtet worden war. Nachdem der GaTeG zerschlagen und die Hades vernichtet worden war, wurden alle Forschungsdaten durch die GTA der Geheimhaltungsstufe Omega unterstellt. Es gibt Gerchte, dass die Allianz versucht hat, den Zerstrer Hades wieder aufzubauen, um daraus mehr ber die Aktivitten des GaTeG zu erfahren. Solche Berichte wurden aus Regierungskreisen jedoch noch nicht besttigt." 3054, "Die GTI Arcadia ist eine Vielzweckeinrichtung, die seit dem Grossen Krieg im Dienst der terranischen Flotte steht. Fast jedes wichtige Sternensystem beherbergt mindestens eine Arcadia, die oftmals gleichzeitig Handels- und Kommunikationszentrum ist. Zahllose kleinere Schiffe - auch Reparaturschiffe, Jger und Transporter - finden in einer Arcadia Platz, die stets Zentrum des systemeigenen und interstellaren Verkehrs ist. Wegen ihrer Feuerkraft mit mehr als 20 Geschtzen und der Fhigkeit, bis zu zehn Fliegerstaffeln ausschwrmen zu lassen, ist eine Arcadia fr feindliche Krfte kein leichtes Ziel." 3055, "Der Bau der GTVA Colossus war nur durch einen immensen Kraftaufwand mglich, wie es ihn bislang weder in der terranischen noch in der vasudanischen Geschichte gegeben hat. Dieses 6 Kilometer lange Monstrum ist das Ergebnis einer 20-jhrigen gemeinschaftlichen Leistung, an der Dutzende von Unternehmen beider Rassen beteiligt waren. Die Colossus ist mit ihren ber 80 Geschtztrmen das mchtigste aller Grosskampfschiffe berhaupt. Es bietet Raum fr 60 Jger- und Bomberstaffeln und bentigt eine Crew von mehr als 30.000 Personen. Die Feuerkraft der Colossus ist hher als die der meisten kompletten Kampfverbnde der GTVA." 3056, "Korvetten der Deimos-Klasse, wie etwa die GTCv Actium und die GTCv Lysander, sind die allerneueste Ergnzung der terranischen Flotte. Diese schnittigen, ultramodernen Kriegsschiffe sind das Ergebnis einer neuen Entwicklungsstufe des Schiffbaus, die hchste Manvrierfhigkeit und Feuerkraft bieten. Ihr Rumpf ist zum besseren Schutz gegen Strahlen mit einer Molybdnummantelung verstrkt worden, und ihr von den Vasudanern entwickelter Reaktorkern versorgt sie mit mehr Energie pro Tonne als jeder andere Schiffsantrieb der Alliierten. Sowie die Herstellung der Kreuzerklassen Leviathan und Fenris ausluft, werden diese Korvetten die Grundlage fr die Flotte von morgen bilden." 3057, "Die GTC Aeolus ist die erste Kreuzerklasse, die jemals in den RNI-Schiffswerften im Orbit von Laramis II gebaut wurde. Es wurden nur zwei Dutzend dieser Kreuzer in den Dienst der GTVA-Flotte bernommen, und die Produktion wurde 2365 eingestellt. Unter dem Befehl der Alliierten werden Schiffe der Aeolus-Klasse berwiegend zum Schutz langsamer Konvois gegen Jger- und Bomberstaffeln eingesetzt. Diese Kreuzer werden heutzutage von den meisten Grosskampfschiffen im Einsatz bei weitem bertroffen. Mit ihrer Flak und den AAA-Geschtzen sind sie jedoch hervorragend geeignet, um kleinere Maschinen fernzuhalten." 3058, "Die Iceni ist die Kommandofregatte der NTF. Sie wurde unter der persnlichen Leitung von Admiral Bosch in den Freedom-Werften von Polaris gebaut und von der Neoterranischen Front zu Beginn ihres Aufstands gekapert. Mit mehr als zwei Dutzend Geschtztrmen und einem Schutzmantel aus ultradichtem Uran um die Subsysteme handelt es sich bei der Iceni um eine extrem harte Nuss. Wenn Bosch die taktische Fhrung an Bord bernimmt, kann sich die Iceni mit jedem beliebigen Kampfverband der GTVA messen. In bestimmten Kreisen ist man der Auffassung, dass das Schiff ursprnglich speziell fr ein Geheimprojekt der NTF gebaut wurde." 3059, "Versteckte NTF-Asteroidenbasis." 3060, "Die GTT Elysium-Transporter sind schon seit mehr als 40 Jahren im Einsatz. Ihre Bestimmung hat sich seit den Zeiten des Grossen Krieges nicht verndert: Zivilisten und Militrs von einem Sternensystem in ein anderes zu bringen. Die Elysium ist usserst gering geschtzt, hat nur eine einzige Subach HL-7 Kanone und zudem nur eine dnne Panzerung. Nur in Situationen usserster Bedrngnis wird man sie irgendwo in der Nhe der Front antreffen. Vorstsse und gefhrliche Transportauftrge werden fast ausschliesslich von der wesentlich robusteren GTT Argo-Klasse durchgefhrt." 3061, "Die GTT Argo ist zum Standardmilitrtransporter der terranischen Flotte geworden. Die Argos befrdern manchmal neue Waffen und Prototypen von Kampfgerten in Testgebiete oder zu Gefechtsstationen an der Front und wieder zurck. Hochrangige Militrs befehligen gelegentlich gerne mal einen Argo, um mit einem gewissen Hauch von Bequemlichkeit von Sternensystem zu Sternensystem zu reisen. Argos werden oft als Transporter fr die Sturmtruppen verwendet und befrdern Truppen durch schweren Flakbeschuss, um die feindlichen Schiffe zu entern, die das Oberkommando nicht vernichten, sondern erobern will." 3062, "Die GTI Ganymede ist die neueste Reparatur- und Versorgungseinrichtung der Allianz. Ganymedes befinden sich gegenwrtig hinter den Frontlinien der Systeme Vega, Vasuda und Capella. Jede Ganymede kann bis zu fnf Kriegsschiffe gleichzeitig bedienen. Reparaturen aller Art und beliebigen Niveaus knnen hier an jedem Schiff der GTVA-Flotte durchgefhrt werden. Die Ganymedes bietet darber hinaus auch Modernisierungsdienste an. So ist es dem Alliierten Oberkommando mglich, die Lebensdauer lterer Schiffe zu verlngern, indem die Waffen, Systeme und Maschinen erneuert werden." 3063, "Das Subraumportal im System Gamma Draconis wurde 2367 entdeckt. Die miteinander verflochtenen kreisfrmigen Bewegungen seiner Komponenten verursachen anscheinend einen Wirbel im Subraum, der das System Gamma Draconis mit einem anderen Teil des Universums verbindet. Das Team um Dr. Hargrove wird die Anlage weiterhin untersuchen, doch die Ermittlungen sind streng geheim." 3064, "Die GTSG Watchdog gehrt zur ersten Generation der terranischen Wachplattformen und ist ein entfernter Vorlufer der Plattformen Cerberus und Alastor. Die Watchdog ist nach heutigem Energiestandard extrem unterversorgt und mit ihrer hauchdnnen Panzerung praktisch wehrlos. Viele Watchdogs sind berbleibsel aus dem Grossen Krieg, die man an Ort und Stelle im Einsatz gelassen hat, weil es nicht der Mhe wert war, sie zu entfernen oder abzuschalten. Die NTF benutzt gestohlene Watchdogs ab und zu, um Versorgungsdepots oder geringwertige Einrichtungen zu beschtzen." 3065, "Bis zum Erscheinen der GTSG Alastor war die GTSG Cerberus die fortschrittlichste Geschtzstellung der terranischen Streitkrfte. Whrend des Grossen Krieges war sie fr die terranische Verteidigung lebenswichtig und konnte mehr als 100 vasudanische und shivanische Angreifer verkraften. Doch im gegenwrtigen Konflikt spielt sie nur noch eine nebenschliche Rolle und beschtzt Einrichtungen, auf die ein Angriff unwahrscheinlich ist. Bewegungslos und mit nur zwei Subach HL-7 Geschtztrmen ist sie eher eine Ablenkung als eine echte Bedrohung fr moderene Kampfgerte." 3066, "Die Geschtzplattform GTSG Alastor kann von Kriegsschiffen ausgesetzt werden, um einen Rckzug abzuschirmen. Man kann mit ihnen auch die Feuerkraft rings um strategisch wichtige Orte verstrken. Obwohl die Alastors allein nur gegen einige wenige Jger die Stellung halten knnen, stellen sie als Ergnzung zu einem Kriegsschiff und mehreren Fliegerstaffeln eine vorbildliche Verteidigung gegen so gut wie alle Gegner dar - ausser vielleicht die ganz Verwegenen. Mit den zwei Bessmer-Kohn-Glattrohrgeschtzen auf beiden Seiten der Plattform deckt der Alastor den vollen Feuerbereich ab. Die Aufbauten werden mit neuester Cyber-KI im neuralen Netzwerk kontrolliert, um gleichzeitig mehrere Ziele verfolgen zu knnen." 3067, "Die Fluchtkapsel GTEP Hermes gehrt jetzt zur Standardausrstung eines jeden GTVA-Kriegsschiffes ab Kreuzergrsse. Jedes Schiff besitzt an verschiedenen Stellen der usseren Hlle mehrere Fluchtkapseln, die magnetisch an Luftschleusen angekoppelt sind. Die Hermes ist nicht zur Evakuierung der gesamten Mannschaft gedacht und bietet nur Raum fr bis zu 20 Personen. Jede Kapsel wird von einem kleinen Fusionsmotor angetrieben, der ausreicht, um sie aus der unmittelbaren Umgebung eines explodierenden Schiffes wegzubringen. Sie ist ausserdem in der Lage, Subraumsprnge durchzufhren." 3068, "Der TC Mesonencontainer wird ausschliesslich als Behlter fr den Einsatz von Mesonenbomben benutzt. Jeder kann genau eine Mesonenbombe aufznehmen. Der Behlter wird dauerhaft versiegelt, sobald die Bombe darin sicher verstaut ist." 3069, "Schwerer Jger" 3070, "Schlecht" 3071, "Stark" 3072, "Mekhu Enterprises" 3073, "" 3074, "Der robust konstruierte GVF Seth ist ein vielseitiger Jger aus Kriegszeiten, der immer noch als Bombereskorte und Abfangjger eingesetzt wird. Die verhltnismssig geringe Normalgeschwindigkeit des Seth tuscht, denn seine Plasmaenergieversorgung von Mekhu-Sahr kann ihm einen unglaublichen Schub ber den Nachbrenner geben, wodurch das Tempo mehr als verdoppelt wird. Insgesamt sechs Raketenlafetten und eine Vielzahl von Waffenladungen verleihen dem Seth die notwendige Schlagkraft, um herannahende Bomber schnell zu beseitigen." 3075, "Abfangjger" 3076, "Gut" 3077, "Schwach" 3078, "Akheton Corporation" 3079, "" 3080, "Der GVF Horus war der schnellste Jger whrend des Grossen Krieges und ist immer noch der schnellste Kampfflieger der GTVA-Flotte. Seine Bewaffnung ist fr einen Jger mittelmssig - er besitzt vier Primrwaffen und zwei Raketenwerfer. Der Horus bezahlt fr seine Geschwindigkeit und Beweglichkeit mit sprlicher Panzerung und relativ schwachen Schilden. Der Horus glnzt als Abfangjger fr Bomber - eine Rolle, in die ihn das Alliierte Oberkommando so oft wie mglich zuteilt. Bei Angriffsoperationen gegen gut verteidigte Ziele ist der Horus jedoch eine schlechte Wahl." 3081, "Raumberlegenheits-Jger" 3082, "Ausgezeichnet" 3083, "Schwach" 3084, "Sahr Corporation" 3085, "" 3086, "Der GVF Thoth wurde mehr als 40 Jahre lang exklusiv in den Werften der Sahr Corp. auf Altair angefertigt. Whrend der Glanzzeit des Lichthammers wurden diese Werften erobert, und der Thoth entwickelte sich zu einem der wichtigsten Jger in den Streitkrften des Lichthammers. Als die Werften zurckerobert werden konnten, wurde der Thoth wieder ein wichtiger Bestandteil der vasudanischen Schiffsflotte. Mit einem fhigen Piloten im Cockpit wird der Thoth dank seiner Beweglichkeit und geringen Grsse nicht leicht zu treffen sein. Eine einzige Batterie Raketenwerfer bedeutet allerdings, dass sich der Pilot eines Thoth voll auf seine Primrwaffen verlassen muss, um damit die meisten Abschsse zu erzielen." 3087, "Verbesserter Abfangjger" 3088, "Ausgezeichnet" 3089, "Schwach" 3090, "Akheton Corporation" 3091, "" 3092, "Der GVF Serapis ist schnell und erstklassig zu manvrieren und wird daher vorrangig als Abfangjger fr Bomber eingesetzt. Wegen seiner dnnen Panzerung und der schwachen Schilde ist sein Durchhaltevermgen gegen schwerer aufgerstete Jger sehr gering. Obwohl er nur zwei Primrwaffen und eine Raketenlafette besitzt, hat der Serapis Universalkupplungen, mit denen er so gut wie jede Waffe aus dem Arsenal der GTVA einsetzen kann. Altgediente vasudanische Piloten lieben den Serapis wegen seiner Beweglichkeit und der vielfltigen Waffenbestckung. Ein paar terranische Piloten, die das Privileg erhielten, ihn zu fliegen, behaupten, sie wrden ihn jedem terranischen Kampfflieger vorziehen." 3093, "Schwerer Jger" 3094, "Schlecht" 3095, "Mittelmssig" 3096, "Sahr Corporation" 3097, "" 3098, "Der GVF Tauret ersetzt den Seth als schwerer Stosstrupp-Jger der Vasudaner. Whrend er einerseits berragende Technologie verwendet, die gemeinsam mit den Terranern entstand, beeindruckt der Tauret durch sein erkennbar vasudanisches Design. Seine unbliche Konfiguration wurde durch den Apsu-Hek inspiriert, ein Lebewesen, das einst die Wsten von Vasuda Prime bewohnte. Der Apsu-Hek wurde zum Wahrzeichen der vasudanischen Minderheit, und der Tauret setzt die Tradition der symbolischen Gestaltung fort. Ausgerstet mit vier Kanonengeschtzen und zwei Raketenwerfern ist der Tauret schnell und feuergewaltig genug, um es sowohl mit Jgern als auch Kriegsschiffen aufzunehmen." 3099, "Bomber" 3100, "Normal" 3101, "Stark" 3102, "Mekhu Enterprises" 3103, "" 3104, "Der GVB Sekhmet ist eine shivanische Entwicklung, die von den Ingenieuren des Lichthammers ursprnglich den vasudanischen Bedrfnissen angepasst worden war. Die aktuelle Version wurde von den Technikern der Mekhu Enterprises weiter abgewandelt. Mit vier Primrwaffen und drei Raketenwerfern taugt der sportliche Sekhmet fr einen krftigen Schlagabtausch. Dazu kommt eine Spitzengeschwindigkeit, mit der man einige Kampfflieger abhngen kann, und eine ultradichte Panzerung aus Molybdn. Kein Wunder, dass der Sekhmet der beliebteste Bomber der vasudanischen Piloten ist." 3105, "Reservebomber" 3106, "Sehr schlecht" 3107, "Stark" 3108, "Akheton Corporation" 3109, "" 3110, "Der GVB Osiris war der vorrangige Bomber der PVN whrend des Grossen Krieges. Sein Alter ist im gegenwrtigen Konflikt unverkennbar, denn die verbesserten Bomber Bakha und Sekhmet haben ihn auf den meisten Kampfschaupltzen der Front lngst ersetzt. Osiris-Bomber, die noch im Dienst stehen, wurden aufgerstet, damit sie die meisten Raketen und Bomben der GTVA aufnehmen knnen. Wenn eine Staffel Osiris-Bomber durch eine Eskorte Jger gut geschtzt ist, kann sie unter gegnerischen Kreuzern und Korvetten immer noch schwere Zerstrung anrichten." 3111, "Verbesserter Bomber" 3112, "Gut" 3113, "Stark" 3114, "Akheton Corporation" 3115, "" 3116, "Das vasudanische Unternehmen Akheton hat aus den Bomberverlusten des Grossen Krieges seine Lektion gelernt und entwarf den GVB Bakha, einen schnellen, wendigen Bomber, der trotzdem feuern kann, dass es ein Kriegsschiff zerschmettert. Die Akh-12 Doppelmaschinen des Bakha sind abgeschottet und wrmeisoliert und bieten so hitzesuchenden Raketen nur ein schwaches Ziel. Die Geschwindigkeit und Manvrierfhigkeit des Bombers machen ihn zu einer gern gewhlten Maschine, um Zerstrer und Korvetten mit viel Flak, AAA und Strahlgeschtzen auszuschalten. In den Werften rund um Vasuda Prime wurden schon mehr als 6.000 Bakhas hergestellt." 3117, "Stealth-Aufklrer" 3118, "Ausgezeichnet" 3119, "Schwach" 3120, "Akheton Corporation" 3121, "" 3122, "Der Prototyp des Stealths GVF Ptah war ein supergeheimes Entwicklungsprojekt, das der vasudanischen Firmengruppe Akheton Corp. bertragen wurde, mit dem Ziel, Kampfschiffe fr normale berwachungsstrahlen unsichtbar zu machen- Die Ptahs zeigten schon whrend ihrer Erprobungsphase erstaunliche Leistungen. Das Tarnmaterial und die Ablenktechnologien, die an den Aussenflchen benutzt wurden, bringen anscheinend auch shivanische Aufklrungssysteme durcheinander. Den Ptah gibt es gegenwrtig nur fr ausgewhlte Jgerstaffeln der vasudanischen Flotte, und es ist nichts bekannt darber, wann sie anderweitig erhltlich sind." 3123, "Die GVS Nephtys ist das neueste Versorgungsschiff der vasudanischen Flotte. Sie ist schnell und wendig - unerlsslich, wenn sie in der Hitze des Gefechts an Jger andocken muss. Mekhu Enterprises hat im hinteren Bereich des Schiffes einen Frachtraum angelegt, in dem zustzliche Vorrte und Munition fr Notflle gelagert werden knnen. Mekhu Enterprises hat von Triton Dynamics die Lizenz erhalten, das Magnetstau-Verteilersystem der GTS Hygeia einzusetzen, so dass beide Schiffe gleich problemlos die Kampfflieger mit Raketen und Bomben nachrsten knnen. Da die Nephtys eine grosse Anzahl Gefechtskpfe mit sich fhrt, sollte man besser weit weg von diesem gefhrlichen Schiff sein, falls es einmal hochgeht." 3124, "Die GVT Isis wird meistens als Transporter fr militrisches Personal verwendet. Sie dient jedoch auch gelegentlich als Reparaturschiff oder sogar als Schlepper, um grosse Schiffe ins Dock zu manvrieren. Zwei Geschtztrme mit Kanonen und eine dicke Molybdnpanzerung helfen, ihre Fracht zu schtzen. Magnetische Frachtschleusen am Unterbau der Isis knnen in Notfllen kleine Frachtcontainer mit Vorrten und Munition transportieren." 3125, "Die Klasse der Ma'at-Frachter diente dem vasudanischen Militr mehr als 50 Jahre lang. ber 200 dieser Schiffe stehen noch im Dienste der GTVA und befrdern die dringend notwendigen Vorrte, Nahrung und Munition an alle Kriegsschaupltze. Ein einzelner Ma'at ist mit seinen drei Geschtzen leichte Beute fr eine Staffel feindlicher Bomber. Daher fahren Ma'ats gewhnlich in Konvois mit anderen Frachtern, wo sie durch Kreuzer und Jgerstaffeln abgesichert werden." 3126, "Im Verlauf der letzten 20 Jahre war der GVFr Bes die Sttze der vasudanischen Transportflotte. Whrend einige der terranischen Systeme in Nachkriegszeiten darniederlagen, erlebten die Vasudaner einen wirtschaftlichen Aufschwung, der schon an ein Wunder grenzte, wenn man bedenkt, dass ihr Heimatplanet ausgelscht worden war. Experten schreiben das der Politik der wieder eingesetzten Imperialen Regierung zu, die in Erscheinung trat, nachdem Khonsu II. das vasudanische Parlament aufgelst hatte. Als der innervasudanische Handel zwischen den Systemen wieder aufgenommen wurde und sich bis in terranische Welten ausweitete, bentigte man eine neue Generation von Raumfrachtern, um den Ansprchen dieser aufblhenden Wirtschaft gerecht zu werden." 3127, "Der vasudanische VAC 5 ist ein gepanzerter Frachtcontainer, mit dem zerbrechliche oder wertvolle Ausrstungsgegenstnde an die Front transportiert werden knnen. Diese Container sind besser geschtzt als die meisten Kampfraumschiffe, so dass ihre Ladung wahrscheinlich Aufschlge und vereinzelte Energiestsse gut berstehen wird." 3128, "Der vasudanische VAC 4 ist ein gepanzerter Frachtcontainer, mit dem empfindliche und wertvolle Ausrstungsgegenstnde an die Front transportiert werden knnen. Diese Container sind besser geschtzt als die meisten Kampfraumschiffe, so dass ihre Ladung wahrscheinlich Aufschlge und einzelne Energiestsse gut berstehen wird." 3129, "Als die terranischen Streitkrfte im Verlauf des terranisch-vasudanischen Krieges das erste Mal einem Satis-Frachter begegneten, verleitete dessen Feuerkraft das Terranische Oberkommando dazu, ihn als leichten Kreuzer einzustufen. Erst als man einen manvrierunfhigen Satis erobert hatte, kam sein eigentlicher Zweck zum Vorschein. Frachter, die jetzt der Klasse GVFr Satis zugeordnet sind, haben in einem Frachterkonvoi oft die Rolle eines Wolfs im Schafspelz. Ein paar feindliche Jger, die einen Satis irrtmlich fr einen Ma'at oder Bes hielten, mussten ihren Fehler sehr bedauern." 3130, "Der GVG Anuket war ursprnglich fr die Rohstoffgewinnung in der flchtigen Umgebung von Gasriesen entwickelt worden. In letzter Zeit wurde der Anuket jedoch fr den Einsatz in Nebeln umgebaut. Der Anuket ist ausgestattet mit dem derzeit ausgereiftesten Sensorfeld, wodurch es ihm mglich ist, durch die starken EM-Mahlstrme aus Supernova-Rckstnden zu navigieren. In einem Nebel erfllt der Anuket zwei wichtige Aufgaben. Erstens sammelt er Proben fr wissenschaftliche Untersuchungen und dient als Labor fr Feldexperimente. Zweitens sammelt der Anuket Deuterium-reiches Gas, das in den Fusionsantrieben der alliierten Flotte verwendet werden kann." 3131, "Die GVC Aten gehrt zu den kleinsten Kreuzern der GTVA. Sie hat nur eine dnne Panzerung und wenige, ziemlich schwache Gefechtstrme. Terranische Jger und Bomber nutzten diese Schwche in den Anfngen des Grossen Krieges weidlich aus, als Terraner und Vasudaner noch Gegner waren. Die Aten sieht man im gegenwrtigen Konflikt oft als rckwrtige Absicherung fr Konvois oder Einrichtungen, wo sie Jger- und Bomberstaffeln Deckung geben kann." 3132, "Der Kreuzer GVC Mentu ist das leichteste der neuen vasudanischen Kriegsschiffe. Im Anschluss an den Grossen Krieg entwickelten die Wissenschaftler der Alliierten die Strahlgeschtze, die jetzt die Hauptausrstung der heutigen Kriegsschiffe der GTVA darstellen. Anstatt die vorhandenen Schiffe umzubauen, entwickelten die Vasudaner neue, um diese Waffen darauf aufzubauen. Die 16 Geschtztrme des Mentu bieten sowohl schwere Strahlgeschtze, um andere Kriegsschiffe anzugreifen, als auch AAA und Flakgeschtze, um kleinere Schiffe abzuwehren. Die Strke der Mentu-Klasse wurde krzlich an der GVC Somtus und GVC Mycerinus der NFT-Streitkrfte in Epsilon Pegasi demonstriert." 3133, "Die Entwicklung der Korvette GVCv Sobek begann bereits in den schlechten Zeiten nach der Vernichtung von Vasuda Prime durch die Shivaner im Grossen Krieg. Die vasudanische Streitmacht wollte ein Schiff, das einem shivanischen Kreuzer ohne weitere Hilfe entgegentreten und das die vasudanischen Zerstrer im Kampf gegen shivanische Hauptschiffe entscheidend untersttzen konnte. Die Sobek-Klasse erfllt diese Anforderungen auf bewundernswerte Weise. berst mit fast zwei Dutzend Geschtztrmen sind diese Korvetten fr alle Schiffe bis zur Grsse eines Kreuzers ein Horror, und sie bringen sogar Schiffe in Not, die grsser als sie selbst sind." 3134, "Mit dem Einsatz der GVD Typhon gegen die terranischen Streitkrfte zu Anfang des terranisch-vasudanischen Krieges erreichte die vasudanische Militrtechnologie ihren Hhepunkt. Die erste Typhon wurde im Vega-Gefecht gesichtet, wo sie schnell die GTD Eisenhower und einen Grossteil der 4. Flotte vernichtete. Die neuere Zerstrer-Klasse Hatshepsut ist grsser und fhrt ein bedrohlicheres Waffenaufgebot mit sich, doch die Typhon kann es mit den meisten Gegnern immer noch aufnehmen. Bis zu 30 Jger- bzw. Bomberstaffeln knnen in den Hangars untergebracht werden - bereit, jeden Moment loszuschlagen." 3135, "Die Geschtzplattform GVSG Ankh ist das vasudanische Gegenstck zur GTSG Watchdog. Bei beiden handelt es sich um Relikte aus dem Grossen Krieg, die nach modernem Massstab nur mangelhafte Dienste leisten. Mit der Ankh werden die Vorratslager und Einrichtungen an den hinteren Linien bewacht und geschtzt. Da es weder Panzerung noch Schilde gibt, ist die Ankh schnell zerstrt. Mit ihren zwei kleinen Gefechtstrmen knnen unbewaffnete Angreifer oder schwer beschdigte Jger aufgehalten werden, doch fr die meisten Raumschiffe ist sie nur eine schwache Bedrohung." 3136, "Als die GTVA die vasudanische Streitmacht bat, die Gefechtsplattform Ankh aus Kriegszeiten zu berarbeiten, lieferten die Vasudaner die GVSG Edjo als Antwort. Die Edjo ist bedeutend besser gepanzert als die Ankh, wodurch eine hhere Widerstandsfhigkeit erreicht wurde, doch die Vasudaner setzten nur eine kleine Gefechtskanone auf die neue Plattform, so dass sie nur halb soviel Schlagkraft wie die Ankh hatte. Als die Terraner die Edjo gesehen hatten, begannen sie stillschweigend, ihre eigenen fortschrittlicheren Geschtzplattformen zu entwickeln. Die vasudanische Streitmacht scheint damit zufrieden zu sein, dass die Terraner diesen Bereich der Militrtechnologie bernommen haben." 3137, "Die Fluchtkapsel GVEP Ra ist das gngige Notfallfahrzeug auf vasudanischen Hauptschiffen seit dem terranisch-vasudanischen Krieg. Im Einklang mit der vasudanischen Philosophie wird Ra fast nie dazu benutzt, Personen zu evakuieren, sondern stattdessen nur, um Aufzeichnungen und andere Daten zu bewahren, die den Alliierten von Nutzen sein knnten. Daher verfgt Ra nur ber wenig lebenserhaltende Systeme und einen kleinen Fusionsmotor. Die Kraft, die die Energieanlage der Fluchtkapsel liefert, wird fast vollstndig dazu verwendet, den Leitstrahlsender zu versorgen." 3138, "Die GVA Setekh gehrt zur den vasudanischen AWACS-Schiffen und ist vergleichbar mit der terranischen GTA Charybdis. Setekhs sind kleiner, weniger gepanzert und besitzen nur halb soviele Geschtztrme wie die Charybdis-Schiffe. Trotz dieser Unzulnglichkeiten besteht die vasudanische Streitmacht darauf, Setekhs in vasudanischen Kampfverbnden einzusetzen und behauptet, die vasudanischen Modelle wren fr ihre Flotte besser geeignet. Die kristalline Sensorberwachung der Setekhs bieten der Flotte in den Nebeln einen doppelt so grossen Radarbereich. Jedem vasudanischen Kampfverband, der dort operiert, ist eine Staffel Setekhs zugeordnet." 3139, "Im Jahre 2360 gab das Alliierte Oberkommando den ersten Zerstrer der GVD Hatshepsut-Klasse in Auftrag. Das vasudanische Unternehmen Akheton entwarf die Hatshepsut so, dass die neuen Strahlenkanonen zweckmssig und effizient integriert werden konnten. Der Versuch, die lteren Kriegsschiffe der Typhon-Klasse umzursten, fhrte dazu, dass die Schiffe jetzt verstrkt von Systemausfllen und Reaktorberlastung betroffen sind. Auch wenn immer noch eine Handvoll Typhons im Dienst steht, ist die Hatshepsut inzwischen ganz klar der bevorzugte vasudanische Zerstrer. Mit ihren 24 Gefechtstrmen, 5 Strahlegeschtzen und 2 Jgerhangaren dienen Zerstrer wie die GVD Psamtik vom 13. Kampfverband Deneb als Rckgrat der modernen vasudanischen Flotte." 3140, "Der shivanische Jger SF Dragon ist eine schnelle und ausgesprochen wendige Maschine. Seine Doppellaser geben ihm todbringende Schlagkraft. Die Schwche des Dragons scheint in seiner dnnen Panzerung zu liegen. Es ist besonders rgerlich, dass er auf Grund seiner Geschwindigkeit und Manvrierfhigkeit usserst schwer zu treffen ist." 3141, "Der SF Basilisk ist eine schwerer shivanischer Angriffsjger. Da er selbst langsam, aber schwer gepanzert und gut geschtzt ist, nimmt ein Basilisk langsame Schiffe ins Visier, wie etwa Bomber, Frachter und Gasgewinnungsschiffe. Die mchtigen Laser machen Basilisken zur Gefahr fr all diese Schiffe; daher mssen sie so schnell wie mglich unter Beschuss genommen und vernichtet werden." 3142, "Der Jger Manticore ist bekannt als das schnellste Raumschiff der shivanischen Armada. Mit nur einem einzigen, kraftvollen Laser und zwei Raketenlafetten ist er eine gefhrliche Offensivwaffe. Angreifbar ist er nur wegen seiner dnnen Panzerung und den schwachen Schilden. Manticores halten im Nahkampf gegen andere Jger nicht lange durch. Sie ziehen es vor, Bomber aufs Korn zu nehmen, die gegen die Geschwindigkeit und Bewaffnung eines Manticores praktisch hilflos sind." 3143, "Dem shivanischen Jger SF Aeshma, der erst krzlich das erste Mal in Erscheinung trat, begegnet man relativ selten. Es scheint sich dabei um einen hnlich schweren Angriffsjger zu handeln wie den Basilisk. Bekannt ist, dass die Spitzengeschwindigkeit recht niedrig ist, so dass Aeshmas offenbar eher langsame Schiffe ansteuern werden, wie Bomber, Frachter und Gasgewinnungsschiffe. Ihre kraftvollen Laser machen sie zu einer Gefahr fr all diese Schiffe; daher mssen sie so schnell wie mglich unter Beschuss genommen und zerstrt werden." 3144, "Die SF Mara ist ein shivanischer Jger, dem erstmals die GTC Vigilant whrend einer Patrouille am Sprungknoten Gamma Draconis im Capella-System begegnete. Alle weiteren Informationen betreffend Mara unterliegen der Geheimhaltungsstufe Psi." 3145, "Nach der ersten Begegnung in Gamma Draconis scheint es, dass der SF Astaroth ein schneller, beweglicher Jger ist, dessen Wendigkeit offenbar Nachteile bei Panzerung und Bewaffnung mit sich bringt. Wenn die Schilde eines Astaroth keinen Widerstand mehr leisten, kann der Jger schnell erledigt werden." 3146, "Der SB Nephilim ist der langsamste der shivanischen Bomber. Diese Raumschiffe wurden erstmals whrend des Grossen Krieges gesichtet und sind in manchen shivanischen Angriffsformationen immer noch zu finden. Nephilims sind schwer gepanzert und mit Schilden abgeschirmt, so dass sie ihre verheerenden Sprengladungen trotz der eingeschrnkten Geschwindigkeit absetzen knnen." 3147, "Der SB Taurvi ist ein shivanisches Schiff, das erst krzlich das erste Mal auftauchte. Der Taurvi gehrt zu den etwas schwcheren shivanischen Bombern, kann es aber trotzdem mit jedem Bomber der GTVA aufnehmen. Da er nicht so wendig ist wie eine Nahema und nicht so robust wie ein Seraphim oder Nephilim, hat es den Anschein, als htten die Shivaner mit dem Taurvi einen Kompromiss zwischen Tempo und Kraft geschlossen." 3148, "Entweder handelt es sich bei der SB Nahema um eine shivanische Neuentwicklung eines Bombers, oder die Shivaner nehmen die GTVA endlich ernst und bringen ihre besten Schiffe ins Spiel. Die Nahema gilt als der gefhrlichste Bomber der Shivaner. Sie hat ihre Fhigkeit demonstriert, so gut wie jeden Jger der GTVA-Flotte zu bertreffen. Ihre mchtigen Laserlafetten und Hochleistungs-Raketenwerfer machen sie zu einer Bedrohung fr smtliche Raumschiffe, Grosskampfschiffe nicht ausgenommen." 3149, "Der SB Seraphim ist ein alter Bekannter der GTVA-Streitkrfte. Was Geschwindigkeit, Panzerung und Schildstrke betrifft, scheint er dem Nephilim hnlich zu sein, doch erwiesenermassen kann er mehr Bomben mit sich fhren." 3150, "Seit die Shivaner am Grossen Krieg beteiligt waren, gab es selten die Gelegenheit, dem ST Azrael zu begegnen, dem einzigen bekannten shivanischen Transporter. Man weiss bis heute wenig darber, aber man glaubt, dass er viele Shivaner in seinem Rumpf aufnehmen kann. Da Azraels auch shivanische Piloten oder andere wichtige Truppen an Bord haben knnten, ist es immer ratsam, diese nur leicht gepanzerten Schiffe zu liquidieren." 3151, "Der Frachter SFr Dis ist kleiner als der Asmodeus und lange nicht so gut bewaffnet. Trotzdem ist es immer noch gefhrlicher, einen solchen Frachter anzugreifen als einen Triton oder Poseidon der GTVA." 3152, "Die SAC 3 sind die bisher gebruchlichsten shivanischen Frachtcontainer. Sie sind so dnn gepanzert, dass es kaum reicht, dem Druck der inneren Atmosphre gegen die Leere des Raums standzuhalten. Da man sich ausserdem nicht bemht hat, die Container gegen Angriffe zu schtzen, wird angenommen, dass darin nur unwichtige Gegenstnde von geringem Wert befrdert werden. Trotzdem gilt der Befehl, solche Container bei sich bietender Gelegenheit aufzugreifen, wenn nicht ausdrcklich eine anderslautende Anweisung gegeben wurde." 3153, "Der Frachter SFr Mephisto ist betreffend Grsse und Leistung vergleichbar mit der Dis-Klasse. In Anbetracht der extrem unterschiedlichen Konfiguration mssen sie den Shivanern fr verschiedene Zwecke dienen, doch das Alliierte Oberkommando gibt hierzu gegenwrtig keine weiteren Informationen." 3154, "Soweit die Ingenieure der GTVA es feststellen konnten, ist der Frachtcontainer SC 5 der Shivaner von der Funktion her mit dem SAC 3 identisch. Wie fr alle shivanischen Frachtcontainer gilt auch hier der Befehl, sie bei Gelegenheit aufzunehmen, ausser wenn ausdrcklich ein anderer Auftrag gegeben wurde." 3155, "Man weiss ber die Frachterserie SFr Asmodeus nur sehr wenig. Ein Angriff auf diese shivanischen Frachter ist wegen der starken Hlle und der vier Geschtztrme recht gefhrlich. ber die Fracht, die Asmodeus-Frachter gewhnlich transportieren, ist nichts bekannt." 3156, "Bei dem SAC 2 handelt es sich um eine schwer gepanzerte Variante des blichen shivanischen Frachtcontainers. Ausrstungen, die man in eroberten SAC 2 fand, schienen empfindlicher zu sein als solche, die in den gngigen SAC 3 enthalten waren. SAC 2 Frachtcontainer sollen auf jeden Fall aufgenommen anstatt zerstrt werden. Falls sie vor der Entscheidung stehen, einen Container zu vernichten oder ihn shivanischen Streitkrften zu berlassen, haben die Piloten die ausdrckliche Erlaubnis, den Container zu zerstren." 3157, "Die shivanischen Lilith-Kreuzer sind viel bedrohlichere Gegner als die Cain-Klasse. Mit ihrer fast undurchdringlichen Panzerung knnen sie gewaltigem Beschuss widerstehen. Ihre neun Geschtztrme knnen Kriegsschiffe und Jger erbarmungslos befeuern." 3158, "Auch wenn der shivanische Kreuzer Rakshasa nicht so dick gepanzert ist wie die Lilith, so ist er doch weit gefhrlicher. Mit mehr als einem Dutzend Geschtztrmen ist die Rakshasa-Klasse der am besten bewaffnete shivanische Kreuzer. Es war ein Rakshasa-Kreuzer, der die GTC Vigilant am Gamma-Draconis-Knoten im Capella-System zerstrte." 3159, "Die schwchsten shivanischen Kreuzer gehren zur Cain-Klasse. Auf diese Schiffe traf man gewhnlich in den Schlachten des Grossen Krieges. Cains sollen den Kreuzern der Fenris-Klasse angeblich leicht berlegen sein." 3160, "Die SD Demon, ein shivanischer Zerstrer, ist wesentlich kleiner als die Lucifer, aber viel schwerer bewaffnet und extrem gefhrlich. Man weiss, dass die Demons zahllose Jger- und Bomberstaffeln mit sich fhren." 3161, "Der Zerstrer SD Ravana wurde von GTVA-Streitkrften erst krzlich entdeckt. Anscheinend dient er dazu, kleinere Gegner ausfindig zu machen - eine Aufgabe, fr die er sehr gut geeignet ist. Er radiert mhelos ganze Jger- oder Bomberstaffeln aus und bezwingt sogar Kreuzer und Korvetten." 3162, "Die SD Lucifer war ein massiver Superzerstrer, der die shivanische Armada im Grossen Krieg anfhrte. Keine Waffe aus dem Arsenal der Alliierten konnte Lucifers Schilde durchdringen. Im Altair-System entdeckten vasudanische Wissenschaftler uralte Artefakte, die erklrten, wie man Schiffe in den Subraum verfolgt - dorthin, wo die Schilde der Lucifers nicht mehr funktionierten. Der verzweifelte Versuch, die Lucifer im Subraum anzugreifen, hatte schliesslich Erfolg. Durch die Explosion der Lucifer brach der Sprungknoten nach Sol zusammen, so dass jeder Kontakt mit der Erde abgebrochen war. Mit dem Sieg ber die Lucifer war die shivanische Invasion effektiv beendet." 3163, "Die Reihe der SSG Trident-Geschtzplattformen kennt man durch die zahlreichen Begegnungen whrend des Grossen Krieges. Sie werden immer noch dazu benutzt, shivanische Einrichtungen zu schtzen, doch fr die wichtigen Verteidigungspositionen hat man inzwischen viele der besser ausgersteten Belial-Plattformen eingesetzt." 3164, "Die Gefechtsplattform SSG Belial scheint eine radikale Weiterentwicklung der Trident-Plattform zu sein, die es bereits zu Zeiten des Grossen Krieges gab. Piloten, die schon mit beiden zu tun hatten, berichten, dass die Belial viel schwieriger zu zerstren ist. Aus verlsslicher Quelle wurde bekannt, dass die Belial ber doppelt so viele Lasergeschtztrme verfgt wie die Trident. Beide werden dazu verwendet, Vorratsdepots, Gasfrderschiffe und andere shivanische Einrichtungen zu schtzen." 3165, "Man weiss so gut wie gar nichts ber die Rahu-Gasfrderschiffe. Man nimmt an, dass sie auf die gleiche Weise arbeiten wie unsere Zephyrus-Frderschiffe und das Gas aus den Nebeln einer internen Maschinerie zuleiten, die es in seine Molekularbestandteile zerlegt, damit es weiterverarbeitet werden kann. Die Rahu ist mit schweren Lasergefechtstrmen bewaffnet; bei einem Angriff muss man also sehr vorsichtig sein." 3166, "Ein einziges shivanisches Schiff kann als Korvette bezeichnet werden - die SCv Moloch. Obwohl sie von den Massen her genau so gross sind wie die GTCv Deimos, so scheint die Moloch doch nicht ber die gleiche Schlagkraft zu verfgen. Andererseits sind sie wesentlich gefhrlicher als die shivanischen Kreuzer." 3167, "ber das shivanische Schlachtschiff der Juggernaut-Klasse, die SJ Sathanas, weiss man recht wenig. Von der Leistungsfhigkeit her scheint sie mit dem GTVA Colossus vergleichbar zu sein. Jegliche Information ber die Sathanas wurde der Geheimhaltungstufe Ypsilon unterworfen." 3168, "Ein Sathanas-Schlachtschiff in der Ferne." 3169, "Kinderleicht." 3170, "Geschtzstellung" 3171, "Gering" 3172, "Schwer" 3173, "RNI Systems" 3174, "Unbemannte experimentelle Waffenplattform" 3175, "Die GTSC Mjolnir RBC ist zur Zeit die modernste und leistungsfhigste Sperrgeschtzstellung, entschieden grsser und tdlicher als die frheren Modelle Watchdog, Cerberus und Alastor. Sie ist eine Gefahr fr jeden feindlichen Jger oder Bomber, der in Reichweite kommt. Mit ihren beiden Strahlgeschtzen und drei Raketenlafetten kann sie mehrere Gegner gleichzeitig bekmpfen. Diese ferngelenkten Waffentrger schtzen zur Zeit nur die wichtigsten Frontstellungen der Allianz." 3176, "Geschtzstellung " 3177, "Gering " 3178, "Schwer " 3179, "RNI Systems" 3180, "Unbemannte experimentelle Waffenplattform" 3181, "Die GTSC Mjolnir RBC ist zur Zeit die modernste und leistungsfhigste Sperrgeschtzstellung, entschieden grsser und tdlicher als die frheren Modelle Watchdog, Cerberus und Alastor. Sie ist eine Gefahr fr jeden feindlichen Jger oder Bomber, der in Reichweite kommt. Mit ihren beiden Strahlgeschtzen und drei Raketenlafetten kann sie mehrere Gegner gleichzeitig bekmpfen. Diese ferngelenkten Waffentrger schtzen zur Zeit nur die wichtigsten Frontstellungen der Allianz." 3182, "Alle Einzelheiten zu diesem Objekt unterliegen der Sicherheitsstufe Omega, nur wenige Personen mit ausdrcklicher Ermchtigung vom GTVA-Sicherheitsrat haben Zugang dazu." 3183, "Haha! Die FS2 Volition Bravos ist das gemeinste, rasanteste Schiff im ganzen bekannten Universum! Streicht die Segel und die Flagge, und heisst das schlimmste aller Enterkommandos an Bord willkommen: das FreeSpace-2-Team!" 3184, "Der Grosse Krieg" 3185, "Im Jahre 2335 jhrte sich der terranisch-vasudanische Krieg zum 14. Mal. Die Galaktische Terranische Allianz (GTA) und die Parlamentarische Vasudanische Flotte (PVF) waren ausgelaugt und demoralisiert. Sie standen beide kurz vor dem endgltigen Zusammenbruch. Doch die Invasion einer geheimnisvollen Spezies, die sich Shivaner nannte, zwang die Fhrer der Terraner und Vasudaner, einen Waffenstillstand zu unterzeichnen und ein neues Bndnis zu schmieden. Aufgrund ihrer fortgeschrittenen Waffen- und Schutzschildtechnologie waren die Shivaner in der Lage, ohne Provokation und ohne jede Vorwarnung anzugreifen. Die neuen Verbndeten erwarben und entwickelten ihrerseits neue Technologien, um der unerwarteten Bedrohung zu begegnen. Die Vorhut der shivanischen Flotte bestand aus der SD Lucifer, einem riesigen Superzerstrer. Auf Vasuda Prime hatte die Lucifer schon alles Leben ausgelscht und nahm nun Kurs auf die Erde. Die Alliierten besassen kein Waffensystem in ihrem Arsenal, das die Schilde der Lucifer htte durchdringen knnen. Doch im Altair-System entdeckten vasudanische Wissenschaftler die Ruinen einer ausgestorbenen Zivilisation, die vor 8000 Jahren von den Shivanern zerstrt worden war. Die Artefakte gaben Aufschluss darber, wie man die Lucifer bis in den Subraum verfolgen konnte, wo ihre Schilde nicht funktionierten. Nur dort war die Lucifer verwundbar. Im Delta-Serpentis-System startete von der GTD Bastion aus ein Geschwader, das der Lucifer in den Sol-Sprungknoten folgte. Die Jger und Bomber hatten nur einen Auftrag: die Reaktoren der Lucifer auszuschalten, bevor der Superzerstrer auch das Leben auf der Erde auslschen konnte. Den zur Verffentlichung freigegebenen Funkprotokollen zufolge muss der Einsatz erfolgreich verlaufen sein. Doch die Explosion der Lucifer verursachte im Subraum einen Kataklysmus, der alle Kontakte zwischen der Erde und den anderen Systemen des terranisch-vasudanischen Raums durchtrennte." 3186, "Der Wiederaufbau" 3187, "Gegen Ende des Jahres 2335 war der Grosse Krieg endgltig vorber. Der Sieg ber die Lucifer war der entscheidende Schlag - von diesem Moment an waren die Shivaner zu koordinierten Angriffen- oder strategischer Planung nicht mehr in der Lage. Ihre Flotte wurde ausmanvriert, isoliert und schrittweise zerstrt. Dennoch gelang es beiden Rassen, ihre interstellaren Gesellschaften von Grund auf neu aufzubauen. Ein unheilvoller Staatsstreich, inszeniert vom aufstndischen Geheimdienst der GTA, markierte den Beginn der politischen Teilungen whrend der Nachkriegszeit. Die Galaktisch-Terranische Allianz, deren Wirtschaft am Boden und deren politische Struktur in Trmmern lag, zerfiel zusehends in halb-autonome, regionale Machtblcke mit eigenen Interessenschwerpunkten. Zu den grsseren Einheiten gehrten die Adhara-Koalition, die Antares-Fderation, das Regulus-Syndikat und die Neue Luyten-Allianz. Nach und nach gelang es diesen Blcken, sich zu stabilisieren, der Neuaufbau gewann zunehmend an Schwung und der wiedereinsetzende freie Handel belebte den Gedanken an eine pan-terranische Gemeinschaft neu. Trotz der vlligen Auslschung allen Lebens in ihrem Heimatsystem bertraf der vasudanische Aufschwung den seiner terranischen Alliierten. Die Vasudanier wurden bis 2339 von einem Parlament regiert, bis der vasudanische Herrscher Khonsu II. die fr ihren byzantinischen Verrat, ihre Bestechlichkeit und Arroganz berchtigte Kammer auflste und eine neue Regierung ins Leben rief. Khonsu, der Nachkomme einer 10.000 Jahre alten Dynastie, erwies sich als Herrscher von ungewhnlichem Scharfsinn und grosser Weisheit. Wirtschaftsfachleute machen Khonsus Regentschaft fr den erstaunlichen Wiederaufbau der vasudanischen Industrie und Gesellschaft verantwortlich." 3188, "Die GTVA" 3189, "Die Galaktische Terranisch-Vasudanische Allianz (GTVA) wurde im Jahre 2345 gegrndet, zehn Jahre nach dem Grossen Krieg. Dieses Vertragsbndnis erkannte die Unabhngigkeit seiner Signatarstaaten an und bildete das Gerst fr den Ausbau des Handels und die gegenseitige Verteidigung. Der Grosse Krieg hatte die Feindschaft zwischen Terranern und Vasudanern in ein stabile und dauerhafte Freundschaft verwandelt. Nachdem sich Industrie und Wirtschaft des Terranisch-Vasudanischen Systems wieder erholt hatten, gewann auch die Idee einer noch mchtigeren GVTA an Bedeutung. Im Jahr 2358 unterzeichneten Delegierte beider Seiten die Beta-Aquilae-Konvention (BETAK), benannt nach dem System, in dem die bereinkunft geschlossen und ratifiziert worden war. Die BETAK trat an die Stelle der terranischen Blcke und erkannte die Generalversammlung, den Sicherheitsrat und das Vasudanische Imperium als hchste Autoritten im terranisch-vasudanischen Raum an. Im Rahmen der BETAK unterhalten Terraner und Vasudaner voneinander getrennte Flotten, die allerdings einer gemeinsamen Befehlsstruktur unterliegen. Die Kriegsschiffe sind entweder mit einem GT oder einem GV gekennzeichnet, je nachdem, ob sie galaktisch-terranischer oder galaktisch-vasudanischer Herkunft sind. Die beiden Spezies tauschen offen Informationen und Technologien aus, und die unlngst entwickelten Jger und Bomber lassen sich so modifizieren, dass sie von den Piloten beider Rassen gesteuert werden knnen. Formal gesehen ist die BETAK nur ein Abkommen unter vielen, das die Ablufe innerhalb der GTVA als politischer, militrischer und wirtschaftlicher Einheit regelt. Dennoch wird die BETAK zu Recht als Meilenstein der terranisch-vasudanischen Allianz angesehen und genau das macht sie zum bevorzugten Angriffsziel der NTF-Propagandisten." 3190, "Die Erde" 3191, "Im Jahre 2335 brachte die Zerstrung der Lucifer auch den Sol-Sprungknoten in Delta Serpentis zum Einsturz und liess den Kontakt zur Erde abbrechen. Das Schicksal des Heimatplaneten der Terraner bleibt also offen fr Spekulationen. Denkbar ist eine ganze Reihe von Szenarien. Als ehemaliges Zentrum der interstellaren Gemeinschaft drfte eine isolierte Erde ohne radikale Umwlzung aller politischen und wirtschaftlichen Strukturen wohl kaum berlebt haben. Darber herrscht Einigkeit. Doch die Frage bleibt, ob dieser bergang friedlich vonstatten gegangen oder ob die terranische Gesellschaft zusammengebrochen ist und sich nun im Zustand offener Anarchie befindet. Fr beide Annahmen gibt es gute Grnde. ber Generationen hinweg war die Erde das politische, konomische und kulturelle Zentrum der terranischen Zivilisation. Die Menschen massen die Zeit immer noch in Stunden, Tagen, Monaten und Jahren. Sie benannten ihre Schiffe nach mythischen Figuren alter terranischer Zivilisationen und identifizierten Systeme immer noch anhand der Konstellationen, die sie von der Erde aus beobachten konnten. Der Planet diente der GTA als Hauptquartier, und der grsste Teil der Industrie war innerhalb des Sol-Systems angesiedelt. Aussenweltler bestimmten ihre Nationalitt anhand alter Grenzen auf der Erde, obwohl sich die Nationalstaaten nach der Entdeckung des Subraums und der Herausbildung einer interstellaren terranischen Gesellschaft lngst aufgelst hatten. Obwohl die faktische Bedeutung der Erde in der Nachkriegszeit merklich zurckgegangen ist, geniesst die Entdeckung von Mglichkeiten zur Rckkehr in die alte Heimat nach wie vor hohe Prioritt." 3192, "Die NTF" 3193, "Vor achtzehn Monaten startete Admiral Aken Bosch, Kommandant der 6.-GTVA-Flotte, einen militrischen berraschungsangriff auf das Polaris-System. Daraufhin setzte eine Art regionaler Dominoeffekt ein: Innerhalb weniger Wochen strzten die Regierungen von Regulus und Sirius, deren Nachfolger kurze Zeit spter Bosch und seiner NTF die Treue schworen. Im Mittelpunkt der Ideologie dieser Bewegung steht Boschs Vision von Neu-Terra. Obwohl die Menschen seit Ende des Grossen Kriegs im Exil lebten, beschwrt Bosch ein Utopia, das die gleiche Bedeutung besitzt wie die lngst untergegangene Welt. So wie Polaris einst den Menschen der Erde bei der Navigation durch die Meere half, so sollte der Nordstern jetzt zum spirituellen und politischen Kompass einer neuen Zeit werden. Boschs Botschaft fiel besonders bei der sogenannten 'Verlorenen Generation', die im Laufe des Nachkriegsaufbaus geboren worden war, auf fruchtbaren Boden. Die Neue Terranische Front gab der Jugend von Polaris, Regulus und Sirius wieder eine Vision, fr die sich zu kmpfen und zu sterben lohnte. Boschs Erfolg beruhte aber auch darauf, dass seine Ideologie eines Neuen Terra ausdrcklich anti-vasudanistisch war. Die NTF war ein strikter Gegner jeder terranisch-vasudanischer Allianz und rief zur Auflsung der GTVA auf. Die zentralen Systeme der NTF hatten whrend des Wiederaufbaus in der Nachkriegszeit mit grossen politischen und konomischen Problemen zu kmpfen. Der kaum glaubliche Aufschwung der Vasudaner unter Khonsu II. verbitterte jene Terraner, die beim Aufbau ihrer eigenen Systeme kaum weitergekommen waren. Bosch nutzte dieses anti-vasudanische Ressentiment geschickt fr seine politischen Zwecke aus." 3194, "Die Vasudaner" 3195, "Die Vasudaner sind eine Zivilisation von Philosophen, Knstlern und Gelehrten. Sie vertiefen sich in die Lehren ihrer Vorfahren und verstehen die Geschichte nicht als lineare Abfolge von Ereignissen, sondern als Raum, der von den Lebenden ebenso bevlkert wird wie von den Toten. Auf den terranischen Aussenstehenden wirkt die vasudanische Gesellschaft verwickelt und ritualistisch. Die Vasudaner selbst erscheinen den Menschen als arrogant, hinterhltig und aberglubisch. Auf der anderen Seite empfinden Vasudaner Terraner als aggressiv, paranoid und dumm. Dreissig Jahre des friedlichen Zusammenlebens haben dazu gefhrt, dass solche Vorurteile langsam aber sicher abgebaut werden konnten. Die grsste Leistung der vasudanischen Zivilisation aber ist ihre Sprache. Fr einen Durchschnittsterraner sind die Formalitten ihres Gebrauchs schlichtweg unverstndlich. Satzbau und Wortschatz sind abhngig von Faktoren wie dem Alter des Sprechers, seinem Rang und seiner Kaste, aber auch von der Tageszeit, der Jahreszeit des vasudanischen Kalenders und dem rumlichen Verhltnis des Sprechers zum Herrscher. Zu diesen Faktoren gesellen sich noch verschiedene Alphabete, Dutzende unterschiedlicher Zeitformen und tausende Dialekte hinzu. Ein bersetzungsgert gehrt zur Standardausrstung aller Kommunikationssysteme innerhalb der GVTA, das eine Verstndigung zwischen Terranern und Vasudanern erst mglich macht. Weil die vasudanische Heimatwelt im wesentlichen aus Wste bestand, gaben die Terraner whrend der beiden Kriege den Schiffen der Vasudaner gyptische Namen. Nach der Niederlage der Shivaner bestanden die Vasudaner darauf, diese Konvention beizubehalten. Der Herrscher identifizierte sich stark mit der Geschichte des alten gypten, insbesondere mit der Langlebigkeit ihrer Zivilisation. Dem Beispiel ihres Herrschers folgend bernehmen die Vasudaner die Namen aus den Mythen und der Geschichte des alten gypten." 3196, "Der Lichthammer" 3197, "Es gibt eine dunkle Seite der vasudanischen Besessenheit von der Geschichte - sichtbar wurde sie whrend des Krieges in Gestalt des 'Lichthammers', einer Sekte, die innerhalb der PVF wegen des Abfalls von den Lichthammer-Grundstzen viele Anhnger fand. Der Lichthammer hielt die Shivaner fr die kosmischen Erlser und Zerstrer, deren Ankunft in jahrtausendealten Schriften prophezeit worden war. Nach der Zerstrung der Lucifer begann sich die Ideologie des Hammers zu wandeln. Whrend einige Anhnger rituellen Selbstmord verbten, setzte der militrische Arm der Bewegung den bewaffneten Kampf gegen die vasudanische Regierung und deren Allianz mit den Terranern fort. Auch wenn diese Leute der religisen Dogmatik des Lichthammers weiter folgten, verwandelten sich ihre Aktivitten doch zunehmend in reine Terrorakte und Guerilla-Kriegsfhrung. Dieser Zweig des Lichthammers wurde spter im Zuge der Operation Templar, als man die gesamte vasudanische Admiralitt entfhrte, vollstndig ausgelscht. Andere Lichthammer-Anfhrer verschwanden in der Dunkelheit und kehrten zum Studium der alter mystischen Schriften zurck. Eine Reihe dieser religisen Fhrer wurde spter festgenommen und fr ihre Rolle beim Aufstand zu Haftstrafen verurteilt. Einige wenige aber verstecken sich noch immer." 3198, "Die Shivaner" 3199, "32 Jahre nach dem Grossen Krieg wissen wir nach wie vor kaum etwas ber die Shivaner. Physisch besitzen die Shivaner mehrere miteinander verbundene Augen und fnf Beine mit klauenartigen Manipulatoren. Ihr insektenhnlicher Rckenpanzer scheint nicht zu ihrer ursprnglichen Physiognomie zu gehren und legt den Schluss nahe, dass es sich bei den Shivanern um eine kybernetische Verbindung aus Biologie und Technologie handelt. Auch ihre integrierte Plasmawaffe deutet auf eine organisch-knstliche Fusion hin. Die Waffe knnte eine Art Focussiergert sein, das von dem Wesen selbst angetrieben wird, auch wenn diese Vermutung noch Gegenstand einer hitzigen Kontroverse ist. Diese wenigen Details belegen, dass die Shivaner sich nicht so entwickelt haben knnen wie die terranische oder vasudanische Spezies, sondern dass sie mit einiger Wahrscheinlichkeit von einer anderen Lebensform entwickelt wurden. Nur eine Handvoll Shivaner konnte jemals gefangengenommen werden, und alle Forschungen an lebenden Spezies endeten mit der Hades-Rebellion im Jahre 2335. Die Ergebnisse dieser Studien sind nach wie vor streng geheim. Auch wenn die Shivaner offenkundig xenocidale, also fremdgesteuerte, Wesen sind, mssen ihre Motive und Ursprnge erst noch bestimmt werden. Alten Artefakten nach zu urteilen besitzen die Shivaner offenkundig eine Art Gefhl fr Strungen innerhalb des Subraums. Wir wissen nicht, ob die Shivaner zufllig in diese Ecke der Galaxis geraten sind oder ob dies aufgrund eines Zyklus oder Musters geschah. Vielleicht haben sie ja auch die terranisch-vasudanischen Bewegungen im Subraum geortet. Xenobiologen wissen nur wenig ber die shivanische Gesellschaft. Eine verbreitete Hypothese ist die Bienenkorb-Theorie, wonach die shivanische Gesellschaft in spezialisierte Funktionen unterteilt ist, die von einer Art kollektivem Bewusstsein gesteuert werden. Der bisher berzeugendste Beweis dieser Annahme ist das Verhalten shivanischer Truppen bei der Zerstrung der Lucifer, dem Wendepunkt des Grossen Krieges." 3200, "Die Uralten" 3201, "Whrend des Grossen Krieges, als die Vernichtung der Erde unausweichlich schien, entdeckten vasudanische Wissenschaftler die berreste einer ausgestorbenen Zivilisation, die wir heute 'die Uralten' nennen. Mit Hilfe der ausgegrabenen Daten gelang es den Alliierten, die SD Lucifer in den Subraum zu verfolgen und zu zerstren. Nach dem Grossen Krieg entdeckten Forscher noch mehrere solcher Siedlungen im gesamten terranisch-vasudanischen Raum. Obwohl nur Fragmente briggeblieben sind, steht doch fest, dass diese interstellare Gesellschaft vor mehreren tausend Jahren existiert haben muss. Ihr Reich ging ber die heutigen Grenzen des bekannten Raums hinaus, und die Archologen hoffen, eine Karte der alten Sprungknoten zu finden, die es der Allianz ermglichen knnte, in Systeme vorzudringen, die bisher noch nicht kartographiert werden konnten. Es existiert keine sichtbare Aufzeichnung dieser Zivilisation, von einigen hieroglyphischen Formen auf den Ruinen und einer Handvoll technologischer Schemata einmal abgesehen. Umfangreiche Ausgrabungen finden derzeit in Altair, Aldebaran und Deneb statt, aber die dort zusammengetragenen Daten sind nach wie vor streng geheim. Terranische Archologen verwenden eine minoische Namenskonvention, um die Ruinen und grsseren Artefakte zu identifizieren. Es gibt Hinweise darauf, dass die Shivaner vor etwa 8000 Jahren diese Zivilisation ausgelscht haben. Die Uralten hielten die Shivaner fr eine Rasse kosmischer Zerstrer und begriffen ihren eigenen Untergang als Vergeltungsakt dafr, dass sie ihren Platz in der vorbestimmten kosmischen Ordnung mutwillig verlassen hatten." 3202, "Der Subraum" 3203, "Mit einfachen Worten ausgedrckt ist der Subraum ein n-dimensionaler Tunnel zwischen zwei verschiedenen Punkten im Universum. Ein Raumschiff kann diesen Tunnel in wenigen Minuten durchqueren und sich somit eine Reise ersparen, die bei normaler Lichtgeschwindigkeit unter Umstnden Jahrzehnte oder Jahrhunderte gedauert htte. Der Sprungantrieb verursacht am Raumschiff starke Vibrationen in mehrere Dimensionen, bis es sich in perfekter bereinstimmung mit dem Subraum-Kontinuum befindet. Ein Wirbel tut sich auf und erzeugt die ffnung eines unendlich kleinen Punkts im Kosmos, die es dem Raumschiff ermglicht, die Schwelle zum Subraum zu berqueren. Zwei verschiedene Sprungarten sind mglich. Da gibt es zunchst den Intrasystem-Sprung zwischen zwei Punkten eines Sternensystems. Die meist kleinen Raumschiffe sind mit Motivatoren ausgerstet, die zu solchen Sprngen in der Lage sind. Weiterhin ist ein starkes Gravitationsfeld ntig, um Sprnge ber die Grenzen eines Sternensystems hinaus zu verhindern. ber Sprungknoten sind auch Sprnge von System zu System mglich. Bis zum Grossen Krieg waren nur die grsseren Raumschiffe in der Lage, die fr Sprungknoten ntige Energiemenge zu erzeugen. Die Entwicklung des Sprungantriebs fr Jger und Bomber im Jahre 2335 erlaubte es der Allianz, die SD Lucifer zu zerstren. Die Produktion eines Sprungantriebs ist sndhaft teuer, also bleibt er auf Einstze beschrnkt, in denen die Reise zwischen den Systemen unbedingt ntig ist. Im Head-Up-Display wird die Existenz eines Sprungknotens mit einer grnen Umrandung angezeigt. Die berwiegende Mehrheit dieser Subraum-Sprungknoten ist extrem instabil. Sprungknoten knnen ihre Formen innerhalb von Nanosekunden verndern oder sich ganz auflsen. Andere Knoten verfgen ber eine hhere Lebenserwartung und bestehen jahrhundertelang, bevor sie kollabieren. Von der GTVA fr den interstellaren Verkehr freigegebene Sprungknoten bleiben jedoch auf Jahre hinaus stabil." 3204, "Wenn Ihre Schilde angeschlagen sind, drcken Sie [Q], um die restliche Schildenergie gleichmssig zu verteilen." 3205, "Drcken Sie [R], um das Schiff anzuvisieren, das Sie angreift." 3206, "Drcken Sie [Alt-H], um feindliche Schiffe automatisch als Ziel zu erfassen. Um diese Option auszuschalten, drcken Sie einfach noch einmal [Alt-H]." 3207, "Wenn Sie das Waffen-Subsystem eines grossen Schiffes angreifen, verringern Sie die Treffergenauigkeit seiner Geschtztrme. Mit der Taste [S] erfassen Sie Subsysteme als Ziel." 3208, "Manchmal knnen Sie Verstrkungen herbeirufen. Drcken Sie dazu erst die Taste [C], dann die [4]. Das verringert allerdings Ihre Punktzahl." 3209, "Tuschkrper knnen Sie vor gegnerischen Raketen bewahren, allerdings nur, wenn die Raketen schon ziemlich dicht heran sind." 3210, "Drcken Sie [_], um Ihre Raketenwerfer zu koppeln. Mit [.] knnen Sie zwischen den Primrwaffen umschalten." 3211, "Bomben erfassen Sie mit der Taste [B] als Ziel. Wenn Sie sie zerstren, hten Sie sich vor der Druckwelle der Explosion!" 3212, "Wenn Ihnen das Spiel zu leicht oder zu schwer vorkommt, ndern Sie den Schwierigkeitsgrad im Optionenmen (drcken Sie dazu [F2])" 3213, "Wenn Sie einen Einsatz nicht schaffen, klicken Sie bei der Abschlussbesprechung auf 'Empfehlungen', um eventuell ein paar Tips zu bekommen." 3214, "Raketen oder Bomben aus nchster Nhe ins Ziel zu feuern schadet mit grosser Wahrscheinlichkeit Ihrer Gesundheit." 3215, "Wenn Sie Bomben aus zu grosser Entfernung abwerfen, sind sie fr den Gegner leichter abzuschiessen." 3216, "Drcken Sie [G], um das nchste Schiff oder den nchsten Geschtzturm als Ziel zu erfassen, der Ihr gegenwrtiges Ziel angreift. Das ist eine wirksame Methode zum Schutz gegen Grosskampfschiffe." 3217, "Drcken Sie [Alt-M], um die automatische Schubanpassung einzuschalten. Damit wird Ihre Geschwindigkeit immer automatisch der Ihres jeweiligen Zieles angepasst. Um diese Automatik wieder auszuschalten, drcken Sie einfach erneut [Alt-M]." 3218, "Bevor Sie eine zielsuchende Rakete wie etwa die Tornado abfeuern knnen, muss deren Suchkopf erst das Ziel sicher erfasst haben." 3219, "Um Ihre Primrwaffen zu koppeln, drcken Sie zweimal [.]. Ihre Laser feuern dann seltener, richten dafr aber mehr Schaden an." 3220, "Wenn Sie ein Grosskampfschiff angreifen, ist es lebenswichtig, zuerst seine Geschtztrme auszuschalten. Erfassen Sie sie mit der Taste [K] als Ziel." 3221, "Wenn das Spiel ruckelt, setzen Sie die Detaildarstellung im Optionenmen ([F2]) eine Stufe herunter." 3222, "Whrend eines Einsatzes knnen Sie sich alle Mitteilungen noch einmal ansehen, indem Sie [F4] drcken und 'Meldungen' whlen." 3223, "Wenn Sie Ihr Einsatzgebiet zu frh verlassen, bekommen Sie rger. Warten Sie immer erst auf den Befehl, zum Sttzpunkt zurckzukehren." 3224, "Wenn Sie mehr Abschsse verbuchen wollen, befehlen Sie Ihren Flgelleuten, Ihr Ziel zu ignorieren (im Kommunikationsmen, Taste [C])." 3225, "Wenn Sie versuchen, mit einem 56-K-Modem ein Spiel fr vier Leute zu leiten, drfte das zu hohen Verzgerungsraten fr alle Beteiligten fhren." 3226, "Wenn Sie Bomben mit einer langen Nachladedauer abwerfen, knnen Sie auf eine andere Lafette umschalten, um schneller feuern zu knnen." 3227, "Wenn Ihre Schilde extrem schwach sind und es eng wird, leiten Sie Energie von Ihren Waffen auf Ihre Schilde um, indem Sie die Taste [Rollen] drcken." 3228, "Wenn Ihnen die Tuschkrper ausgehen, knnen Sie einer Rakete manchmal auch dadurch ausweichen, dass Sie abdrehen und im letzten Moment den Nachbrenner hochjagen." 3229, "Vor Ihren Flgelleuten her in ein Gefecht zu fliegen kann sehr gefhrlich sein. Manchmal ist es sicherer, sich hinter ihnen zu halten." 3230, "Manche Schiffe erzeugen bei der Explosion extreme Schockwellen. Halten Sie ausreichend Abstand, um ernste Beschdigungen Ihres Schiffes zu vermeiden." 3231, "Sie knnen jederzeit [F1] drcken, um die kontextabhngige Hilfsfunktion aufzurufen." 3232, "Rufen Sie mit der Tastenkombination [Shift-R] ein Versorgungsschiff herbei, BEVOR Ihnen die Raketen ausgehen." 3233, "Wenn Sie den Auftrag haben, andere Schiffe zu beschtzen, greifen Sie zuerst die gegnerischen Bomber an." 3234, "Drcken Sie in Mehrspielereinstzen die Taste [1], um eine Nachricht an alle Spieler zu senden." 3235, "Drcken Sie bei Einstzen Mannschaft gegen Mannschaft die Taste [2], um eine Nachricht nur an Ihr eigenes Team zu senden." 3236, "Drcken Sie bei Einstzen Mannschaft gegen Mannschaft die Taste [3], um eine Nachricht an das gegnerische Team zu senden." 3237, "Drcken Sie in Mehrspielereinstzen die Taste [4], um ihrem Zielobjekt einen Nachricht zu schicken." 3238, "Die Kommunikation mit Ihren Flgelleuten ist die Grundlage fr den Sieg in schwierigen Einstzen." 3239, "Wenn Sie ein Grosskampfschiff angreifen, konzentrieren Sie sich auf eine Sektion. Sobald die Trme und Flakgeschtze in dieser Sektion ausgeschaltet sind, werden Bomberangriffe hier viel leichter." 3240, "Wenn sich ein Einsatz wirklich als zu schwer erweisen sollte, bekommen Sie nach fnf Fehlversuchen trotzdem die Chance, mit dem nchsten Auftrag weiterzumachen." 3241, "Wegen erwiesenen Hochverrats werden Ihnen hiermit neben Ihrer Flugerlaubnis auch alle Rechte und Privilegien eines Offiziers der Galaktischen Terranisch-Vasudanischen Allianz aberkannt. Sie werden vorerst unter Arrest gestellt, bis die Verhre beginnen, und mssen sich anschliessend vor ein Militrgericht verantworten. Auf verbndete Schiffe zu schiessen ist ein Schwerverbrechen, das schlimmstenfalls mit dem Tode bestraft werden kann. Sie werden Punkt Neunzehn-dreissig zur Strafkolonie Vega berstellt. ." 3242, "Verbndete Schiffe sind keine Ziele!" 3243, "GTW Subach HL-7" 3244, "Standardausrstung Rumpfschaden Stufe 3 Schildschaden Stufe 2" 3245, "Das Subach-Innes HL-7 ist eine Xaser-Waffe, die ein extrem fokussiertes Bndel intensiver Rntgenstrahlen abfeuert. Bis die Shivaner mit ihrer Schildtechnologie aufgetaucht sind, hielt man diese Waffentechnik fr unntige und teure Extravaganz. Doch in den Raumgefechten gegen shivanische Schiffe lernten die Alliierten schnell, dass ihre Schiffe keine Chance hatten, wenn sie den gegnerischen Schild nicht durchschlagen konnten. Das HL-7 zeigt sehr gute Wirkung gegen Schilde aller Arten und ist dadurch zur Standardausrstung fr alle terranischen Jger und Bomber geworden." 3246, "GTW Subach HL-7" 3247, "Standardausrstung Rumpfschaden Stufe 3 Schildschaden Stufe 3" 3248, "Subach HL-7D" 3249, "Das Subach-Innes HL-7 ist eine Xaser-Waffe, die ein extrem fokussiertes Bndel intensiver Rntgenstrahlen abfeuert. Bis die Shivaner mit ihrer Schildtechnologie aufgetaucht sind, hielt man diese Waffentechnik fr unntige und teure Extravaganz. Doch in den Raumgefechten gegen shivanische Schiffe lernten die Alliierten schnell, dass ihre Schiffe keine Chance hatten, wenn sie den gegnerischen Schild nicht durchschlagen konnten. Das HL-7 zeigt sehr gute Wirkung gegen Schilde aller Arten und ist dadurch zur Standardausrstung fr alle terranischen Jger und Bomber geworden." 3250, "GTW Mekhu HL-7" 3251, "Standardausrstung Rumpfschaden Stufe 3 Schildschaden Stufe 3" 3252, "Mekhu HL-7" 3253, "Das Mekhu HL-7 ist der vasudanische Nachbau des Subach HL-7-Xasers. Dank der Modifikationen, die die Ingenieure von Mekhu vorgenommen haben, hat es eine hhere Feuergeschwindigkeit und eine grssere Reichweite als das terranische Original. Allerdings geht das etwas zu Lasten der Feuerkraft. Dieser Kompromiss passt gut zu der vasudanischen Militrtaktik, die meisten terranischen Piloten hingegen bevorzugen die Durchschlagskraft der Originalwaffe." 3254, "GTW Mekhu HL-7" 3255, "Standardausrstung Rumpfschaden Stufe 5 Schildschaden Stufe 6" 3256, "Mekhu HL-7D" 3257, "Das Mekhu HL-7 ist der vasudanische Nachbau des Subach HL-7-Xasers. Dank der Modifikationen, die die Ingenieure von Mekhu vorgenommen haben, hat es eine hhere Feuergeschwindigkeit und eine grssere Reichweite als das terranische Original. Allerdings geht das etwas zu Lasten der Feuerkraft. Dieser Kompromiss passt gut zu der vasudanischen Militrtaktik, die meisten terranischen Piloten hingegen bevorzugen die Durchschlagskraft der Originalwaffe." 3258, "GTW Akheton SDG Disruptor" 3259, "Taktische Waffe Zerstrt Subsysteme " 3260, "GTW Akheton SDG" 3261, "Der von den Vasudanern gebaute Akheton SDG Disruptor ist das logische Resultat des Erfolges, den die GTA whrend des Grossen Krieges mit Disruptor-Waffen erzielen konnte. Der GTW-41x Disruptor wurde schleunigst weiterentwickelt und ging unter dem Namen Subsystem-Disruptor-Geschtz (SDG) in Massenproduktion. Mit Ausnahme des Subach HL-7 gibt es keine Waffe in der Geschichte, die in hheren Stckzahlen hergestellt worden ist. Allerdings ist das SDG berchtigt fr seinen heftigen Energieverbrauch." 3262, "GTW ML-70 Morgenstern-Werfer " 3263, "Taktische Kinetische Langstreckenwaffe" 3264, "Morgenstern-Werfer" 3265, "Der GTW ML-70 Morgenstern ist eine Verbesserung des Breitschwert-Geschtzes, das whrend des Grossen Krieges entwickelt worden ist. Das ursprngliche Breitschwert-Geschtz war zu teuer fr die Massenproduktion, seine Leistung rechtfertigte den ungeheuren Materialeinsatz nicht. Doch dank bahnbrechender Fortschritte im Bereich der Hochtemperatur-Optik kann die primre Fokuskammer des Morgensterns eine viel kohrentere Ladung erzeugen, was Reichweite und Durchschlagskraft erheblich verbessert. Dafr hat sich auch der Energieverbrauch etwas erhht." 3266, "GTW ML-70 Morgenstern-Werfer D" 3267, "Taktische Kinetische Langstreckenwaffe" 3268, "GTW ML-70 Morgenstern-Werfer" 3269, "Der GTW ML-70 Morgenstern ist eine Verbesserung des Breitschwert-Geschtzes, das whrend des Grossen Krieges entwickelt worden ist. Das ursprngliche Breitschwert-Geschtz war zu teuer fr die Massenproduktion, seine Leistung rechtfertigte den ungeheuren Materialeinsatz nicht. Doch dank bahnbrechender Fortschritte im Bereich der Hochtemperatur-Optik kann die primre Fokuskammer des Morgensterns eine viel kohrentere Ladung erzeugen, was Reichweite und Durchschlagskraft erheblich verbessert. Dafr hat sich auch der Energieverbrauch etwas erhht." 3270, "GTW-5a Prometheus-Geschtz (Nachbau)" 3271, "Mittlerer Energieverbrauch Rumpfschaden Stufe 4 Schildschaden Stufe 1" 3272, "GTW-5a Prometheus R" 3273, "Das GTW-5a Prometheus R ist ein vereinfachter Nachbau des alten Prometheus-Geschtzes. Nachdem die Allianz den Kontakt zur Erde verloren hat, fehlte der GTVA ein ausreichender Nachschub an Argon, das fr die Energieerzeugung des Prometheus verwendet wurde. Daher haben die GTVA-Ingenieure eine Version entwickelt, die einige der elektromagnetischen Schaltkreise der Banshee verwendet. Dieser Kompromiss ist allerdings noch nicht ganz ausgereift, das Prometheus R hat einen hohen Energieverbrauch und recht lange Aufladezeiten." 3274, "GTW-5 Prometheus-Geschtz (Standard)" 3275, "Mittlerer Energieverbrauch Rumpfschaden Stufe 5 Schildschaden Stufe 4" 3276, "GTW-5 Prometheus S" 3277, "Das Original-Prometheus-Geschtz wurde ausser Dienst gestellt, nachdem die Allianz den Kontakt zur Erde verloren hatte. Damals fehlte der GTVA ein ausreichender Nachschub an Argon, das fr die Energieerzeugung des Prometheus verwendet wurde. Doch seit Gasminer der Anuket- und Zephyrus-Klasse fr Nachschub sorgen, knnen wir die Produktion einer kleineren Variante des Prometheus wieder aufnehmen. Wegen der krzeren Ladezeit und des geringeren Energieverbrauchs ziehen viele Piloten die S-Variante dem Typ R vor." 3278, "GTW-5 Prometheus-Geschtz D" 3279, "Mittlerer Energieverbrauch Rumpfschaden Stufe 3 Schildschaden Stufe 3" 3280, "GTW-5 Prometheus S" 3281, "Das Original-Prometheus-Geschtz wurde ausser Dienst gestellt, nachdem die Allianz den Kontakt zur Erde verloren hatte. Damals fehlte der GTVA ein ausreichender Nachschub an Argon, das fr die Energieerzeugung des Prometheus verwendet wurde. Doch seit Gasminer der Anuket- und Zephyrus-Klasse fr Nachschub sorgen, knnen wir die Produktion einer kleineren Variante des Prometheus wieder aufnehmen. Wegen der krzeren Ladezeit und des geringeren Energieverbrauchs ziehen viele Piloten die S-Variante dem Typ R vor." 3282, "GTW-66 Maxim-Geschtz" 3283, "Massenbeschleuniger Rumpfschaden Stufe 8 Schildschaden Stufe 1" 3284, "GTW-66 Maxim" 3285, "Der Wiederaufbau nach dem Grossen Krieg hat zu erheblichen Fortschritten auf dem Gebiet der Metallurgie und bei den konventionellen Sprengstoffen gefhrt. Das Beste aus beiden Forschungsgebieten vereint das GTW-66 Maxim in sich. Das Maxim ist rein technisch gesehen eine Energiewaffe, obwohl es sich wie ein Massenbeschleuniger benimmt und hlsenlose Urangeschosse aus seinem glattgezogenen Lauf verschiesst. Das Maxim kann nur mit Mhe Energieschilde durchdringen, aber seine Wirkung auf Rumpfpanzerung und Subsysteme ist verheerend." 3286, "GTW-66 Maxim-Geschtz D" 3287, "Massenbeschleuniger Rumpfschaden Stufe 5 Schildschaden Stufe 1" 3288, "GTW-66 Maxim" 3289, "Der Wiederaufbau nach dem Grossen Krieg hat zu erheblichen Fortschritten auf dem Gebiet der Metallurgie und bei den konventionellen Sprengstoffen gefhrt. Das Beste aus beiden Forschungsgebieten vereint das GTW-66 Maxim in sich. Das Maxim ist rein technisch gesehen eine Energiewaffe, obwohl es sich wie ein Massenbeschleuniger benimmt und hlsenlose Urangeschosse aus seinem glattgezogenen Lauf verschiesst. Das Maxim kann nur mit Mhe Energieschilde durchdringen, aber seine Wirkung auf Rumpfpanzerung und Subsysteme ist verheerend." 3290, "GTW UD-8 Kayserstrahler" 3291, "Sonderausrstung Rumpfschaden Stufe 6 Schildschaden Stufe 5" 3292, "Kayserstrahler" 3293, "Der GTW UD-8 Kayserstrahler ist das erste Ergebnis unserer Erforschung der shivanischen Waffentechnologie. Er schleudert fokussierte Miniwellen aus subatomaren Partikeln auf sein Ziel. Beim Auftreffen bricht die Wellenfunktion der Partikel zusammen, wobei sie intensive Mikrostsse von Nullpunkt-Energie emittiert. Die Standard-Vorgehensweise ist eigentlich, dass Waffen dieser Grssenordnung nur auf Bombern eingesetzt werden, doch inzwischen ist es weitverbreitete Praxis, dass Feldtechniker sie auch in Jger einbauen." 3294, "GTW UD-8 Kayserstrahler D" 3295, "Sonderausrstung Rumpfschaden Stufe 4 Schildschaden Stufe 4" 3296, "GTW UD-8 Kayserstrahler D" 3297, "Der GTW UD-8 Kayserstrahler ist das erste Ergebnis unserer Erforschung der shivanischen Waffentechnologie. Er schleudert fokussierte Miniwellen aus subatomaren Partikeln auf sein Ziel. Beim Auftreffen bricht die Wellenfunktion der Partikel zusammen, wobei sie intensive Mikrostsse von Nullpunkt-Energie emittiert. Die Standard-Vorgehensweise ist eigentlich, dass Waffen dieser Grssenordnung nur auf Bombern eingesetzt werden, doch inzwischen ist es weitverbreitete Praxis, dass Feldtechniker sie auch in Jger einbauen." 3298, "GTW-19 Circe" 3299, "Taktische Waffe Schildschaden Stufe 6" 3300, "GTW-19 Circe" 3301, "Bei der GTW-19 Circe handelt es sich um eine Weiterentwicklung der elektromagnetischen Schockwerfer wie etwa der Banshee. Circe strt Schildsysteme, indem es das Ziel mit einer Welle von harmonischen Fluktuationsstrmungen berschwemmt. Diese Energie hat allerdings keinerlei Wirkung auf Panzerung oder isolierte Subsysteme. Aus diesem Grund ist die Circe am wirksamsten zusammen mit einer Zweitwaffe wie dem Maxim oder dem Prometheus, die schwere Schden am Rumpf des Gegners anrichten knnen." 3302, "GTW-83 Lamprey-Kanone" 3303, "Taktische Waffe Mittlerer Energieverbrauch Schildschaden Stufe 3" 3304, "GTW-83 Lamprey" 3305, "Die GTW-83 Lamprey-Kanone ist eine Kurzschlusswaffe der zweiten Generation. Sie wirkt auf die Energiesysteme Ihres Zieles und schliesst Waffen-, Schild- und Antriebsenergie kurz. Zusammen mit einer ausgewogenen Waffe gegen Panzerung und Schilde ist die Lamprey sehr wirksam gegen feindliche Jger und Bomber." 3306, "Ziellaser" 3307, "" 3308, "" 3309, "GTM MX-64 Rockeye" 3310, "Standardausrstung 'Fire & Forget'-Rakete" 3311, "GTM MX-64 Rockeye" 3312, "Die GTM MX-64 Rockeye ist eine Weiterentwicklung der MX-50, die zu Beginn des Grossen Krieges zum Einsatz kam - sie ist schneller und genauer und verfgt ber eine hhere Sprengladung als ihre Vorgngerin. Sie wurde im Rahmen eines Experiments entwickelt, das Forscher in einer der abgelegensten Bergbau-Operationen der STX-Forschung in den Systemen von Laramis und Luyten 726-BA durchgefhrt haben. Die Fortschritte bei ferngesteuerten Explosivgeschossen nutzten die GTVA-Ingenieure, um auch die alte MX-50 zu verbessern. Die hitzesuchende MX-64-Rakete gehrt mittlerweile zu Standardausrstung jedes terranischen Jagdschiffes." 3313, "GTM MX-64 Rockeye D" 3314, "Standardausrstung 'Fire & Forget'-Rakete" 3315, "GTM MX-64 Rockeye D" 3316, "Die GTM MX-64 Rockeye ist eine Weiterentwicklung der MX-50, die zu Beginn des Grossen Krieges zum Einsatz kam - sie ist schneller und genauer und verfgt ber eine hhere Sprengladung als ihre Vorgngerin. Sie wurde im Rahmen eines Experiments entwickelt, das Forscher in einer der abgelegensten Bergbau-Operationen der STX-Forschung in den Systemen von Laramis und Luyten 726-BA durchgefhrt haben. Die Fortschritte bei ferngesteuerten Explosivgeschossen nutzten die GTVA-Ingenieure, um auch die alte MX-50 zu verbessern. Die hitzesuchende MX-64-Rakete gehrt mittlerweile zu Standardausrstung jedes terranischen Jagdschiffes." 3317, "GTM MX-6 Tempest-Rakete" 3318, "Standardausrstung Ungelenkte Rakete Hohe Sprengkraft" 3319, "GTM MX-6 Tempest" 3320, "Die GTM MX-6 Tempest ist eine verbesserte Version ihres Vorgngermodells, der Fury-Rakete. Sie ist nicht nur schneller und tdlicher als die Fury, sondern auch kleiner. Daher knnen die Sekundrwaffen-Lafetten mit mehr Raketen dieses Typs bestckt werden. Die Tempest ist eine ungelenkte Rakete, die sich in einer geraden Linie vom Abschuss fort bewegt. Sie detoniert entweder beim Aufprall auf einen festen Gegenstand oder nach Erreichen ihrer effektiven Reichweite von ca. 600 Metern. Bei einer Geschwindigkeit von 360 m/s entgeht der Tempest nichts." 3321, "GTM MX-6 Tempest-Rakete" 3322, "Standardausrstung Ungelenkte Rakete Hohe Sprengkraft" 3323, "GTM MX-6 Tempest" 3324, "Die GTM MX-6 Tempest ist eine verbesserte Version ihres Vorgngermodells, der Fury-Rakete. Sie ist nicht nur schneller und tdlicher als die Fury, sondern auch kleiner. Daher knnen die Sekundrwaffen-Lafetten mit mehr Raketen dieses Typs bestckt werden. Die Tempest ist eine ungelenkte Rakete, die sich in einer geraden Linie vom Abschuss fort bewegt. Sie detoniert entweder beim Aufprall auf einen festen Gegenstand oder nach Erreichen ihrer effektiven Reichweite von ca. 600 Metern. Bei einer Geschwindigkeit von 360 m/s entgeht der Tempest nichts." 3325, "GTM-4 Hornet-Schwarmrakete " 3326, "Standardausrstung Allzweckrakete Schwarmausstoss" 3327, "GTM-4 Hornet" 3328, "Der GTM-4 Hornet merkte man schon gegen Ende des Grossen Krieges ihr Alter an, aber sie liess sich nun mal preiswert produzieren. Das war auch der Grund, warum die Hornet-Produktion bis zum Ende des Krieges in den Fabriken aller acht Sternensysteme auf Hochtouren lief. Nach Einstellung der Feindseligkeiten sass die GTVA auf einem Bestand von 2,6 Millionen Hornet-Raketen. Dieser Vorrat wurde unter den Kampfgruppen der GTVA aufgeteilt - jede Gruppe erhielt mindestens 100.000 Stck. Diese zielsuchende Rakete stsst immer noch einen Schwarm von vier Raketen aus und ist unter den Piloten nach wie vor sehr beliebt." 3329, "GTM-4 Hornet Schwarmrakete" 3330, "Standardausrstung Allzweckrakete Schwarmausstoss" 3331, "GTM-4 Hornet" 3332, "Der GTM-4 Hornet merkte man schon gegen Ende des Grossen Krieges ihr Alter an, aber sie liess sich nun mal preiswert produzieren. Das war auch der Grund, warum die Hornet-Produktion bis zum Ende des Krieges in den Fabriken aller acht Sternensysteme auf Hochtouren lief. Nach Einstellung der Feindseligkeiten sass die GTVA auf einem Bestand von 2,6 Millionen Hornet-Raketen. Dieser Vorrat wurde unter den Kampfgruppen der GTVA aufgeteilt - jede Gruppe erhielt mindestens 100.000 Stck. Diese zielsuchende Rakete stsst immer noch einen Schwarm von vier Raketen aus und ist unter den Piloten nach wie vor sehr beliebt." 3333, "GTM-4a Tornado-Rakete" 3334, "Prototyp Allzweckrakete Schwarmausstoss" 3335, "GTM-4a Tornado" 3336, "Die GTM-4a Tornado ist eine Weiterentwicklung der Hornet. Mit ihrem verbesserten Feuerleitsystem und den optimierten Lenkcomputern lsst sich die Tornado schneller und genauer abfeuern als die Hornet. Obwohl er kleiner ist als sein Vorgnger, feuert der Tornado-Werfer mehr Raketensalven ab und erzielt somit eine grssere Zerstrungskraft. Bitte denken Sie daran, dass die Sprengladung der Tornado erst scharfgemacht wird, wenn ein Ziel erfasst und fest aufgeschaltet ist." 3337, "GTM-4a Tornado-Rakete D" 3338, "Prototyp Allzweckrakete Schwarmausstoss" 3339, "GTM-4a Tornado D" 3340, "Die GTM-4a Tornado ist eine Weiterentwicklung der Hornet. Mit ihrem verbesserten Feuerleitsystem und den optimierten Lenkcomputern lsst sich die Tornado schneller und genauer abfeuern als die Hornet. Obwohl er kleiner ist als sein Vorgnger, feuert der Tornado-Werfer mehr Raketensalven ab und erzielt somit eine grssere Zerstrungskraft. Bitte denken Sie daran, dass die Sprengladung der Tornado erst scharfgemacht wird, wenn ein Ziel erfasst und fest aufgeschaltet ist." 3341, "GTM-19 Harpoon" 3342, "Standardausrstung Schnelle Zielerfassung" 3343, "GTM-19 Harpoon" 3344, "Die GTM-19 Harpoon ist die technisch wohl ausgeklgeltste Waffe im GTVA-Arsenal. Sie ist nicht nur die schnellste zielsuchende Rakete der gesamten Flotte, sondern kann aufgrund der fortschrittlichen Fuzzy-Logic-Technologie ihr Ziel auch weitaus schneller aufschalten als jede andere Rakete ihrer Klasse. Der Sprengkopf steckt in einer Kapsel aus verbrauchtem ultradichten Uran, was ihm eine grsstmgliche Durchschlagskraft verschafft, bevor er tief im Rumpf des Ziels detoniert." 3345, "GTM-19 Harpoon D" 3346, "Standardausrstung Schnelle Zielerfassung" 3347, "GTM-19 Harpoon" 3348, "Die GTM-19 Harpoon ist die technisch wohl ausgeklgeltste Waffe im GTVA-Arsenal. Sie ist nicht nur die schnellste zielsuchende Rakete der gesamten Flotte, sondern kann aufgrund der fortschrittlichen Fuzzy-Logic-Technologie ihr Ziel auch weitaus schneller aufschalten als jede andere Rakete ihrer Klasse. Der Sprengkopf steckt in einer Kapsel aus verbrauchtem ultradichten Uran, was ihm eine grsstmgliche Durchschlagskraft verschafft, bevor er tief im Rumpf des Ziels detoniert." 3349, "GTM-55 Trebuchet" 3350, "Prototyp Langstrecken-Bomberabwehr Hohe Sprengkraft" 3351, "GTM-55 Trebuchet" 3352, "Die neue GTM-55 Trebuchet wurde als Langstreckenrakete zur Bomberabwehr mit einer effektiven Reichweite von 4.000 Metern entwickelt und ist mit der neuesten Przisionszieltechnologie fr kurze Zielaufschaltzeiten ausgerstet. Die Trebuchet spielt eine entscheidende Rolle in defensiven Einstzen, bei denen eskortierende oder patrouillierende Jger mgliche Angreifer abfangen knnen, ohne sich von dem angegriffenen Schiff oder der Stellung zu entfernen." 3353, "GaTeG TAG-A-Rakete " 3354, "Sonderausrstung Elektronische Kriegsfhrung" 3355, "GaTeG TAG-A-Rakete " 3356, "Die TAG-A Rakete entstand im Rahmen der streng geheimen GTVN-Forschungsprojekte zur Stealth-Technologie. Produziert und in Dienst gestellt wurde die Rakete schon kurze Zeit spter, um mglichst rasch auf die sensorenzerstrenden Effekte des unlngst entdeckten Knossos-Nebels reagieren zu knnen. Beim Aufprall auf eine harte Oberflche bleibt die Rakete dort 'kleben' und aktiviert ein kleines, kurzlebiges elektronisches Leuchtfeuer. Dieses Leuchtfeuer wird von einer winzigen Brennstoffzelle angetrieben, die eine Nutzungsdauer von mehreren Sekunden besitzt. In dieser Zeit sendet sie Lage- und Zielinformationen an alle Schiffe, die sich in Reichweite befinden." 3357, "GaTeG TAG-B-Rakete " 3358, "Sonderausrstung Elektronische Kriegsfhrung" 3359, "GaTeG TAG-B-Rakete " 3360, "Die TAG-B ist eine verbesserte Version der TAG-A-Standardrakete und stammt ebenfalls aus den Laboren des GTVN. Die ausgeklgelte elektronische Ausrstung der TAG-B ist von einer stossresistenten Substruktur umgeben, um noch genauere Zielinformationen sammeln und an alle alliierte Truppen weitergeben zu knnen. Um diese verbesserte Zieltechnologie besser zu nutzen, ist eine generelle Umrstung der Geschtztrme von GTVA-Schiffen geplant." 3361, "GaTeG TAG-C-Rakete " 3362, "Sonderausrstung Elektronische Kriegsfhrung" 3363, "GaTeG TAG-C-Rakete" 3364, "Die TAG-C ist die dritte und letzte Generation der TAG-Raketenfamilie aus den GaTeG-Labors. Dieses Modell bietet grssere Zuverlssigkeit und Kompatibilitt mit der vorhandenen GTA-Geschtzturmhardware. Die Markierung eines Ziels durch eine TAG-C fhrt zu einem verheerenden Trommelfeuer alliierter Artillerie. Deshalb bleibt der Einsatz der TAG-C ausschliesslich speziellen Elitegeschwadern vorbehalten." 3365, "GTM-10 Piranha" 3366, "Standardausrstung Streuwirkung Jger-Abwehrrakete" 3367, "GTM-10 Piranha" 3368, "Die GTM-10 Piranha ist die dritte Generation der alten Synaptic- und Havoc-Raketen und entfaltet einen hochexplosiven Jger-Abwehrschirm. Die Piranha wird ferngezndet, indem der Pilot den Sekundrwaffen-Feuerknopf ein zweites Mal bettigt. Dadurch werden mehr als ein Dutzend hitzesuchender Mini-Raketen abgefeuert, die alle feindlichen Schiffe innerhalb ihrer Reichweite angreifen. Diese Funktionsweise macht die Piranha zu einer effektiven Waffe gegen feindliche Staffeln, die sich in geschlossener Formation nhern. Die Piranha ist mittlerweile Standardausrstung fr Bomber, deren Angriffziele massiv durch Jger geschtzt sind." 3369, "GTM-43a Stiletto II" 3370, "Taktische Rakete Vernichtet Subsysteme" 3371, "GTM-43a Stiletto II" 3372, "Die GTM-43a Stiletto II besticht im Vergleich zu ihrer Vorgngerin durch ihre erhhte Beschleunigung und maximale Endgeschwindigkeit, das verbesserte Lenksystem und die grssere Reichweite. Die Stiletto II wurde wie schon das Vorgngermodell entwickelt, um die Subsysteme von Mutterschiffen auszuschalten und fliegt auf der EM-Signatur des gerade anvisierten Subsystems ins Ziel." 3373, "GTM-11 Infyrno" 3374, "Standardausrstung Streuwirkung Jger-Abwehrrakete" 3375, "GTM-11 Infyrno" 3376, "Die GTM-11 Infyrno ist eine Abwehrrakete zur Verhinderung von Flchenbombardements, die hufig eingesetzt wird, um langsam fliegende Bombergeschwader auszuschalten. Bei der Detonation zerlegt sich die Infyrno in Dutzende von Schrappnells, von denen jedes einzelne wiederum eine hochexplosive Sprengladung enthlt. Die Infyrno wird ferngezndet, indem der Pilot den Sekundrwaffen-Feuerknopf ein zweites Mal bettigt. Eine Anzeige im HUD meldet die jeweilige Entfernung der Rakete zum Schiff. Lst der Pilot die Detonation allerdings zu frh aus, riskiert er, selbst in den ausgedehnten Sprengradius der Infyrno zu geraten." 3377, "GTM-11 Infyrno D" 3378, "Standardausrstung Streuwirkung Jger-Abwehrrakete" 3379, "GTM-11 Infyrno" 3380, "Die GTM-11 Infyrno ist eine Abwehrrakete zur Verhinderung von Flchenbombardements, die hufig eingesetzt wird, um langsam fliegende Bombergeschwader auszuschalten. Bei der Detonation zerlegt sich die Infyrno in Dutzende von Schrappnells, von denen jedes einzelne wiederum eine hochexplosive Sprengladung enthlt. Die Infyrno wird ferngezndet, indem der Pilot den Sekundrwaffen-Feuerknopf ein zweites Mal bettigt. Eine Anzeige im HUD meldet die jeweilige Entfernung der Rakete zum Schiff. Lst der Pilot die Detonation allerdings zu frh aus, riskiert er, selbst in den ausgedehnten Sprengradius der Infyrno zu geraten." 3381, "GTM-12 Cyclops" 3382, "Sonderausrstung Kreuzer-Abwehrbombe Nuklearer Sprengkopf" 3383, "GTM-12 Cyclops" 3384, "Die GTM-12 Cyclops wurde vor 15 Jahren in Dienst gestellt und ist seitdem aus dem GTVA-Arsenal nicht mehr wegzudenken. Sie gehrt zu den Standard-Sekundrwaffen mit extrem hoher Abwurfgeschwindigkeit und ist mit den neuesten zielsuchenden Lenktechnologien ausgerstet. In der gesamten Flotte gibt es keine vergleichbare Waffe, die derart konsequent weiterentwickelt worden wre wie die Cyclops. Auch wenn die Entwicklung schon unmittelbar nach dem Ende des Grossen Krieges einsetzte, gehrt sie aufgrund ihrer hervorragenden Eigenschaften immer noch zu den Hauptangriffswaffen. Ihre Nutzlast liegt um annhernd 50 Prozent ber der der alten Tsunami-Sprengkpfe." 3385, "GTM-12 Cyclops" 3386, "Sonderausrstung Kreuzer-Abwehrbombe Nuklearer Sprengkopf" 3387, "GTM-12 Cyclops" 3388, "Die GTM-12 Cyclops wurde vor 15 Jahren in Dienst gestellt und ist seitdem aus dem GTVA-Arsenal nicht mehr wegzudenken. Sie gehrt zu den Standard-Sekundrwaffen mit extrem hoher Abwurfgeschwindigkeit und ist mit den neuesten zielsuchenden Lenktechnologien ausgerstet. In der gesamten Flotte gibt es keine vergleichbare Waffe, die derart konsequent weiterentwickelt worden wre wie die Cyclops. Auch wenn die Entwicklung schon unmittelbar nach dem Ende des Grossen Krieges einsetzte, gehrt sie aufgrund ihrer hervorragenden Eigenschaften immer noch zu den Hauptangriffswaffen. Ihre Nutzlast liegt um annhernd 50 Prozent ber der der alten Tsunami-Sprengkpfe." 3389, "GRM-1" 3390, "Konventioneller Sprengkopf" 3391, "Standardbombe der Rebellentruppen. Soll gegen grssere Ziele ziemlich unwirksam sein." 3392, "GTM-13 Helios" 3393, "Sonderausrstung Torpedo gegen Kampfschiffe Antimaterie-Sprengkopf" 3394, "GTM-13 Helios" 3395, "Der GTM-13 Helios ist das Ergebnis von Forschungen einer ganzen Generation im Hochenergiebereich, die grsstenteils im Forschungskomplex fr Teilchenbeschleunigung der GTVA bei Antares durchgefhrt wurden. Bestckt mit dem wohl mchtigsten Sprengkopf des gesamten Arsenals erzeugt der Helios eine massive Schockwelle, indem Materie und Antimaterie aufeinandertreffen, sobald sie auf ihr Ziel trifft. Eine Lafette mit Helios-Sprengkpfen kann nur alle 30 Sekunden einmal abgefeuert werden. Aufgrund der exorbitant hohen Produktionskosten ist der Einsatz des Helios streng reglementiert." 3396, "GTM-14 EMP-Rakete" 3397, "Strt Elektronik durch Elektromagnetischen Schock Allzweckwaffe" 3398, "GTM-14 EMP-Rakete" 3399, "Der Elektromagnetische Impuls-Sprengkopf der GTM-14 strt die elektronischen Systeme aller Raumschiffe, die sich innerhalb seines Detonationsradius befinden. Nach einem Treffer sind die betroffenen Schiffe nicht mehr in der Lage, Ziele zu verfolgen, zu kommunizieren oder Zielerfassungsraketen aufzuschalten. Taktisch gesehen ist der GTM-14 eine usserst effektive Bomberabwehr-Waffe, weil er zeitweilig auch die Lenk- und Antriebssysteme von im Anflug befindlichen Sprengkpfen lahmlegt. Diese verbesserte Version der EM-Impuls-Rakete dringt tiefer in die Kreislufe der Subsysteme ein, was die Dauer der Unterbrechung nachhaltig erhht." 3400, "GTM MX-50" 3401, "Standardausrstung 'Fire & Forget'-Rakete" 3402, "GTM MX-50 Fr alle Raumschlachten geeignet - defensiv und offensiv einzusetzen - mittlere Sprengkraft (16,5 Kilotonnen) - Infrarot-Zielverfolgung, halbintelligente Zielerfassung: Der Pilot whlt das Ziel aus, die MX-50 verfolgt es nach der Hitzesignatur des Antriebs, der Waffen und des Cockpits. Eine MX-50 greift immer ein Ziel an, das von den Bordcomputern der GTA-Kampfschiffe als feindlich eingestuft wird. Das garantiert eine hhere Abschussquote, wenn der Pilot mal in einem hitzigen Gefecht keine Zeit hat, sauber zu zielen. Frhere Experimente mit Energieschutzschirmen wie den Deflektorschirmen auf Ross 128 haben ergeben, dass diese Waffe usserst schwach ist gegen alles ausser stahlgepanzerten Zielen." 3403, " --------------------------------------------------------- FreeSpace 2: Das Launcher-Men --------------------------------------------------------- Mit Hilfe des Launcher-Mens knnen Sie FreeSpace 2 starten und an Ihre Hardware anpassen knnen, neue Versionen des Spiels herunterladen und die FreeSpace 2 Homepages im World Wide Web aufrufen. Hier eine kurze Beschreibung fr jeden Auswahlpunkt: SPIELEN Startet das Spiel FreeSpace 2 SETUP ffnet den Setup-Dialog, der wiederum in Grafik, Audio, Joystick, Geschwindigkeit, Netzwerk, DirectX und Sonstiges eingeteilt ist. " 3404, " * Grafik - Sie mssen eine 3D-Grafikkarte besitzen, um FreeSpace 2 spielen zu knnen. Sie knnen das Spiel nach Glide- und Direct3D- kompatiblen Karten suchen lassen. - 'Filmsequenzen im Interlaced-Modus abspielen' - Hierbei werden die Bilder in zwei Durchgngen gezeichnet, damit langsamere Grafikkarten damit zurechtkommen. - 'Filmsequenzen im FastClear-Modus abspielen' - Durch FastClear werden die Einzelbilder der Animationen direkt aufeinandergezeichnet, ohne dazwischen den Bildschirm zu lschen. Das kann auf manchen Karten einige Flackereffekte verhindern. - 'Niedrige Direct3D-Texturdetails' beschleunigt das Spiel, indem weniger Texturdetails verwendet werden, was natrlich dann in einer schlechteren Grafik resultiert. Deswegen sollten Sie diese Option nur dann aktivieren, wenn Sie whrend das Spiel oft stockt oder langsam luft. - 'WFOG erzwingen' - WFOG, eine Direct3D-Option, ist eine alter- native Art, Nebeleffekte anzuzeigen (durch feste Tabellen statt mit Vektorangaben). Manche Karten untersttzen WFOG nicht korrekt (z.B. die S4-Karte), deswegen ist die Option normalerweise deaktiviert. Sie knnen aber gerne damit experimentieren. - 'Direct3D ZBuffer Bias deaktivieren' - Wenn Sie Direct3D verwenden und Probleme beim Rendern der Geschwader-Logos sehen (die Logos berdecken alles andere), sollte diese Option den Fehler beheben. " 3405, " * Audio - FreeSpace 2 untersttzt DirectSound, A3D und EAX. Sie knnen einen dieser Standards auswhlen, nachdem Sie auf 'Verfgbare Soundkarten suchen' klicken und dann die gewnschte Soundkarte in der Liste aussuchen. Ausserdem knnen Sie die Soundeffekte des Launchers hier ein- und ausschalten. * Joystick - Hier knnen Sie Ihren Joystick fr FreeSpace 2 einstellen. Wenn Ihr Joystick Force Feedback untersttzt, kompatibel zu DirectX 6.0, knnen Sie diese Option hier aktivieren. * Geschwindigkeit - Hier stellen Sie die Detailoptionen fr neue Piloten ein. Wir mchten darauf hinweisen, dass die Spielgeschwindigkeit deutlich beeintrchtigt werden kann, wenn Sie diese Option hher als empfohlen setzen. * Netzwerk - Hier stellen Sie die Eigenschaften Ihrer Netzwerkhardware ein, wie Geschwindigkeit und Art der Internetverbindung (falls vorhanden). Sie knnen ausserdem hier Ihr PXO-Login eingeben, falls Sie sich bei diesem Internetservice eingetragen haben, oder einen anderen Port erzwingen (Standard: 7808). Die 'PXO Banner' beziehen sich auf den PXO-Chatscreen und zeigen, wenn aktiviert, Banner von guten FreeSpace 2-Webseiten an. * DirectX - Hier wird Ihre DirectX-Version getestet. Es wird Ihnen auch die Mglichkeit geboten, von hier aus DirectX zu installieren oder zu aktualisieren. * Sonstiges - Hier knnen Sie sich noch die Sprache fr das Spiel aussuchen. Einen berblick ber die mglichen Startparameter, die Sie in der Befehlszeile eingeben knnen, finden Sie in der README.TXT-Datei. " 3406, " README LESEN ffnet die Datei README.TXT mit weiteren Hinweisen zu FreeSpace 2. UPDATE berprft, ob eine neuere Version von FreeSpace 2 zum Download verfgbar ist. Sollte dies der Fall sein, knnen Sie direkt von dem Dialog aus das Update herunterladen und installieren. HILFE ffnet diesen Hilfetext. DEINSTALLIEREN Entfernt FreeSpace 2 von Ihrem System. BEENDEN Schliesst den Launcher, ohne FreeSpace 2 zu starten. Das VOLITION-Logo ffnet die Volition's Homepage im Internet. Das PXO-Logo ffnet die Homepage von Parallax Online, dem kostenlosen Multiplayerservice fr Spiele von Volition und Outrage. " 3407, "Gut gemacht. Sie haben die Simulation 'Shivanischer Spiessrutenlauf' erfolgreich absolviert. Zurck zum Sttzpunkt." 3408, "Rampart zerstren" 3409, "Ascendant zerstren" 3410, "Gut gemacht. Sie haben die Simulation 'Terranischer Spiessrutenlauf' erfolgreich absolviert. Zurck zum Sttzpunkt." 3411, "Gut gemacht. Sie haben die Simulation 'Vasudanischer Spiessrutenlauf' erfolgreich absolviert. Zurck zum Sttzpunkt." 3412, "Wir haben gerade eine Mitteilung von Admiral Bosch erhalten. Er befiehlt, dass jeder Kampfverband der $f NTF sofort die Hlfte seiner Feuerkraft ins Deneb-System abstellt. Er plant eine Offensive und will seine Krfte sammeln, bevor er zuschlgt. Unsere Gruppe schickt die drei Kriegsschiffe, die Sie uns bei Ihrem letzten Einsatz in die Hnde gespielt haben." 3413, "*olus-Duell" 3414, "*Deimos-Duell" 3415, "*Auf kurze Distanz" 3416, "*Ganymed-Gambit" 3417, "*Mannschafts-Chaos" 3418, "*Endstation Ganymed" 3419, "Also, wo steckt die Iceni? Lassen Sie uns das hier zu Ende bringen." 3420, "Tatenen beschtzen" #end 4P~M=$*^w=FG_,JFG `\ dFGg)BFGh>FG i@uH l@s m p V[3 =q  t= w`A xZ }_DܮYĒ@ a c;E^ұFG$> S dK zIK  u j ( !VrfFG>  = ; ; weapons.tbl ; ; file to specify the weapon characteristics for Freespace weapons ; ; weapons fall into three categories -- see weapon.doc in the ; freespace Specs folder for more information. ; Real FreeSpace weapons! ; From weapons.doc, Adam's spec. ; Light Laser Cannon: Much like Descent lasers. Less powerful than Heavies. ; Heavy Laser Cannon: Self-explanatory. Fires slightly slower. ; Mass Driver Cannon: Fires shells of some sort, but oddly uses energy, since its a cannon. ; Flail Cannon: Rapid-fire energy-based weapon. Shoots many smaller, rapid lasers. ; Neutron Flux Cannon: Similar to Heavy Lasers, but more punch. Could use a better name here. ; ; -------------------- ; Ordering of entries: ; -------------------- ; ; All primary weapons are listed in the first section, followed by secondary weapons in the next. ; Within each of these 2 sections, normal weapons should be listed first, followed by weapons ; that are only allowed on big ships, and following that, weapons that aren't allowed on any ships. ; ; ------------------------------- ; A note regarding weapon sounds: ; ------------------------------- ; The index corresponds to the sounds.tbl index. If you want a new weapon sound, you must first ; add it to sounds.tbl. If you don't want to assign a sound, put -1 as the index. ; ; --------------- ; Missile damage: ; --------------- ; The following fields determine the missile damage: ; $Damage: The damage applied within the inner radius of the blast ; $Inner Radius: The radius at which damage is 100% of $Damage field ; (0 for impact only) ; $Outer Radius: The radius at which damage is applied. $Damage decreases ; linearly from $Inner Radius to $Outer Radius ; $Shockwave Speed: The speed of the shockwave (0 for no shockwave) ; ; --------------- ; Interface Art: ; --------------- ; ; $Icon: filename that holds icon frames used in weapons selection ; $Anim: filename that holds weapon animation used in weapons selection ; ; --------------- ; Misc ; ---------------- ; $Impact Explosion: Filename of animation to play when weapon impacts ; $Impact Explosion Radius: How big the explosion is. Required if Impact Explosion is not none ; #Primary Weapons ; ---------------------------------------------------------------------------------- ; Sidearm ; $Name: @Subach HL-7 +Title: XSTR("GTW Subach HL-7", 3243) +Description: XSTR( "Standard Issue Level 3 Hull Damage Level 2 Shield Damage", 3244) $end_multi_text +Tech Title: XSTR("Subach HL-7", 146) +Tech Anim: Tech_Subach_HL-7 +Tech Description: XSTR( "The Subach-Innes HL-7 is a xaser weapon, firing an intense, highly focused beam of x-ray emissions. Until the Shivans appeared with their shield technology, these weapons were considered an unnecessary and costly extravagance. But Great War dogfights against Shivan craft quickly taught the Allies that their ships didn't stand a chance unless they could punch through shields. The HL-7 works superbly against shields of all varieties and has become the standard issue Primary weapon for all Terran fighters and bombers.", 3245) $end_multi_text $Model File: none ; The following fields (preceded by @) are only required for laser ; rendering, which requires that "Model File:" be none. ; These are the same values that used to be hard-coded: @Laser Bitmap: newglo9 @Laser Glow: 2_laserglow03 @Laser Color: 250, 0, 0 @Laser Color2: 0, 0, 250 @Laser Length: 10.0 @Laser Head Radius: 0.90 @Laser Tail Radius: 0.90 $Mass: 0.2 $Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.2 ;; in seconds $Damage: 15 $Armor Factor: 0.9 $Shield Factor: 0.7 $Subsystem Factor: 0.3 $Lifetime: 2.0 ;; How long this thing lives $Energy Consumed: 0.20 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 76 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something +Weapon Range: 100000 ;; Limit to range at which weapon will actively target object $Flags: ("in tech database" "player allowed" "stream") $Icon: iconSD4 $Anim: SD4 $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Sidearm - Dogfight version ; $Name: @Subach HL-D +Title: XSTR("GTW Subach HL-7", 3246) +Description: XSTR( "Standard Issue Level 3 Hull Damage Level 3 Shield Damage", 3247) $end_multi_text +Tech Title: XSTR("Subach HL-7D", 3248) +Tech Anim: Tech_Subach_HL-7 +Tech Description: XSTR( "The Subach-Innes HL-7 is a xaser weapon, firing an intense, highly focused beam of x-ray emissions. Until the Shivans appeared with their shield technology, these weapons were considered an unnecessary and costly extravagance. But Great War dogfights against Shivan craft quickly taught the Allies that their ships didn't stand a chance unless they could punch through shields. The HL-7 works superbly against shields of all varieties and has become the standard issue Primary weapon for all Terran fighters and bombers.", 3249) $end_multi_text $Model File: none ; The following fields (preceded by @) are only required for laser ; rendering, which requires that "Model File:" be none. ; These are the same values that used to be hard-coded: @Laser Bitmap: newglo9 @Laser Glow: 2_laserglow03 @Laser Color: 250, 0, 0 @Laser Color2: 0, 0, 250 @Laser Length: 10.0 @Laser Head Radius: 0.90 @Laser Tail Radius: 0.90 $Mass: 0.2 $Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.2 ;; in seconds $Damage: 15 $Armor Factor: 1 $Shield Factor: 1 $Subsystem Factor: 0.3 $Lifetime: 2.0 ;; How long this thing lives $Energy Consumed: 0.20 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 76 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something +Weapon Range: 100000 ;; Limit to range at which weapon will actively target object $Flags: ("player allowed" "stream") $Icon: iconSD4 $Anim: SD4 $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Sidearm- Vasudan ; $Name: @Mekhu HL-7 +Title: XSTR("GTW Mekhu HL-7", 3250) +Description: XSTR( "Standard Issue Level 3 Hull Damage Level 3 Shield Damage", 3251) $end_multi_text +Tech Title: XSTR("Mekhu HL-7", 3252) +Tech Anim: Tech_Mekhu_HL-7 +Tech Description: XSTR( "The Mekhu HL-7 is the Vasudan re-engineered variant of the Subach HL-7 xaser. Modifications made to the design by engineers at Mekhu give it a higher firing rate and longer range than the original Terran version. These improvements come at the cost of a slight decrease in power output. This trade-off fits well with Vasudan military tactics, but most Terran pilots prefer the performance of the original weapon.", 3253) $end_multi_text $Model File: none ; The following fields (preceded by @) are only required for laser ; rendering, which requires that "Model File:" be none. ; These are the same values that used to be hard-coded: @Laser Bitmap: newglo9 @Laser Glow: 2_laserglow03 @Laser Color: 250, 0, 0 @Laser Color2: 0, 0, 250 @Laser Length: 11.5 @Laser Head Radius: 0.85 @Laser Tail Radius: 0.75 $Mass: 0.3 $Velocity: 485.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.15 ;; in seconds $Damage: 12 $Armor Factor: 0.9 $Shield Factor: 0.8 $Subsystem Factor: 0.3 $Lifetime: 2.0 ;; How long this thing lives $Energy Consumed: 0.20 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 76 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something +Weapon Range: 100000 ;; Limit to range at which weapon will actively target object $Flags: ("in tech database" "player allowed" "stream") $Icon: iconSD4 $Anim: SD4 $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Sidearm- Vasudan - Dogfight ; $Name: @Mekhu HL-7D +Title: XSTR("GTW Mekhu HL-7", 3254) +Description: XSTR( "Standard Issue Level 5 Hull Damage Level 6 Shield Damage", 3255) $end_multi_text +Tech Title: XSTR("Mekhu HL-7D", 3256) +Tech Anim: Tech_Mekhu_HL-7 +Tech Description: XSTR( "The Mekhu HL-7 is the Vasudan re-engineered variant of the Subach HL-7 xaser. Modifications made to the design by engineers at Mekhu give it a higher firing rate and longer range than the original Terran version. These improvements come at the cost of a slight decrease in power output. This trade-off fits well with Vasudan military tactics, but most Terran pilots prefer the performance of the original weapon.", 3257) $end_multi_text $Model File: none ; The following fields (preceded by @) are only required for laser ; rendering, which requires that "Model File:" be none. ; These are the same values that used to be hard-coded: @Laser Bitmap: newglo9 @Laser Glow: 2_laserglow03 @Laser Color: 250, 0, 0 @Laser Color2: 0, 0, 250 @Laser Length: 11.5 @Laser Head Radius: 0.85 @Laser Tail Radius: 0.75 $Mass: 0.3 $Velocity: 485.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.15 ;; in seconds $Damage: 12 $Armor Factor: 1.4 $Shield Factor: 1.5 $Subsystem Factor: 0.3 $Lifetime: 2.0 ;; How long this thing lives $Energy Consumed: 0.20 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 76 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something +Weapon Range: 100000 ;; Limit to range at which weapon will actively target object $Flags: ( "player allowed" "stream") $Icon: iconSD4 $Anim: SD4 $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Advanced Disruptor ; $Name: @Akheton SDG ;; the anti-subsystem weapon +Title: XSTR("GTW Akheton SDG", 3258) +Description: XSTR( "Tactical Weapon Subsystem Disruption", 3259) $end_multi_text +Tech Title: XSTR("GTW Akheton SDG", 3260) +Tech Anim: Tech_Akheton_SDG +Tech Description: XSTR("The Vasudan-made Akheton SDG Advanced Disruptor was a direct result of the phenomenal success of GTA disruption weaponry in the Great War. The GTW-41x Advanced Disruptor subsequently underwent a retrofit and was pushed into mass production. With the exception of the Subach HL-7, more SDG units have been produced by the GTVA than any other weapon in history. The SDG is notorious for its demanding power requirements.", 3261) $end_multi_text $Model File: none ; laser1-1.pof @Laser Bitmap: newglo1 @Laser Glow: 2_laserglow03 @Laser Color: 150, 150, 250 @Laser Color2: 150, 150, 250 @Laser Length: 20.0 @Laser Head Radius: 0.90 @Laser Tail Radius: 0.30 $Mass: 0.2 $Velocity: 500.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.35 ;; in seconds $Damage: 30 ;; Note, as a puncture weapon, hull damage is reduced by 75%. Base amount done to subsystems. $Armor Factor: 0.0 $Shield Factor: 0.5 $Subsystem Factor: 1.0 $Lifetime: 1.5 $Energy Consumed: 1.6 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 77 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ("in tech database" "player allowed" "Puncture") $Icon: iconScalpel $Anim: Scalpel $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Morning Star ; $Name: @Morning Star +Title: XSTR("GTW ML-70 Morning Star", 3262) +Description: XSTR( "Long-Range Tactical Kinetic Weapon ", 3263) $end_multi_text +Tech Title: XSTR("GTW ML-70 Morning Star", 3264) +Tech Anim: Tech_GTW_ML-70 +Tech Description: XSTR( "The GTW ML-70 Morning Star improves upon the performance of the Flail gun, which was developed during the Great War. The original Flail was too expensive to mass produce, because of its limited usage/effectiveness profile. Recent advances in high-temperature optics enable the main focusing chamber of the Morning Star to produce a much more coherent beam, increasing its range and damage levels. This comes at the expense of somewhat higher energy requirements, however.", 3265) $end_multi_text $Model File: none @Laser Bitmap: newglo3 @Laser Glow: 2_laserglow03 @Laser Color: 120, 120, 30 @Laser Color2: 120, 120, 30 @Laser Length: 3.0 @Laser Head Radius: 1.0 @Laser Tail Radius: 1.0 $Mass: 1.5 $Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.15 ;; in seconds $Damage: 7 $Armor Factor: 0.5 $Shield Factor: 1.3 $Subsystem Factor: 0.2 $Lifetime: 2.0 ;; How long this thing lives $Energy Consumed: 0.8 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 78 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed" "stream") $Icon: iconflail $Anim: Flail2 $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Morning Star - Dogfight ; $Name: @MorningStar D +Title: XSTR("GTW ML-70 Morning Star D", 3266) +Description: XSTR( "Long-Range Tactical Kinetic Weapon ", 3267) $end_multi_text +Tech Title: XSTR("GTW ML-70 Morning Star", 3268) +Tech Anim: Tech_GTW_ML-70 +Tech Description: XSTR( "The GTW ML-70 Morning Star improves upon the performance of the Flail gun, which was developed during the Great War. The original Flail was too expensive to mass produce, because of its limited usage/effectiveness profile. Recent advances in high-temperature optics enable the main focusing chamber of the Morning Star to produce a much more coherent beam, increasing its range and damage levels. This comes at the expense of somewhat higher energy requirements, however.", 3269) $end_multi_text $Model File: none @Laser Bitmap: newglo3 @Laser Glow: 2_laserglow03 @Laser Color: 120, 120, 30 @Laser Color2: 120, 120, 30 @Laser Length: 3.0 @Laser Head Radius: 1.0 @Laser Tail Radius: 1.0 $Mass: 1.2 $Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.17 ;; in seconds $Damage: 7 $Armor Factor: 0.5 $Shield Factor: 1.0 $Subsystem Factor: 0.2 $Lifetime: 2.0 ;; How long this thing lives $Energy Consumed: 0.8 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 78 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed" "stream") $Icon: iconflail $Anim: Flail2 $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Prometheus Retrofit ; $Name: Prometheus R +Title: XSTR("GTW-5a Prometheus (retrofit) Cannon", 3270) +Description: XSTR( "Medium Energy Usage Level 4 Hull Damage Level 1 Shield Damage", 3271) $end_multi_text +Tech Title: XSTR("GTW-5a Prometheus R", 3272) +Tech Anim: Tech_GTW-5a_Prometheus_R +Tech Description: XSTR( "The GTW-5a Prometheus R is a modified version of the original Prometheus weapon. With the link to Earth severed, the GTVA had been unable to obtain sufficient quantities of argon (a required element in the Prometheus's power-generation module) to continue to manufacture the standard Prometheus. GTVA engineers modified the original design to incorporate some of the advanced electromagnetic mechanisms of the Banshee. The technology has not been perfected, however, and the Prometheus R suffers from a long recharge cycle and high energy requirements.", 3273) $end_multi_text $Model File: none @Laser Bitmap: laserglow03 @Laser Glow: 2_laserglow03 @Laser Color: 20, 150, 20 @Laser Color2: 20, 150, 20 @Laser Length: 15.0 @Laser Head Radius: 1.0 @Laser Tail Radius: 1.0 $Mass: 0.2 $Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.45 ;; in seconds $Damage: 18 $Armor Factor: 1.1 $Shield Factor: 0.8 $Subsystem Factor: 0.35 $Lifetime: 2.0 $Energy Consumed: 0.60 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 79 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed") $Icon: iconPromR $Anim: PromR $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Prometheus (only available after nebula missions begin) ; $Name: Prometheus S +Title: XSTR("GTW-5 Prometheus (standard) Cannon", 3274) +Description: XSTR( "Medium Energy Usage Level 5 Hull Damage Level 4 Shield Damage", 3275) $end_multi_text +Tech Title: XSTR("GTW-5 Prometheus S", 3276) +Tech Anim: Tech_GTW-5_Prometheus_S +Tech Description: XSTR( "The original GTW-5 Prometheus S was removed from service when the link to Earth was lost and the GTVA was unable to obtain sufficient quantities of argon (a required element in the Prometheus's power-generation module). Recent deployment of Anuket and Zephyrus gas miners has enabled us to resume production of the GTW-5 Prometheus S. The S-type is a minor variant of the original Prometheus laser cannon. The S-type's faster recharge cycle and lower energy drain cause many pilots to prefer it over the R variant.", 3277) $end_multi_text $Model File: none @Laser Bitmap: laserglow03 @Laser Glow: 2_laserglow03 @Laser Color: 20, 150, 20 @Laser Color2: 20, 150, 20 @Laser Length: 10.0 @Laser Head Radius: 1.0 @Laser Tail Radius: 1.0 $Mass: 0.2 $Velocity: 750.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.35 ;; in seconds $Damage: 30 $Armor Factor: 0.9 $Shield Factor: 1.0 $Subsystem Factor: 0.35 $Lifetime: 2.0 $Energy Consumed: 1.0 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 80 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed") $Icon: iconPromS $Anim: PromS $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Prometheus D - Dogfight $Name: Prometheus D +Title: XSTR("GTW-5 Prometheus Cannon D", 3278) +Description: XSTR( "Medium Energy Usage Level 3 Hull Damage Level 3 Shield Damage", 3279) $end_multi_text +Tech Title: XSTR("GTW-5 Prometheus S", 3280) +Tech Anim: Tech_GTW-5_Prometheus_S +Tech Description: XSTR( "The original GTW-5 Prometheus S was removed from service when the link to Earth was lost and the GTVA was unable to obtain sufficient quantities of argon (a required element in the Prometheus's power-generation module). Recent deployment of Anuket and Zephyrus gas miners has enabled us to resume production of the GTW-5 Prometheus S. The S-type is a minor variant of the original Prometheus laser cannon. The S-type's faster recharge cycle and lower energy drain cause many pilots to prefer it over the R variant.", 3281) $end_multi_text $Model File: none @Laser Bitmap: laserglow03 @Laser Glow: 2_laserglow03 @Laser Color: 20, 150, 20 @Laser Color2: 20, 150, 20 @Laser Length: 10.0 @Laser Head Radius: 1.0 @Laser Tail Radius: 1.0 $Mass: 0.2 $Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.3 ;; in seconds $Damage: 20 $Armor Factor: 0.8 $Shield Factor: 1.0 $Subsystem Factor: 0.35 $Lifetime: 2.0 $Energy Consumed: 0.40 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 80 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed") $Icon: iconPromS $Anim: PromS $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Maxim ; $Name: Maxim +Title: XSTR("GTW-66 Maxim Cannon", 3282) +Description: XSTR( "HiVel Weapon Level 8 Hull Damage Level 1 Shield Damage", 3283) $end_multi_text +Tech Title: XSTR("GTW-66 Maxim", 3284) +Tech Anim: Tech_GTW-66_Maxim_Gun +Tech Description: XSTR( "Reconstruction efforts after the Great War inspired advancements in metallurgy and efficient conventional explosives. The two are elegantly combined in the GTW-66 Maxim. The Maxim is by definition an energy weapon, though it behaves like a high-velocity mass-driver cannon, accelerating uranium slugs along its smoothbore barrel. The Maxim has a difficult time penetrating energy-based shields, but it has a devastating effect on hull plating and subsystem armor.", 3285) $end_multi_text $Model File: none @Laser Bitmap: newglo8 @Laser Glow: 2_laserglow03 @Laser Color: 69, 42, 172 @Laser Color2: 69, 42, 172 @Laser Length: 15.0 @Laser Head Radius: 1.5 @Laser Tail Radius: 1.0 $Mass: 0.08 $Velocity: 1800.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.15 ;; in seconds $Damage: 20 $Armor Factor: 1.3 $Shield Factor: 0.2 $Subsystem Factor: 1.0 $Lifetime: 2.0 $Energy Consumed: 1.0 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 81 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed" "shudder" "stream") $Icon: iconNewton $Anim: Newton $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Maxim Dogfight ; $Name: Maxim D +Title: XSTR("GTW-66 Maxim Cannon D", 3286) +Description: XSTR( "HiVel Weapon Level 5 Hull Damage Level 1 Shield Damage", 3287) $end_multi_text +Tech Title: XSTR("GTW-66 Maxim", 3288) +Tech Anim: Tech_GTW-66_Maxim_Gun +Tech Description: XSTR( "Reconstruction efforts after the Great War inspired advancements in metallurgy and efficient conventional explosives. The two are elegantly combined in the GTW-66 Maxim. The Maxim is by definition an energy weapon, though it behaves like a high-velocity mass-driver cannon, accelerating uranium slugs along its smoothbore barrel. The Maxim has a difficult time penetrating energy-based shields, but it has a devastating effect on hull plating and subsystem armor.", 3289) $end_multi_text $Model File: none @Laser Bitmap: newglo8 @Laser Glow: 2_laserglow03 @Laser Color: 69, 42, 172 @Laser Color2: 69, 42, 172 @Laser Length: 15.0 @Laser Head Radius: 1.5 @Laser Tail Radius: 1.0 $Mass: 0.08 $Velocity: 1800.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.15 ;; in seconds $Damage: 20 $Armor Factor: 0.8 $Shield Factor: 0.2 $Subsystem Factor: 1.0 $Lifetime: 1.5 $Energy Consumed: 1.0 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 81 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed" "shudder" "stream") $Icon: iconNewton $Anim: Newton $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Kayser ; $Name: UD-8 Kayser +Title: XSTR("GTW UD-8 Kayser", 3290) +Description: XSTR( "Special Issue Level 6 Hull Damage Level 5 Shield Damage", 3291) $end_multi_text +Tech Title: XSTR("GTW UD-8 Kayser", 3292) +Tech Anim: Tech_GTW_UD-8_Kayser +Tech Description: XSTR( "The GTW UD-8 Kayser is the result of an intensive study of Shivan weapon technology. The Kayser emits focused waves of subatomic particles that bombard its target. Impact causes the wave function of the particles to collapse and emit extremely intense, zero-point energy microbursts. Standard policy dictates that weapons of this magnitude be mounted only on bombers, but it has become common practice for field technicians to mount them on fighters.", 3293) $end_multi_text $Model File: none @Laser Bitmap: newglo4 @Laser Glow: 2_laserglow03 @Laser Color: 190, 150, 250 @Laser Color2: 190, 150, 250 @Laser Length: 20.0 @Laser Head Radius: 0.75 @Laser Tail Radius: 0.25 $Mass: 0.5 $Velocity: 650.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.25 ;; in seconds $Damage: 28 $Armor Factor: 1.0 $Shield Factor: 0.9 $Subsystem Factor: 0.35 $Lifetime: 1.5 $Energy Consumed: 1.2 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 82 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed") $Icon: iconKayser $Anim: Kayser $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Kayser Dogfight ; $Name: UD-D Kayser +Title: XSTR("GTW UD-8 Kayser", 3294) +Description: XSTR( "Special Issue Level 4 Hull Damage Level 4 Shield Damage", 3295) $end_multi_text +Tech Title: XSTR("GTW UD-8 Kayser D", 3296) +Tech Anim: Tech_GTW_UD-8_Kayser +Tech Description: XSTR( "The GTW UD-8 Kayser is the result of an intensive study of Shivan weapon technology. The Kayser emits focused waves of subatomic particles that bombard its target. Impact causes the wave function of the particles to collapse and emit extremely intense, zero-point energy microbursts. Standard policy dictates that weapons of this magnitude be mounted only on bombers, but it has become common practice for field technicians to mount them on fighters.", 3297) $end_multi_text $Model File: none @Laser Bitmap: newglo4 @Laser Glow: 2_laserglow03 @Laser Color: 190, 150, 250 @Laser Color2: 190, 150, 250 @Laser Length: 20.0 @Laser Head Radius: 0.75 @Laser Tail Radius: 0.25 $Mass: 0.5 $Velocity: 650.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.3 ;; in seconds $Damage: 28 $Armor Factor: 0.6 $Shield Factor: 0.6 $Subsystem Factor: 0.35 $Lifetime: 1.5 $Energy Consumed: 3.0 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 82 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed") $Icon: iconKayser $Anim: Kayser $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Circe ; $Name: Circe +Title: XSTR("GTW-19 Circe", 3298) +Description: XSTR( "Tactical Weapon Level 6 Shield Damage", 3299) $end_multi_text +Tech Title: XSTR("GTW-19 Circe", 3300) +Tech Anim: Tech_GTW-Circe +Tech Description: XSTR( "Derived from advanced electromagnetic weaponry, such as the Banshee, the GTW-19 Circe disrupts shield systems by focusing a barrage of widely varying EM harmonics upon its target. This energy is completely ineffective against any kind of armor plating or insulated subsystem. For this reason, the Circe is most effective when paired with a hull-damaging partner, such as the Maxim or Prometheus.", 3301) $end_multi_text $Model File: none ; laser1-1.pof @Laser Bitmap: newglo5 @Laser Glow: 2_laserglow03 @Laser Color: 190, 150, 250 @Laser Color2: 190, 150, 250 @Laser Length: 15.0 @Laser Head Radius: 1.0 @Laser Tail Radius: 0.5 $Mass: 0.2 $Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.4 ;; in seconds $Damage: 45 ;; Note, as a puncture weapon, hull damage is reduced by 75%. Base amount done to subsystems. $Armor Factor: 0.0 $Shield Factor: 1.0 $Subsystem Factor: 0.0 $Lifetime: 3.0 $Energy Consumed: 1.0 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 83 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed") $Icon: iconCirce $Anim: Circe $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Lamprey ; $Name: Lamprey +Title: XSTR("GTW-83 Lamprey", 3302) +Description: XSTR( " Tactical Weapon Medium Energy Usage Level 3 Shield Damage", 3303) $end_multi_text +Tech Title: XSTR("GTW-83 Lamprey", 3304) +Tech Anim: Tech_GTW-83_Lamprey +Tech Description: XSTR( "The GTW-83 Lamprey cannon is a second-generation Leech gun. It drains the energy systems of its target, depleting the reserves available to the target's Primary weapons, shields, and engines. Coupled with a weapon that pummels both hull and shields, the Lamprey is highly effective against enemy fighters and bombers.", 3305) $end_multi_text $Model File: none @Laser Bitmap: newglo6 @Laser Glow: 2_laserglow03 @Laser Color: 120, 120, 30 @Laser Color2: 120, 120, 30 @Laser Length: 2.0 @Laser Head Radius: 1.0 @Laser Tail Radius: 1.0 $Mass: 0.2 $Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.3 ;; in seconds $Damage: 14 $Armor Factor: 0.1 $Shield Factor: 1.0 $Subsystem Factor: 0.0 $Lifetime: 2.0 $Energy Consumed: 1.2 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 84 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( "player allowed" "esuck" "particle spew") $Icon: iconLich $Anim: Lich $Impact Explosion: none $Leech Weapon: 35 $Leech Afterburner: 20 ; ---------------------------------------------------------------------------------- ;; GTW - T Training laser ;; low damage, only used for training purposes $Name: @Training $Model File: none @Laser Bitmap: laserglow03 @Laser Glow: 2_laserglow03 @Laser Color: 100, 200, 100 @Laser Color2: 100, 200, 100 @Laser Length: 15.0 @Laser Head Radius: 0.5 @Laser Tail Radius: 0.25 $Mass: 0.2 $Velocity: 200.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.5 ;; in seconds $Damage: 5 $Armor Factor: 1.0 $Shield Factor: 0.2 $Subsystem Factor: 0.0 $Lifetime: 4.0 $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 76 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: () $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: none ; ---------------------------------------------------------------------------------- $Name: @Vasudan Light Laser $Model File: none ; laser1-1.pof ; The following fields (preceded by @) are only required for laser (the 3 ellipse ; thing) rendering, which requires that "Model File:" be none. ; These are the same values that used to be hard-coded: @Laser Bitmap: laserglow01 @Laser Glow: 2_laserglow03 @Laser Color: 200, 30, 30 @Laser Color2: 200, 30, 30 @Laser Length: 3.0 @Laser Head Radius: 0.90 @Laser Tail Radius: 0.30 $Mass: 0.1 $Velocity: 300.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.5 ;; in seconds $Damage: 5 $Armor Factor: 1.0 $Shield Factor: 0.2 $Subsystem Factor: 1.0 $Lifetime: 3.0 ;; How long this thing lives $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 107 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ( ) $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Targeting Laser ; $Name: @Targeting Laser +Title: XSTR("Targeting Laser", 3306) +Description: XSTR( "", 3307) $end_multi_text +Tech Description: XSTR( "", 3308) $end_multi_text $Model File: none ; The following fields (preceded by @) are only required for laser ; rendering, which requires that "Model File:" be none. ; These are the same values that used to be hard-coded: @Laser Bitmap: newglo6 @Laser Color: 190, 150, 250 @Laser Length: 10.0 @Laser Head Radius: 0.90 @Laser Tail Radius: 0.30 $Mass: 0.2 $Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.2 ;; in seconds $Damage: 0 $Armor Factor: 0.9 $Shield Factor: 0.7 $Subsystem Factor: 0.3 $Lifetime: 0.0 ;; How long this thing lives $Energy Consumed: 0.20 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 115 ;; The sound it makes when fired $ImpactSnd: 27 ;; The sound it makes when it hits something $Flags: ("beam") $Icon: iconKayser $Anim: Kayser $Impact Explosion: none $BeamInfo: ;; for beam_lite beams - we don't have any associated warmup or warmdown +Type: 2 ;; 0 - 4 are valid #'s +Life: 0.0 ;; how long it lasts once the beam is actually firing +Warmup: 0 ;; warmup time in ms +Warmdown: 0 ;; warmdown time in ms +Radius: 1.0 ;; muzzle glow radius in meters +PCount: 0 ;; particles spewed every interval +PRadius: 0 ;; particle radius +PAngle: 0.0 ;; angle of the random "cone" where the particles are generated +PAni: particleexp01 ;; particle ani +Miss Factor: 0.0 0.0 0.0 0.0 0.0 ;; magic # - higher == miss more (1 for each skill level) +BeamSound: 115 ;; the looping beam-firing sound +WarmupSound: 0 ;; associated warmup sound +WarmdownSound: 0 ;; associated warmdown sound +Muzzleglow: thrusterglow01 ;; muzzle glow bitmap +Shots: 0 ;; only used for TYPE 3 beams +ShrinkFactor: 0.0 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left) +ShrinkPct: 0.0 ;; what percentage of max width we subtract per second $Section: ;; one section of the beam (you can have up to 5) +Width: 0.5 ;; width of the section +Texture: beam-white ;; texture for this section +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 2.0 ;; hehe $Section: ;; one section of the beam +Width: 0.75 ;; width of the section +Texture: beam-dblue2 ;; texture for this section +RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 1.0 ;; hehe $Section: ;; one section of the beam +Width: 1.0 ;; width of the section +Texture: beam-dblue ;; texture for this section +RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe ; ---------------------------------------------------------------------------------- ; SHIVAN PRIMARY WEAPONS ;---------------------------------------------------------------------------------- ;; Shivan weapons are all pretty much equal, just different levels of energy consumption and damage and speed. ; ---------------------------------------------------------------------------------- $Name: Shivan Light Laser $Model File: none ; laser1-1.pof ; The following fields (preceded by @) are only required for laser (the 3 ellipse ; thing) rendering, which requires that "Model File:" be none. ; These are the same values that used to be hard-coded: @Laser Bitmap: laserglow01 @Laser Glow: 2_laserglow03 @Laser Color: 250, 30, 30 @Laser Color2: 250, 30, 30 @Laser Length: 7.0 @Laser Head Radius: 0.90 @Laser Tail Radius: 0.30 $Mass: 0.2 $Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.3 ;; in seconds $Damage: 8 $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 2.0 ;; How long this thing lives $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 100 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: () $Icon: icongun07 $Anim: LoadGun07 $Impact Explosion: none ; ---------------------------------------------------------------------------------- $Name: Shivan Heavy Laser $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Glow: 2_laserglow03 @Laser Color: 200, 31, 30 @Laser Color2: 200, 31, 30 @Laser Length: 7.0 @Laser Head Radius: 0.90 @Laser Tail Radius: 0.30 $Mass: 0.2 $Velocity: 475.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.5 ;; in seconds $Damage: 15 $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 2.0 $Energy Consumed: 0.40 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 103 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: () $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: none ; ---------------------------------------------------------------------------------- $Name: Shivan Mega Laser $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Glow: 2_laserglow03 @Laser Color: 250, 30, 30 @Laser Color2: 250, 30, 30 @Laser Length: 15.0 @Laser Head Radius: 0.50 @Laser Tail Radius: 0.30 $Mass: 0.3 $Velocity: 400.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.75 ;; in seconds $Damage: 30 $Armor Factor: 1.0 $Shield Factor: 0.6 $Subsystem Factor: 1.0 $Lifetime: 1.5 $Energy Consumed: 0.90 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 108 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: () $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: none ; ---------------------------------------------------------------------------------- ;; Terran Turret Laser 1 (for later missions) ;; Avenger Derivitave $Name: @Terran Turret $Model File: none @Laser Bitmap: laserglow04 @Laser Glow: 2_laserglow03 @Laser Color: 140, 140, 60 @Laser Color2: 140, 140, 60 @Laser Length: 10.0 @Laser Head Radius: 4.20 @Laser Tail Radius: 1.60 $Mass: 0.4 $Velocity: 275.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 1.0 ;; in seconds $Damage: 35 $Armor Factor: 1.25 $Shield Factor: 0.85 $Subsystem Factor: 0.75 $Lifetime: 5.0 $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 110 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ("Big Ship") $Icon: icongun03 $Anim: LoadGun02 $Impact Explosion: none ; ---------------------------------------------------------------------------------- ;; Terran Turret Laser 1 (for later missions) ;; Avenger Derivitave $Name: Terran Huge Turret $Model File: none @Laser Bitmap: laserglow03 @Laser Glow: 2_laserglow03 @Laser Color: 20, 150, 20 @Laser Color2: 20, 150, 20 @Laser Length: 20.0 @Laser Head Radius: 6.40 @Laser Tail Radius: 2.60 $Mass: 0.4 $Velocity: 175.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 3.0 ;; in seconds $Damage: 100 $Armor Factor: 1.25 $Shield Factor: 0.5 $Subsystem Factor: 0.75 $Lifetime: 12.0 $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 111 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ("Big Ship") $Icon: icongun03 $Anim: LoadGun02 $Impact Explosion: none ; ---------------------------------------------------------------------------------- ;; Terran Turret Laser 2 (for later missions) ;; ML-16 Derivitave $Name: @Terran Turret Weak $Model File: none @Laser Bitmap: laserglow04 @Laser Glow: 2_laserglow03 @Laser Color: 140, 140, 60 @Laser Color2: 140, 140, 60 @Laser Length: 10.0 @Laser Head Radius: 4.20 @Laser Tail Radius: 1.60 $Mass: 0.4 $Velocity: 275.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 1.0 ;; in seconds $Damage: 35 $Armor Factor: 1.25 $Shield Factor: 0.15 $Subsystem Factor: 0.15 $Lifetime: 5.0 $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 110 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ("Big Ship") $Icon: icongun03 $Anim: LoadGun02 $Impact Explosion: none ;--------------------------------------------------------------- $Name: Shivan Turret Laser $Model File: none ; laser1-1.pof ; The following fields (preceded by @) are only required for laser (the 3 ellipse ; thing) rendering, which requires that "Model File:" be none. ; These are the same values that used to be hard-coded: @Laser Bitmap: laserglow01 @Laser Glow: 2_laserglow03 @Laser Color: 250, 30, 30 @Laser Color2: 250, 30, 30 @Laser Length: 7.0 @Laser Head Radius: 3.30 @Laser Tail Radius: 1.90 $Mass: 1.5 $Velocity: 250.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 1.2 ;; in seconds $Damage: 60 $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 5.0 ;; How long this thing lives $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 114 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ("Big Ship") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: none ;--------------------------------------------------------------- ; Only used in Lucifer, as of May 21, 1998. $Name: Shivan Weak Turret Laser $Model File: none ; laser1-1.pof ; The following fields (preceded by @) are only required for laser (the 3 ellipse ; thing) rendering, which requires that "Model File:" be none. ; These are the same values that used to be hard-coded: @Laser Bitmap: laserglow01 @Laser Glow: 2_laserglow03 @Laser Color: 250, 30, 30 @Laser Color2: 250, 30, 30 @Laser Length: 7.0 @Laser Head Radius: 3.30 @Laser Tail Radius: 1.90 $Mass: 1.5 $Velocity: 350.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 0.7 ;; in seconds $Damage: 20 $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 5.0 ;; How long this thing lives $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 103 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ("Big Ship") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: none ;--------------------------------------------------------------- $Name: Shivan Megafunk Turret $Model File: none ; laser1-1.pof ; The following fields (preceded by @) are only required for laser (the 3 ellipse ; thing) rendering, which requires that "Model File:" be none. ; These are the same values that used to be hard-coded: @Laser Bitmap: laserglow01 @Laser Glow: 2_laserglow03 @Laser Color: 250, 30, 30 @Laser Color2: 250, 30, 30 @Laser Length: 13.0 @Laser Head Radius: 6.30 @Laser Tail Radius: 2.90 $Mass: 3.0 $Velocity: 120.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 3.4 ;; in seconds $Damage: 130 $Armor Factor: 1.5 $Shield Factor: 0.25 $Subsystem Factor: 1.0 $Lifetime: 12.0 ;; How long this thing lives $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 114 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ("Big Ship") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: none ;--------------------------------------------------------------- $Name: Shivan Super Laser $Model File: none ; laser1-1.pof ; The following fields (preceded by @) are only required for laser (the 3 ellipse ; thing) rendering, which requires that "Model File:" be none. ; These are the same values that used to be hard-coded: @Laser Bitmap: laserglow01 @Laser Glow: 2_laserglow03 @Laser Color: 250, 30, 30 @Laser Color2: 250, 30, 30 @Laser Length: 0.0 @Laser Head Radius: 0.30 @Laser Tail Radius: 0.30 $Mass: 100.0 $Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 10.0 ;; in seconds $Damage: 15000 $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 30.0 ;; How long this thing lives $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 114 ;; The sound it makes when fired $ImpactSnd: 85 ;; The sound it makes when it hits something $Flags: ("Big Ship" "Huge") $Trail: +Start Width: 40.0 ;; Width of trail nearest missile +End Width: 20.0 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 5.0 ;; how many seconds before trail disappears +Bitmap: MissileTrail02 ;; Bitmap used to draw trail $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: none ;--------------------------------------------------------------- ; NOTE : most of the fields here are irrelevant and are only included so as not to break the parser ; beam weapons are a very special case weapon $Name: SRed $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Color: 250, 30, 30 @Laser Length: 0.0 @Laser Head Radius: 0.30 @Laser Tail Radius: 0.30 $Mass: 100.0 $Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 25.0 ;; in seconds $Damage: 200 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 20.0 ;; How long this thing lives $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 125 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something +Weapon Range: 4000 ;; Limit to range at which weapon will actively target object $Flags: ("Big Ship" "huge" "beam") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 50.0 $BeamInfo: +Type: 0 ;; 0 - 4 are valid #'s +Life: 3.8 ;; how long it lasts once the beam is actually firing +Warmup: 1500 ;; warmup time in ms +Warmdown: 1000 ;; warmdown time in ms +Radius: 80.0 ;; muzzle glow radius in meters +PCount: 12 ;; particles spewed every interval +PRadius: 1.9 ;; particle radius +PAngle: 65.0 ;; angle of the random "cone" where the particles are generated +PAni: particleexp01 ;; particle ani +Miss Factor: 2.5 1.875 1.25 0.875 0.5 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams) +BeamSound: 177 ;; the looping beam-firing sound +WarmupSound: 183 ;; associated warmup sound +WarmdownSound: 187 ;; associated warmdown sound +Muzzleglow: thrusterglow01 ;; muzzle glow bitmap +Shots: 0 ;; only used for TYPE 3 beams +ShrinkFactor: 0.1 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left) +ShrinkPct: 1.8 ;; what percentage of max width we subtract per second $Section: ;; one section of the beam (you can have up to 5) +Width: 6.0 ;; width of the section +Texture: beam-white ;; texture for this section +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 2.0 ;; hehe $Section: ;; one section of the beam +Width: 15.0 ;; width of the section +Texture: beam-red2 ;; texture for this section +RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 1.0 ;; hehe $Section: ;; one section of the beam +Width: 20.0 ;; width of the section +Texture: beam-red ;; texture for this section +RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe ;--------------------------------------------------------------- ; NOTE : most of the fields here are irrelevant and are only included so as not to break the parser ; beam weapons are a very special case weapon $Name: SAAA $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Color: 250, 30, 30 @Laser Length: 0.0 @Laser Head Radius: 0.60 @Laser Tail Radius: 0.60 $Mass: 4.0 $Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 5.0 ;; in seconds $Damage: 9 $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 50.0 ;; How long this thing lives $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 124 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something +Weapon Range: 1500 ;; Limit to range at which weapon will actively target object $Flags: ("Big Ship" "beam") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 10.0 $BeamInfo: +Type: 3 ;; 0 - 4 are valid #'s +Life: 3.5 ;; how long it lasts once the beam is actually firing +Warmup: 1000 ;; warmup time in ms +Warmdown: 1000 ;; warmdown time in ms +Radius: 20.0 ;; muzzle glow radius in meters +PCount: 12 ;; particles spewed every interval +PRadius: 1.2 ;; particle radius +PAngle: 65.0 ;; angle of the random "cone" where the particles are generated +PAni: particleexp01 ;; particle ani ;; +Miss Factor: 2.4 2.0 1.5 1.25 1.0 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams) +Miss Factor: 6.0 5.0 4.0 3.0 1.5 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams) +BeamSound: 179 ;; the looping beam-firing sound +WarmupSound: 182 ;; associated warmup sound +WarmdownSound: 189 ;; associated warmdown sound +Muzzleglow: thrusterglow01 ;; muzzle glow bitmap +Shots: 3 ;; only used for TYPE 3 beams +ShrinkFactor: 0.0 ;; what +ShrinkPct: 0.0 ;; what percentage of max width we subtract per second $Section: ;; one section of the beam (you can have up to 5) +Width: 2.0 ;; width of the section +Texture: beam-red ;; texture for this section +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 2.0 ;; hehe $Section: ;; one section of the beam +Width: 6.0 ;; width of the section +Texture: beam-red2 ;; texture for this section +RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 1.0 ;; hehe $Section: ;; one section of the beam +Width: 8.0 ;; width of the section +Texture: beam-white ;; texture for this section +RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe ;--------------------------------------------------------------- ; NOTE : most of the fields here are irrelevant and are only included so as not to break the parser ; beam weapons are a very special case weapon $Name: LRed $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Color: 250, 30, 30 @Laser Length: 0.0 @Laser Head Radius: 0.30 @Laser Tail Radius: 0.30 $Mass: 100.0 $Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 10.0 ;; in seconds $Damage: 600 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 30.0 ;; How long this thing lives $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 125 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something +Weapon Range: 4000 ;; Limit to range at which weapon will actively target object $Flags: ("Big Ship" "huge" "beam") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 50.0 $BeamInfo: +Type: 0 ;; 0 - 4 are valid #'s +Life: 7.0 ;; how long it lasts once the beam is actually firing +Warmup: 3000 ;; warmup time in ms +Warmdown: 1500 ;; warmdown time in ms +Radius: 80.0 ;; muzzle glow radius in meters +PCount: 12 ;; particles spewed every interval +PRadius: 1.9 ;; particle radius +PAngle: 65.0 ;; angle of the random "cone" where the particles are generated +PAni: particleexp01 ;; particle ani +Miss Factor: 2.5 1.875 1.25 0.875 0.5 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams) +BeamSound: 178 ;; the looping beam-firing sound +WarmupSound: 184 ;; associated warmup sound +WarmdownSound: 188 ;; associated warmdown sound +Muzzleglow: thrusterglow01 ;; muzzle glow bitmap +Shots: 0 ;; only used for TYPE 3 beams +ShrinkFactor: 0.1 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left) +ShrinkPct: 1.8 ;; what percentage of max width we subtract per second $Section: ;; one section of the beam (you can have up to 5) +Width: 12.0 ;; width of the section +Texture: beam-white ;; texture for this section +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 2.0 ;; hehe $Section: ;; one section of the beam +Width: 40.0 ;; width of the section +Texture: beam-red2 ;; texture for this section +RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 1.0 ;; hehe $Section: ;; one section of the beam +Width: 65.0 ;; width of the section +Texture: beam-red ;; texture for this section +RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe ;--------------------------------------------------------------- ; NOTE : most of the fields here are irrelevant and are only included so as not to break the parser ; beam weapons are a very special case weapon $Name: BFRed $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Color: 250, 30, 30 @Laser Length: 0.0 @Laser Head Radius: 0.30 @Laser Tail Radius: 0.30 $Mass: 100.0 $Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 10.0 ;; in seconds $Damage: 2100 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 25.0 ;; How long this thing lives $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 125 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something +Weapon Range: 7400 ;; Limit to range at which weapon will actively target object $Flags: ("Big Ship" "huge" "beam") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 50.0 $BeamInfo: +Type: 0 ;; 0 - 4 are valid #'s +Life: 7.0 ;; how long it lasts once the beam is actually firing +Warmup: 3700 ;; warmup time in ms +Warmdown: 1500 ;; warmdown time in ms +Radius: 180.0 ;; muzzle glow radius in meters +PCount: 22 ;; particles spewed every interval +PRadius: 1.9 ;; particle radius +PAngle: 65.0 ;; angle of the random "cone" where the particles are generated +PAni: particleexp01 ;; particle ani +Miss Factor: 2.5 1.875 1.25 0.875 0.5 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams) +BeamSound: 178 ;; the looping beam-firing sound +WarmupSound: 184 ;; associated warmup sound +WarmdownSound: 188 ;; associated warmdown sound +Muzzleglow: thrusterglow01 ;; muzzle glow bitmap +Shots: 0 ;; only used for TYPE 3 beams +ShrinkFactor: 0.1 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left) +ShrinkPct: 1.8 ;; what percentage of max width we subtract per second $Section: ;; one section of the beam (you can have up to 5) +Width: 62.0 ;; width of the section +Texture: beam-white ;; texture for this section +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 2.0 ;; hehe $Section: ;; one section of the beam +Width: 140.0 ;; width of the section +Texture: beam-red2 ;; texture for this section +RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 1.0 ;; hehe $Section: ;; one section of the beam +Width: 165.0 ;; width of the section +Texture: beam-red ;; texture for this section +RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe ;--------------------------------------------------------------- ; NOTE : most of the fields here are irrelevant and are only included so as not to break the parser ; beam weapons are a very special case weapon $Name: AAAf $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Color: 136, 243, 249 @Laser Length: 0.0 @Laser Head Radius: 0.60 @Laser Tail Radius: 0.60 $Mass: 100.0 $Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 5.5 ;; in seconds $Damage: 14 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 40.0 ;; How long this thing lives $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 124 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something +Weapon Range: 1500 ;; Limit to range at which weapon will actively target object $Flags: ("Big Ship" "beam") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 10.0 $BeamInfo: +Type: 3 ;; 0 - 4 are valid #'s +Life: 2.5 ;; how long it lasts once the beam is actually firing +Warmup: 1500 ;; warmup time in ms +Warmdown: 1200 ;; warmdown time in ms +Radius: 20.0 ;; muzzle glow radius in meters +PCount: 12 ;; particles spewed every interval +PRadius: 1.2 ;; particle radius +PAngle: 65.0 ;; angle of the random "cone" where the particles are generated +PAni: particleexp01 ;; particle ani +Miss Factor: 1.5 1.6 1.7 1.8 2.0 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams) +BeamSound: 149 ;; the looping beam-firing sound +WarmupSound: 151 ;; associated warmup sound +WarmdownSound: 161 ;; associated warmdown sound +Muzzleglow: thrusterglow01 ;; muzzle glow bitmap +Shots: 3 ;; only used for TYPE 3 beams +ShrinkFactor: 0.0 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left) +ShrinkPct: 0.0 ;; what percentage of max width we subtract per second $Section: ;; one section of the beam (you can have up to 5) +Width: 2.0 ;; width of the section +Texture: beam-white ;; texture for this section +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 2.0 ;; hehe $Section: ;; one section of the beam +Width: 6.0 ;; width of the section +Texture: beam-dblue2 ;; texture for this section +RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 1.0 ;; hehe $Section: ;; one section of the beam +Width: 8.0 ;; width of the section +Texture: beam-dblue ;; texture for this section +RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.4 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe ;--------------------------------------------------------------- ; NOTE : most of the fields here are irrelevant and are only included so as not to break the parser ; beam weapons are a very special case weapon $Name: AAAh $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Color: 136, 243, 249 @Laser Length: 0.0 @Laser Head Radius: 0.60 @Laser Tail Radius: 0.60 $Mass: 100.0 $Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 5.5 ;; in seconds $Damage: 14 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 40.0 ;; How long this thing lives $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 124 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something +Weapon Range: 1500 ;; Limit to range at which weapon will actively target object $Flags: ("Big Ship" "beam") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 10.0 $BeamInfo: +Type: 3 ;; 0 - 4 are valid #'s +Life: 2.5 ;; how long it lasts once the beam is actually firing +Warmup: 1500 ;; warmup time in ms +Warmdown: 1200 ;; warmdown time in ms +Radius: 20.0 ;; muzzle glow radius in meters +PCount: 12 ;; particles spewed every interval +PRadius: 1.2 ;; particle radius +PAngle: 65.0 ;; angle of the random "cone" where the particles are generated +PAni: particleexp01 ;; particle ani +Miss Factor: 6.0 5.0 4.0 3.0 1.5 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams) +BeamSound: 149 ;; the looping beam-firing sound +WarmupSound: 151 ;; associated warmup sound +WarmdownSound: 161 ;; associated warmdown sound +Muzzleglow: thrusterglow01 ;; muzzle glow bitmap +Shots: 3 ;; only used for TYPE 3 beams +ShrinkFactor: 0.0 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left) +ShrinkPct: 0.0 ;; what percentage of max width we subtract per second $Section: ;; one section of the beam (you can have up to 5) +Width: 2.0 ;; width of the section +Texture: beam-white ;; texture for this section +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 2.0 ;; hehe $Section: ;; one section of the beam +Width: 6.0 ;; width of the section +Texture: beam-dblue2 ;; texture for this section +RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 1.0 ;; hehe $Section: ;; one section of the beam +Width: 8.0 ;; width of the section +Texture: beam-dblue ;; texture for this section +RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.4 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe ;--------------------------------------------------------------- ; NOTE : most of the fields here are irrelevant and are only included so as not to break the parser ; beam weapons are a very special case weapon $Name: S-AAA-Weak $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Color: 250, 30, 30 @Laser Length: 0.0 @Laser Head Radius: 0.60 @Laser Tail Radius: 0.60 $Mass: 100.0 $Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 5.0 ;; in seconds $Damage: 5 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 60.0 ;; How long this thing lives $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 124 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something +Weapon Range: 1500 ;; Limit to range at which weapon will actively target object $Flags: ("Big Ship" "beam") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 10.0 $BeamInfo: +Type: 3 ;; 0 - 4 are valid #'s +Life: 3 ;; how long it lasts once the beam is actually firing +Warmup: 500 ;; warmup time in ms +Warmdown: 1000 ;; warmdown time in ms +Radius: 10.0 ;; muzzle glow radius in meters +PCount: 15 ;; particles spewed every interval +PRadius: 1.2 ;; particle radius +PAngle: 65.0 ;; angle of the random "cone" where the particles are generated +PAni: particleexp01 ;; particle ani +Miss Factor: 6.0 5.0 4.0 3.0 1.5 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams) +BeamSound: 121 ;; the looping beam-firing sound +WarmupSound: 122 ;; associated warmup sound +WarmdownSound: 123 ;; associated warmdown sound +Muzzleglow: thrusterglow01 ;; muzzle glow bitmap +Shots: 3 ;; only used for TYPE 3 beams +ShrinkFactor: 0.0 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left) +ShrinkPct: 0.0 ;; what percentage of max width we subtract per second $Section: ;; one section of the beam (you can have up to 5) +Width: 1.0 ;; width of the section +Texture: beam-red ;; texture for this section +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 2.0 ;; hehe $Section: ;; one section of the beam +Width: 3.0 ;; width of the section +Texture: beam-red2 ;; texture for this section +RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 1.0 ;; hehe $Section: ;; one section of the beam +Width: 4.5 ;; width of the section +Texture: beam-white ;; texture for this section +RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.5 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe ;--------------------------------------------------------------- ; NOTE : most of the fields here are irrelevant and are only included so as not to break the parser ; beam weapons are a very special case weapon $Name: ULTRA Anti-Fighter Beam $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Color: 136, 243, 249 @Laser Length: 0.0 @Laser Head Radius: 0.60 @Laser Tail Radius: 0.60 $Mass: 100.0 $Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 2.2 ;; in seconds $Damage: 30 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 40.0 ;; How long this thing lives $Energy Consumed: 0.10 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 124 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something +Weapon Range: 4000 ;; Limit to range at which weapon will actively target object $Flags: ("Big Ship" "beam") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 13.0 $BeamInfo: +Type: 3 ;; 0 - 4 are valid #'s +Life: 2.5 ;; how long it lasts once the beam is actually firing +Warmup: 450 ;; warmup time in ms +Warmdown: 500 ;; warmdown time in ms +Radius: 30.0 ;; muzzle glow radius in meters +PCount: 12 ;; particles spewed every interval +PRadius: 1.2 ;; particle radius +PAngle: 65.0 ;; angle of the random "cone" where the particles are generated +PAni: particleexp01 ;; particle ani +Miss Factor: 6.0 5.0 4.0 3.0 1.5 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams) +BeamSound: 121 ;; the looping beam-firing sound +WarmupSound: 122 ;; associated warmup sound +WarmdownSound: 123 ;; associated warmdown sound +Muzzleglow: thrusterglow01 ;; muzzle glow bitmap +Shots: 3 ;; only used for TYPE 3 beams +ShrinkFactor: 0.0 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left) +ShrinkPct: 0.0 ;; what percentage of max width we subtract per second $Section: ;; one section of the beam (you can have up to 5) +Width: 2.0 ;; width of the section +Texture: beam-white ;; texture for this section +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 2.0 ;; hehe $Section: ;; one section of the beam +Width: 6.0 ;; width of the section +Texture: beam-dblue2 ;; texture for this section +RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 1.0 ;; hehe $Section: ;; one section of the beam +Width: 8.0 ;; width of the section +Texture: beam-dblue ;; texture for this section +RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe ;--------------------------------------------------------------- ; NOTE : most of the fields here are irrelevant and are only included so as not to break the parser ; beam weapons are a very special case weapon $Name: TerSlash $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Color: 0, 255, 54 @Laser Length: 0.0 @Laser Head Radius: 0.30 @Laser Tail Radius: 0.30 $Mass: 100.0 $Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 10.0 ;; in seconds $Damage: 350 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 30.0 ;; How long this thing lives $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 125 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something +Weapon Range: 4000 ;; Limit to range at which weapon will actively target object $Flags: ("Big Ship" "huge" "beam") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 40.0 $BeamInfo: +Type: 1 ;; 0 - 4 are valid #'s +Life: 2.0 ;; how long it lasts once the beam is actually firing +Warmup: 3000 ;; warmup time in ms +Warmdown: 1500 ;; warmdown time in ms +Radius: 60.0 ;; muzzle glow radius in meters +PCount: 12 ;; particles spewed every interval +PRadius: 1.2 ;; particle radius +PAngle: 65.0 ;; angle of the random "cone" where the particles are generated +PAni: particleexp01 ;; particle ani +Miss Factor: 0.5 0.975 1.35 1.875 2.5 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams) +BeamSound: 145 ;; the looping beam-firing sound +WarmupSound: 153 ;; associated warmup sound +WarmdownSound: 157 ;; associated warmdown sound +Muzzleglow: beamglow3 ;; muzzle glow bitmap +Shots: 0 ;; only used for TYPE 3 beams +ShrinkFactor: 0.0 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left) +ShrinkPct: 0.0 ;; what percentage of max width we subtract per second $Section: ;; one section of the beam (you can have up to 5) +Width: 10.0 ;; width of the section +Texture: beam-white3 ;; texture for this section +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.0 ;; how much it flickers (0.0 to 1.0) +Zadd: 2.0 ;; hehe $Section: ;; one section of the beam +Width: 20.0 ;; width of the section +Texture: beam-green2 ;; texture for this section +RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.4 ;; how much it flickers (0.0 to 1.0) +Zadd: 1.0 ;; hehe $Section: ;; one section of the beam +Width: 35.0 ;; width of the section +Texture: beam-green3 ;; texture for this section +RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.5 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe ;--------------------------------------------------------------- ; NOTE : most of the fields here are irrelevant and are only included so as not to break the parser ; beam weapons are a very special case weapon $Name: LTerSlash $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Color: 0, 255, 54 @Laser Length: 0.0 @Laser Head Radius: 0.30 @Laser Tail Radius: 0.30 $Mass: 100.0 $Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 10.0 ;; in seconds $Damage: 150 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 30.0 ;; How long this thing lives $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 124 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something +Weapon Range: 3500 ;; Limit to range at which weapon will actively target object $Flags: ("Big Ship" "huge" "beam") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 40.0 $BeamInfo: +Type: 1 ;; 0 - 4 are valid #'s +Life: 2.2 ;; how long it lasts once the beam is actually firing +Warmup: 3000 ;; warmup time in ms +Warmdown: 1500 ;; warmdown time in ms +Radius: 40.0 ;; muzzle glow radius in meters +PCount: 12 ;; particles spewed every interval +PRadius: 1.2 ;; particle radius +PAngle: 65.0 ;; angle of the random "cone" where the particles are generated +PAni: particleexp01 ;; particle ani +Miss Factor: 0.5 0.875 1.25 1.875 2.5 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams) +BeamSound: 144 ;; the looping beam-firing sound +WarmupSound: 153 ;; associated warmup sound +WarmdownSound: 156 ;; associated warmdown sound +Muzzleglow: beamglow3 ;; muzzle glow bitmap +Shots: 0 ;; only used for TYPE 3 beams +ShrinkFactor: 0.0 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left) +ShrinkPct: 0.0 ;; what percentage of max width we subtract per second $Section: ;; one section of the beam (you can have up to 5) +Width: 7.0 ;; width of the section +Texture: beam-white3 ;; texture for this section +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.0 ;; how much it flickers (0.0 to 1.0) +Zadd: 2.0 ;; hehe $Section: ;; one section of the beam +Width: 16.0 ;; width of the section +Texture: beam-green2 ;; texture for this section +RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.4 ;; how much it flickers (0.0 to 1.0) +Zadd: 1.0 ;; hehe $Section: ;; one section of the beam +Width: 26.0 ;; width of the section +Texture: beam-green3 ;; texture for this section +RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.5 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe ;--------------------------------------------------------------- ; NOTE : most of the fields here are irrelevant and are only included so as not to break the parser ; beam weapons are a very special case weapon $Name: BFGreen $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Color: 0, 255, 54 @Laser Length: 0.0 @Laser Head Radius: 0.3 @Laser Tail Radius: 0.3 $Mass: 100.0 $Velocity: 1600.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 35.0 ;; in seconds $Damage: 1900 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 30.0 ;; How long this thing lives $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 125 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something +Weapon Range: 4000 ;; Limit to range at which weapon will actively target object $Flags: ("Big Ship" "huge" "beam" "supercap") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 120.0 $BeamInfo: +Type: 0 ;; 0 - 4 are valid #'s +Life: 4.0 ;; how long it lasts once the beam is actually firing +Warmup: 5000 ;; warmup time in ms +Warmdown: 3500 ;; warmdown time in ms +Radius: 160.0 ;; muzzle glow radius in meters +PCount: 25 ;; particles spewed every interval +PRadius: 1.4 ;; particle radius +PAngle: 60.0 ;; angle of the random "cone" where the particles are generated +PAni: particleexp01 ;; particle ani +Miss Factor: 1.0 1.1 1.2 1.3 1.4 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams) +BeamSound: 148 ;; the looping beam-firing sound +WarmupSound: 155 ;; associated warmup sound +WarmdownSound: 160 ;; associated warmdown sound +Muzzleglow: beamglow3 ;; muzzle glow bitmap +Shots: 0 ;; only used for TYPE 3 beams +ShrinkFactor: 0.1 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left) +ShrinkPct: 1.8 ;; what percentage of max width we subtract per second $Section: ;; one section of the beam (you can have up to 5) +Width: 40 ;; width of the section +Texture: beam-red ;; texture for this section +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.0 ;; how much it flickers (0.0 to 1.0) +Zadd: 4.0 ;; hehe $Section: ;; one section of the beam +Width: 50 ;; width of the section +Texture: beam-green2 ;; texture for this section +RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.45 ;; how much it flickers (0.0 to 1.0) +Zadd: 3.0 ;; hehe $Section: ;; one section of the beam (you can have up to 5) +Width: 60.0 ;; width of the section +Texture: beam-green ;; texture for this section +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.4 ;; how much it flickers (0.0 to 1.0) +Zadd: 2.0 ;; hehe $Section: ;; one section of the beam +Width: 90.0 ;; width of the section +Texture: beam-green3 ;; texture for this section +RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.5 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe $Name: LRBGreen $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Color: 0, 255, 54 @Laser Length: 0.0 @Laser Head Radius: 0.3 @Laser Tail Radius: 0.3 $Mass: 100.0 $Velocity: 2600.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 35.0 ;; in seconds $Damage: 1900 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 30.0 ;; How long this thing lives $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 125 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something +Weapon Range: 8000 ;; Limit to range at which weapon will actively target object $Flags: ("Big Ship" "huge" "beam" "supercap") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 120.0 $BeamInfo: +Type: 0 ;; 0 - 4 are valid #'s +Life: 4.0 ;; how long it lasts once the beam is actually firing +Warmup: 5000 ;; warmup time in ms +Warmdown: 3500 ;; warmdown time in ms +Radius: 199.0 ;; muzzle glow radius in meters +PCount: 25 ;; particles spewed every interval +PRadius: 1.4 ;; particle radius +PAngle: 60.0 ;; angle of the random "cone" where the particles are generated +PAni: particleexp01 ;; particle ani +Miss Factor: 0.4 0.5 0.9 1.2 1.7 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams) +BeamSound: 148 ;; the looping beam-firing sound +WarmupSound: 155 ;; associated warmup sound +WarmdownSound: 160 ;; associated warmdown sound +Muzzleglow: beamglow3 ;; muzzle glow bitmap +Shots: 0 ;; only used for TYPE 3 beams +ShrinkFactor: 0.1 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left) +ShrinkPct: 1.8 ;; what percentage of max width we subtract per second $Section: ;; one section of the beam (you can have up to 5) +Width: 90 ;; width of the section +Texture: beam-red ;; texture for this section +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.0 ;; how much it flickers (0.0 to 1.0) +Zadd: 4.0 ;; hehe $Section: ;; one section of the beam +Width: 110 ;; width of the section +Texture: beam-green2 ;; texture for this section +RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.45 ;; how much it flickers (0.0 to 1.0) +Zadd: 3.0 ;; hehe $Section: ;; one section of the beam (you can have up to 5) +Width: 130.0 ;; width of the section +Texture: beam-green ;; texture for this section +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.4 ;; how much it flickers (0.0 to 1.0) +Zadd: 2.0 ;; hehe $Section: ;; one section of the beam +Width: 180.0 ;; width of the section +Texture: beam-green3 ;; texture for this section +RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.5 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe ; Bright light green R 137 G 252 B 96 ; High Energy Green R 102 G 255 B 0 ; Puke pale green R 192 G 255 B 200 ; Forest Green R 2 G 142 B 18 ; White Streek Green Tint R 215 G 249 B 219 ;--------------------------------------------------------------- ; NOTE : most of the fields here are irrelevant and are only included so as not to break the parser ; beam weapons are a very special case weapon $Name: BGreen $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Color: 0, 255, 54 ; Pale green R 192 G 255 B 200 @Laser Length: 0.0 @Laser Head Radius: 0.3 @Laser Tail Radius: 0.3 $Mass: 100.0 $Velocity: 1600.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 30.0 ;; in seconds $Damage: 1200 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 25.0 ;; How long this thing lives $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 125 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something +Weapon Range: 4000 ;; Limit to range at which weapon will actively target object $Flags: ("Big Ship" "huge" "beam") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 60.0 $BeamInfo: +Type: 0 ;; 0 - 4 are valid #'s +Life: 4.0 ;; how long it lasts once the beam is actually firing +Warmup: 3500 ;; warmup time in ms +Warmdown: 3500 ;; warmdown time in ms +Radius: 110.0 ;; muzzle glow radius in meters +PCount: 20 ;; particles spewed every interval +PRadius: 1.4 ;; particle radius +PAngle: 60.0 ;; angle of the random "cone" where the particles are generated +PAni: particleexp01 ;; particle ani +Miss Factor: 1.0 1.1 1.1 1.7 1.4 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams) +BeamSound: 147 ;; the looping beam-firing sound +WarmupSound: 154 ;; associated warmup sound +WarmdownSound: 159 ;; associated warmdown sound +Muzzleglow: beamglow3 ;; muzzle glow bitmap +Shots: 0 ;; only used for TYPE 3 beams +ShrinkFactor: 0.0 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left) +ShrinkPct: 0.0 ;; what percentage of max width we subtract per second $Section: ;; one section of the beam (you can have up to 5) +Width: 25 ;; width of the section +Texture: beam-red ;; texture for this section +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.0 ;; how much it flickers (0.0 to 1.0) +Zadd: 4.0 ;; hehe $Section: ;; one section of the beam +Width: 30 ;; width of the section +Texture: beam-green2 ;; texture for this section +RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.45 ;; how much it flickers (0.0 to 1.0) +Zadd: 3.0 ;; hehe $Section: ;; one section of the beam (you can have up to 5) +Width: 40.0 ;; width of the section +Texture: beam-green ;; texture for this section +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.4 ;; how much it flickers (0.0 to 1.0) +Zadd: 2.0 ;; hehe $Section: ;; one section of the beam +Width: 50.0 ;; width of the section +Texture: beam-green3 ;; texture for this section +RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.5 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe ; Bright light green R 137 G 252 B 96 ; High Energy Green R 102 G 255 B 0 ; Puke pale green R 192 G 255 B 200 ; Forest Green R 2 G 142 B 18 ; White Streek Green Tint R 215 G 249 B 219 ;--------------------------------------------------------------- ; NOTE : most of the fields here are irrelevant and are only included so as not to break the parser ; beam weapons are a very special case weapon $Name: SGreen $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Color: 0, 255, 54 ; pale green R 192 G 255 B 200 @Laser Length: 0.0 @Laser Head Radius: 0.3 @Laser Tail Radius: 0.3 $Mass: 100.0 $Velocity: 1600.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 45.0 ;; in seconds $Damage: 210 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 2.5 ;; How long this thing lives $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 125 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something +Weapon Range: 4000 ;; Limit to range at which weapon will actively target object $Flags: ("Big Ship" "huge" "beam") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 40.0 $BeamInfo: +Type: 0 ;; 0 - 4 are valid #'s +Life: 2.5 ;; how long it lasts once the beam is actually firing +Warmup: 1500 ;; warmup time in ms +Warmdown: 3000 ;; warmdown time in ms +Radius: 65.0 ;; muzzle glow radius in meters +PCount: 25 ;; particles spewed every interval +PRadius: 1.4 ;; particle radius +PAngle: 60.0 ;; angle of the random "cone" where the particles are generated +PAni: particleexp01 ;; particle ani +Miss Factor: 1.0 1.3 1.3 1.3 1.4 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams) +BeamSound: 146 ;; the looping beam-firing sound +WarmupSound: 151 ;; associated warmup sound +WarmdownSound: 158 ;; associated warmdown sound +Muzzleglow: beamglow3 ;; muzzle glow bitmap +Shots: 0 ;; only used for TYPE 3 beams +ShrinkFactor: 0.0 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left) +ShrinkPct: 0.0 ;; what percentage of max width we subtract per second $Section: ;; one section of the beam (you can have up to 5) +Width: 10 ;; width of the section +Texture: beam-red ;; texture for this section +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.0 ;; how much it flickers (0.0 to 1.0) +Zadd: 4.0 ;; hehe $Section: ;; one section of the beam +Width: 20 ;; width of the section +Texture: beam-green2 ;; texture for this section +RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.45 ;; how much it flickers (0.0 to 1.0) +Zadd: 3.0 ;; hehe $Section: ;; one section of the beam (you can have up to 5) +Width: 25.0 ;; width of the section +Texture: beam-green ;; texture for this section +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.4 ;; how much it flickers (0.0 to 1.0) +Zadd: 2.0 ;; hehe $Section: ;; one section of the beam +Width: 30.0 ;; width of the section +Texture: beam-green3 ;; texture for this section +RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.5 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe ; Bright light green R 137 G 252 B 96 ; High Energy Green R 102 G 255 B 0 ; Puke pale green R 192 G 255 B 200 ; Forest Green R 2 G 142 B 18 ; White Streek Green Tint R 215 G 249 B 219 ; Vasudan direct beams $Name: SVas $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Color: 255, 200, 67 ; Puke pale green R 192 G 255 B 200 @Laser Length: 0.0 @Laser Head Radius: 0.3 @Laser Tail Radius: 0.3 $Mass: 100.0 $Velocity: 1600.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 20.0 ;; in seconds $Damage: 350 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 2.5 ;; How long this thing lives $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 125 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something +Weapon Range: 4000 ;; Limit to range at which weapon will actively target object $Flags: ("Big Ship" "huge" "beam") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 40.0 $BeamInfo: +Type: 0 ;; 0 - 4 are valid #'s +Life: 2.5 ;; how long it lasts once the beam is actually firing +Warmup: 1500 ;; warmup time in ms +Warmdown: 3000 ;; warmdown time in ms +Radius: 65.0 ;; muzzle glow radius in meters +PCount: 25 ;; particles spewed every interval +PRadius: 1.4 ;; particle radius +PAngle: 60.0 ;; angle of the random "cone" where the particles are generated +PAni: particleexp01 ;; particle ani +Miss Factor: 1.0 1.1 1.1 1.1 1.4 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams) +BeamSound: 121 ;; the looping beam-firing sound +WarmupSound: 122 ;; associated warmup sound +WarmdownSound: 123 ;; associated warmdown sound +Muzzleglow: beamglow6 ;; muzzle glow bitmap +Shots: 0 ;; only used for TYPE 3 beams +ShrinkFactor: 0.0 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left) +ShrinkPct: 0.0 ;; what percentage of max width we subtract per second $Section: ;; one section of the beam (you can have up to 5) +Width: 7.0 ;; width of the section +Texture: beam-white3 ;; texture for this section +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 2.0 ;; hehe $Section: ;; one section of the beam +Width: 20.0 ;; width of the section +Texture: beam-orange2 ;; texture for this section +RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.2 ;; how much it flickers (0.0 to 1.0) +Zadd: 1.0 ;; hehe $Section: ;; one section of the beam +Width: 30.0 ;; width of the section +Texture: beam-orange ;; texture for this section +RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.3 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe $Name: BVas $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Color: 255, 200, 67 ; Puke pale green R 192 G 255 B 200 @Laser Length: 0.0 @Laser Head Radius: 0.3 @Laser Tail Radius: 0.3 $Mass: 100.0 $Velocity: 1600.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 24.0 ;; in seconds $Damage: 1100 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 25.0 ;; How long this thing lives $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 125 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something +Weapon Range: 4000 ;; Limit to range at which weapon will actively target object $Flags: ("Big Ship" "huge" "beam") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 60.0 $BeamInfo: +Type: 0 ;; 0 - 4 are valid #'s +Life: 3.7 ;; how long it lasts once the beam is actually firing +Warmup: 3500 ;; warmup time in ms +Warmdown: 3500 ;; warmdown time in ms +Radius: 110.0 ;; muzzle glow radius in meters +PCount: 20 ;; particles spewed every interval +PRadius: 1.4 ;; particle radius +PAngle: 60.0 ;; angle of the random "cone" where the particles are generated +PAni: particleexp01 ;; particle ani +Miss Factor: 1.0 1.2 1.5 1.7 2.1 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams) +BeamSound: 121 ;; the looping beam-firing sound +WarmupSound: 122 ;; associated warmup sound +WarmdownSound: 123 ;; associated warmdown sound +Muzzleglow: beamglow6 ;; muzzle glow bitmap +Shots: 0 ;; only used for TYPE 3 beams +ShrinkFactor: 0.0 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left) +ShrinkPct: 0.0 ;; what percentage of max width we subtract per second $Section: ;; one section of the beam (you can have up to 5) +Width: 20.0 ;; width of the section +Texture: beam-white3 ;; texture for this section +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 2.0 ;; hehe $Section: ;; one section of the beam +Width: 40.0 ;; width of the section +Texture: beam-orange2 ;; texture for this section +RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.2 ;; how much it flickers (0.0 to 1.0) +Zadd: 1.0 ;; hehe $Section: ;; one section of the beam +Width: 50.0 ;; width of the section +Texture: beam-orange ;; texture for this section +RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.3 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe ;--------------------------------------------------------------- ; NOTE : most of the fields here are irrelevant and are only included so as not to break the parser ; beam weapons are a very special case weapon $Name: VSlash $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Color: 255, 200, 67 @Laser Length: 0.0 @Laser Head Radius: 0.30 @Laser Tail Radius: 0.30 $Mass: 100.0 $Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 10.0 ;; in seconds $Damage: 750 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 30.0 ;; How long this thing lives $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 124 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something +Weapon Range: 4000 ;; Limit to range at which weapon will actively target object $Flags: ("Big Ship" "huge" "beam") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 40.0 $BeamInfo: +Type: 1 ;; 0 - 4 are valid #'s +Life: 2.0 ;; how long it lasts once the beam is actually firing +Warmup: 3000 ;; warmup time in ms +Warmdown: 1500 ;; warmdown time in ms +Radius: 40.0 ;; muzzle glow radius in meters +PCount: 12 ;; particles spewed every interval +PRadius: 1.2 ;; particle radius +PAngle: 65.0 ;; angle of the random "cone" where the particles are generated +PAni: particleexp01 ;; particle ani +Miss Factor: 1.0 1.2 1.5 1.7 2.1 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams) +BeamSound: 121 ;; the looping beam-firing sound +WarmupSound: 122 ;; associated warmup sound +WarmdownSound: 123 ;; associated warmdown sound +Muzzleglow: beamglow6 ;; muzzle glow bitmap +Shots: 0 ;; only used for TYPE 3 beams +ShrinkFactor: 0.0 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left) +ShrinkPct: 0.0 ;; what percentage of max width we subtract per second $Section: ;; one section of the beam (you can have up to 5) +Width: 5.0 ;; width of the section +Texture: beam-white3 ;; texture for this section +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 2.0 ;; hehe $Section: ;; one section of the beam +Width: 20.0 ;; width of the section +Texture: beam-orange2 ;; texture for this section +RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.2 ;; how much it flickers (0.0 to 1.0) +Zadd: 1.0 ;; hehe $Section: ;; one section of the beam +Width: 35.0 ;; width of the section +Texture: beam-orange ;; texture for this section +RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.3 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe ;--------------------------------------------------------------- ; NOTE : most of the fields here are irrelevant and are only included so as not to break the parser ; beam weapons are a very special case weapon $Name: Green Beam $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Color: 111, 255, 67 @Laser Length: 0.0 @Laser Head Radius: 0.30 @Laser Tail Radius: 0.30 $Mass: 100.0 $Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 10.0 ;; in seconds $Damage: 200 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 30.0 ;; How long this thing lives $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 124 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something +Weapon Range: 4000 ;; Limit to range at which weapon will actively target object $Flags: ("Big Ship" "huge" "beam") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 40.0 $BeamInfo: +Type: 1 ;; 0 - 4 are valid #'s +Life: 2.0 ;; how long it lasts once the beam is actually firing +Warmup: 3000 ;; warmup time in ms +Warmdown: 1500 ;; warmdown time in ms +Radius: 60.0 ;; muzzle glow radius in meters +PCount: 12 ;; particles spewed every interval +PRadius: 1.2 ;; particle radius +PAngle: 65.0 ;; angle of the random "cone" where the particles are generated +PAni: particleexp01 ;; particle ani +Miss Factor: 0.5 0.875 1.25 1.875 2.5 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams) +BeamSound: 121 ;; the looping beam-firing sound +WarmupSound: 122 ;; associated warmup sound +WarmdownSound: 123 ;; associated warmdown sound +Muzzleglow: beamglow3 ;; muzzle glow bitmap +Shots: 0 ;; only used for TYPE 3 beams +ShrinkFactor: 0.0 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left) +ShrinkPct: 0.0 ;; what percentage of max width we subtract per second $Section: ;; one section of the beam (you can have up to 5) +Width: 5.0 ;; width of the section +Texture: beam-white3 ;; texture for this section +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 2.0 ;; hehe $Section: ;; one section of the beam +Width: 20.0 ;; width of the section +Texture: beam-green2 ;; texture for this section +RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 1.0 ;; hehe $Section: ;; one section of the beam +Width: 30.0 ;; width of the section +Texture: beam-green ;; texture for this section +RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe ;--------------------------------------------------------------- ; NOTE : most of the fields here are irrelevant and are only included so as not to break the parser ; beam weapons are a very special case weapon $Name: MjolnirBeam $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Color: 111, 255, 67 ; Puke pale green R 192 G 255 B 200 @Laser Length: 0.0 @Laser Head Radius: 0.3 @Laser Tail Radius: 0.3 $Mass: 1000.0 $Velocity: 1600.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 7.0 ;; in seconds $Damage: 750 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 25.0 ;; How long this thing lives $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 125 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something +Weapon Range: 4000 ;; Limit to range at which weapon will actively target object $Flags: ("Big Ship" "huge" "beam") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 60.0 $BeamInfo: +Type: 4 ;; 0 - 4 are valid #'s +Life: 4.0 ;; how long it lasts once the beam is actually firing +Warmup: 3500 ;; warmup time in ms +Warmdown: 3500 ;; warmdown time in ms +Radius: 110.0 ;; muzzle glow radius in meters +PCount: 20 ;; particles spewed every interval +PRadius: 1.4 ;; particle radius +PAngle: 60.0 ;; angle of the random "cone" where the particles are generated +PAni: particleexp01 ;; particle ani +Miss Factor: 2.0 3.0 3.5 4.0 4.5 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams) +BeamSound: 147 ;; the looping beam-firing sound +WarmupSound: 154 ;; associated warmup sound +WarmdownSound: 159 ;; associated warmdown sound +Muzzleglow: beamglow3 ;; muzzle glow bitmap +Shots: 0 ;; only used for TYPE 3 beams +ShrinkFactor: 0.0 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left) +ShrinkPct: 0.0 ;; what percentage of max width we subtract per second $Section: ;; one section of the beam (you can have up to 5) +Width: 25 ;; width of the section +Texture: beam-red ;; texture for this section +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.0 ;; how much it flickers (0.0 to 1.0) +Zadd: 4.0 ;; hehe $Section: ;; one section of the beam +Width: 30 ;; width of the section +Texture: beam-green2 ;; texture for this section +RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.45 ;; how much it flickers (0.0 to 1.0) +Zadd: 3.0 ;; hehe $Section: ;; one section of the beam (you can have up to 5) +Width: 40.0 ;; width of the section +Texture: beam-green ;; texture for this section +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.4 ;; how much it flickers (0.0 to 1.0) +Zadd: 2.0 ;; hehe $Section: ;; one section of the beam +Width: 50.0 ;; width of the section +Texture: beam-green3 ;; texture for this section +RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.5 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe ;; --------------------------------------------------------------------------------------------------- $Name: MjolnirBeam#home $Model File: none ; laser1-1.pof @Laser Bitmap: laserglow01 @Laser Color: 111, 255, 67 ; Puke pale green R 192 G 255 B 200 @Laser Length: 0.0 @Laser Head Radius: 0.3 @Laser Tail Radius: 0.3 $Mass: 1000.0 $Velocity: 1600.0 ;; speed of the weapon (initially) -- may or may not change $Fire Wait: 7.0 ;; in seconds $Damage: 400 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 25.0 ;; How long this thing lives $Energy Consumed: 0.30 ;; Energy used when fired $Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 125 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something +Weapon Range: 4000 ;; Limit to range at which weapon will actively target object $Flags: ("Big Ship" "huge" "beam") $Icon: icongun05 $Anim: LoadGun07 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 60.0 $BeamInfo: +Type: 0 ;; 0 - 4 are valid #'s +Life: 4.0 ;; how long it lasts once the beam is actually firing +Warmup: 3500 ;; warmup time in ms +Warmdown: 3500 ;; warmdown time in ms +Radius: 110.0 ;; muzzle glow radius in meters +PCount: 20 ;; particles spewed every interval +PRadius: 1.4 ;; particle radius +PAngle: 60.0 ;; angle of the random "cone" where the particles are generated +PAni: particleexp01 ;; particle ani +Miss Factor: -1.0 -1.0 -1.0 -1.0 -1.0 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams) +BeamSound: 147 ;; the looping beam-firing sound +WarmupSound: 154 ;; associated warmup sound +WarmdownSound: 159 ;; associated warmdown sound +Muzzleglow: beamglow3 ;; muzzle glow bitmap +Shots: 0 ;; only used for TYPE 3 beams +ShrinkFactor: 0.0 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left) +ShrinkPct: 0.0 ;; what percentage of max width we subtract per second $Section: ;; one section of the beam (you can have up to 5) +Width: 25 ;; width of the section +Texture: beam-red ;; texture for this section +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.0 ;; how much it flickers (0.0 to 1.0) +Zadd: 4.0 ;; hehe $Section: ;; one section of the beam +Width: 30 ;; width of the section +Texture: beam-green2 ;; texture for this section +RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.45 ;; how much it flickers (0.0 to 1.0) +Zadd: 3.0 ;; hehe $Section: ;; one section of the beam (you can have up to 5) +Width: 40.0 ;; width of the section +Texture: beam-green ;; texture for this section +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.4 ;; how much it flickers (0.0 to 1.0) +Zadd: 2.0 ;; hehe $Section: ;; one section of the beam +Width: 50.0 ;; width of the section +Texture: beam-green3 ;; texture for this section +RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles) +RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles) +Flicker: 0.5 ;; how much it flickers (0.0 to 1.0) +Zadd: 0.0 ;; hehe ; Bright light green R 137 G 252 B 96 ; High Energy Green R 102 G 255 B 0 ; Puke pale green R 192 G 255 B 200 ; Forest Green R 2 G 142 B 18 ; White Streek Green Tint R 215 G 249 B 219 $Name: Standard Flak $Model File: hornet.pof ;; flak weapons are invisible until they hit or explode, so this doesn't really matter $Mass: 0.2 $Velocity: 700.0 ;; really fast - like AA fire $Fire Wait: 0.15 ;; $Damage: 30 $Blast Force: 45.0 $Inner Radius: 20.0 ;; radius at which damage is full $Outer Radius: 30.0 ;; max radius for attenuated damage $Shockwave Speed: 0.0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 0.2 $Lifetime: 1.5 $Energy Consumed: 0.0 $Cargo Size: 1.0 $Homing: NO $LaunchSnd: 116 $ImpactSnd: 117 +Weapon Range: 4000 ;; Limit to range at which weapon will actively target object $Flags: ("Big Ship" "Flak" "particle spew") $Icon: iconmissile06 $Anim: LoadMissile04 $Impact Explosion: Exp20 $Impact Explosion Radius: 25.0 $Muzzleflash: mflash_small $Name: Heavy Flak $Model File: hornet.pof ;; flak weapons are invisible until they hit or explode, so this doesn't really matter $Mass: 1.0 $Velocity: 750.0 ;; really fast - like AA fire $Fire Wait: 1.5 ;; $Damage: 50 $Blast Force: 70.0 $Inner Radius: 30.0 ;; radius at which damage is full $Outer Radius: 60.0 ;; max radius for attenuated damage $Shockwave Speed: 0.0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 0.4 $Lifetime: 1.5 $Energy Consumed: 0.0 $Cargo Size: 1.0 $Homing: NO $LaunchSnd: 116 $ImpactSnd: 117 $Flags: ("Big Ship" "Flak" "particle spew") $Icon: iconmissile06 $Anim: LoadMissile04 $Impact Explosion: Exp20 $Impact Explosion Radius: 40.0 $Muzzleflash: mflash_small $Name: Long Range Flak $Model File: hornet.pof ;; flak weapons are invisible until they hit or explode, so this doesn't really matter $Mass: 1.0 $Velocity: 750.0 ;; really fast - like AA fire $Fire Wait: 0.5 ;; $Damage: 20 $Blast Force: 115.0 $Inner Radius: 20.0 ;; radius at which damage is full $Outer Radius: 60.0 ;; max radius for attenuated damage $Shockwave Speed: 0.0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 0.4 $Lifetime: 4.2 $Energy Consumed: 0.0 $Cargo Size: 1.0 $Homing: NO $LaunchSnd: 116 $ImpactSnd: 117 $Flags: ("Big Ship" "Flak" "particle spew") $Icon: iconmissile06 $Anim: LoadMissile04 $Impact Explosion: Exp20 $Impact Explosion Radius: 40.0 $Muzzleflash: mflash_small #End ;=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*= #Secondary Weapons ; ---------------------------------------------------------------------------------- ; Rockeye ; $Name: @Rockeye +Title: XSTR("GTM MX-64 Rockeye", 3309) +Description: XSTR( "Standard Issue Fire and Forget", 3310) $end_multi_text +Tech Title: XSTR("GTM MX-64 Rockeye", 3311) +Tech Anim: Tech_GTM_MX-64_Rockeye +Tech Description: XSTR( "The GTM MX-64 Rockeye is a faster, more accurate, larger payload version of the MX-50 that was in service at the beginning of the Great War. The missile developed as a result of experimentation by engineers at some of STX Exploration's most isolated mining operations, in the systems of Laramis and Luyten 726-BA. Advances in remote-controlled explosive devices were used by GTVA engineers to improve the old MX-50s. The heat-seeking MX-64 Rockeye is now a standard loadout for Terran fighter craft.", 3312) $end_multi_text $Model File: rockeye.pof $Mass: 5.0 $Velocity: 760.0 $Fire Wait: 0.5 $Damage: 45 ;; damage applied when within inner radius $Blast Force: 200.0 $Inner Radius: 20.0 ;; radius at which damage is full $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0.0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.8 $Subsystem Factor: 0.8 $Lifetime: 10.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 4.0 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: HEAT ;; Legal: HEAT, ASPECT +Turn Time: 0.85 +View Cone: 100.0 ;; See 70/2 = 35 degrees from ahead to maintain lock. $LaunchSnd: 87 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 4.0 ;; number of missiles/sec that are rearmed $Flags: ("in tech database" "player allowed") ;; $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.4 ;; Width of trail nearest missile +End Width: 0.1 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 0.2 ;; how many seconds before trail disappears +Bitmap: newmiss3 ;; Bitmap used to draw trail $Icon: iconMX-64 $Anim: mx64 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 5.0 ; ---------------------------------------------------------------------------------- ; Rockeye Dogfight ; $Name: @Rockeye D +Title: XSTR("GTM MX-64 Rockeye", 3313) +Description: XSTR( "Standard Issue Fire and Forget", 3314) $end_multi_text +Tech Title: XSTR("GTM MX-64 Rockeye", 3315) +Tech Anim: Tech_GTM_MX-64_Rockeye +Tech Description: XSTR( "The GTM MX-64 Rockeye is a faster, more accurate, larger payload version of the MX-50 that was in service at the beginning of the Great War. The missile developed as a result of experimentation by engineers at some of STX Exploration's most isolated mining operations, in the systems of Laramis and Luyten 726-BA. Advances in remote-controlled explosive devices were used by GTVA engineers to improve the old MX-50s. The heat-seeking MX-64 Rockeye is now a standard loadout for Terran fighter craft.", 3316) $end_multi_text $Model File: rockeye.pof $Mass: 5.0 $Velocity: 760.0 $Fire Wait: 1.5 $Damage: 45 ;; damage applied when within inner radius $Blast Force: 200.0 $Inner Radius: 20.0 ;; radius at which damage is full $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0.0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.8 $Subsystem Factor: 0.8 $Lifetime: 10.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 4.0 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: HEAT ;; Legal: HEAT, ASPECT +Turn Time: 0.85 +View Cone: 100.0 ;; See 70/2 = 35 degrees from ahead to maintain lock. $LaunchSnd: 87 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 4.0 ;; number of missiles/sec that are rearmed $Flags: ("player allowed") ;; $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.4 ;; Width of trail nearest missile +End Width: 0.1 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 0.2 ;; how many seconds before trail disappears +Bitmap: newmiss3 ;; Bitmap used to draw trail $Icon: iconMX-64 $Anim: mx64 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 5.0 $Name: Enemy MX-64 $Model File: rockeye.pof $Mass: 5.0 $Velocity: 600.0 $Fire Wait: 0.75 $Damage: 30 ;; damage applied when within inner radius $Blast Force: 200.0 $Inner Radius: 20.0 ;; radius at which damage is full $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0.0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.4 $Subsystem Factor: 1.0 $Lifetime: 12.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 4.0 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: HEAT ;; Legal: HEAT, ASPECT +Turn Time: 1.0 +View Cone: 40.0 ;; See 70/2 = 35 degrees from ahead to maintain lock. $LaunchSnd: 87 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 4.0 ;; number of missiles/sec that are rearmed $Flags: () ;; $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.2 ;; Width of trail nearest missile +End Width: 0.1 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 0.2 ;; how many seconds before trail disappears +Bitmap: newmiss3 ;; Bitmap used to draw trail $Icon: iconmissile01 $Anim: LoadMissile01 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 5.0 ; ---------------------------------------------------------------------------------- ; Tempest ; $Name: @Tempest +Title: XSTR("GTM MX-6 Tempest Missile", 3317) +Description: XSTR( "Standard Issue High-Payload Dumbfire", 3318) $end_multi_text +Tech Title: XSTR("GTM MX-6 Tempest", 3319) +Tech Anim: Tech_GTM_MX-6_Tempest +Tech Description: XSTR( "The GTM MX-6 Tempest improves upon its predecessor, the Fury missile. Faster and more deadly than the Fury, the Tempest is also smaller, enabling flight crews to load more into each Secondary weapon bay. The Tempest is a dumbfire missile, moving in a straight line from its point of release. The missile detonates when it strikes a solid object or when it reaches its effective range of approximately 600 meters. Tempests are best used at close range. With a velocity of 360 m/s, nothing outruns a Tempest.", 3320) $end_multi_text $Model File: Tempest.pof $Mass: 0.1 $Velocity: 1440.0 $Fire Wait: 0.30 $Damage: 45 ;; damage applied when within inner radius $Blast Force: 0.2 $Inner Radius: 10.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 20.0 ;; max radius for attenuated damage (0 for impact only) $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 0.9 $Shield Factor: 0.5 $Subsystem Factor: 0.6 $Lifetime: 1.8 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 0.25 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 90 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 12.0 ;; number of missiles/sec that are rearmed $Flags: ("in tech database" "player allowed") $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.1 ;; Width of trail nearest missile +End Width: 0.2 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 0.3 ;; how many seconds before trail disappears +Bitmap: newmiss2 ;; Bitmap used to draw trail $Icon: iconTempest $Anim: Tempest $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 3.0 ; ---------------------------------------------------------------------------------- ; Tempest Dogfight ; $Name: @Tempest D +Title: XSTR("GTM MX-6 Tempest Missile", 3321) +Description: XSTR( "Standard Issue High-Payload Dumbfire", 3322) $end_multi_text +Tech Title: XSTR("GTM MX-6 Tempest", 3323) +Tech Anim: Tech_GTM_MX-6_Tempest +Tech Description: XSTR( "The GTM MX-6 Tempest improves upon its predecessor, the Fury missile. Faster and more deadly than the Fury, the Tempest is also smaller, enabling flight crews to load more into each Secondary weapon bay. The Tempest is a dumbfire missile, moving in a straight line from its point of release. The missile detonates when it strikes a solid object or when it reaches its effective range of approximately 600 meters. Tempests are best used at close range. With a velocity of 360 m/s, nothing outruns a Tempest.", 3324) $end_multi_text $Model File: Tempest.pof $Mass: 0.1 $Velocity: 1440.0 $Fire Wait: 0.35 $Damage: 42 ;; damage applied when within inner radius $Blast Force: 0.2 $Inner Radius: 10.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 20.0 ;; max radius for attenuated damage (0 for impact only) $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 0.9 $Shield Factor: 0.5 $Subsystem Factor: 0.6 $Lifetime: 1.4 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 0.5 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 90 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 12.0 ;; number of missiles/sec that are rearmed $Flags: ("player allowed") $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.1 ;; Width of trail nearest missile +End Width: 0.2 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 0.3 ;; how many seconds before trail disappears +Bitmap: newmiss2 ;; Bitmap used to draw trail $Icon: iconTempest $Anim: Tempest $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 3.0 ; ---------------------------------------------------------------------------------- ; Hornet ; $Name: @Hornet +Title: XSTR("GTM-4 Hornet Swarm Missile", 3325) +Description: XSTR( "Standard Issue Swarm Type All-Purpose Missile", 3326) $end_multi_text +Tech Title: XSTR("GTM-4 Hornet", 3327) +Tech Anim: Tech_GTM-4_Hornet +Tech Description: XSTR( "The GTM-4 Hornet was showing its age even toward the end of the Great War, but it was cheap to manufacture. As a result, war-time production of the Hornet ran full-tilt at factories in eight star systems right up to the end of the war. After hostilities ceased, the GTVA found itself with an inventory of 2.6 million Hornet missiles. This stockpile has been spread among all GTVA battle groups, with each receiving at least 100,000 Hornets. This aspect-seeking missile still delivers a devastating four-missile punch, which makes it a consistent favorite of many pilots.", 3328) $end_multi_text $Model File: NewHornet.pof $Mass: 0.1 $Velocity: 760.0 $Fire Wait: 2.0 $Damage: 25.0 ;; damage applied when within inner radius $Blast Force: 0.2 $Inner Radius: 10.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 20.0 ;; max radius for attenuated damage (0 for impact only) $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 2.0 $Shield Factor: 1.0 $Subsystem Factor: 0.3 $Lifetime: 7.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 1.0 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 1.15 +Min Lock Time: 3.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 60 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 100 ;; Pixels moved per sec while catching up +Catch-up Penalty: 30 ;; Extra pixels to move after catching up $Swarm: 4 $LaunchSnd: 102 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 1.0 ;; number of missiles/sec that are rearmed $Flags: ( "player allowed") ;; $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.25 ;; Width of trail nearest missile +End Width: 0.5 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.5 ;; how many seconds before trail disappears +Bitmap: newmiss3 ;; Bitmap used to draw trail $Icon: iconHornet $Anim: hornet $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 5.0 ; ---------------------------------------------------------------------------------- ; Hornet Dogfight ; $Name: @Hornet D +Title: XSTR("GTM-4 Hornet Swarm Missile", 3329) +Description: XSTR( "Standard Issue Swarm Type All-Purpose Missile", 3330) $end_multi_text +Tech Title: XSTR("GTM-4 Hornet", 3331) +Tech Anim: Tech_GTM-4_Hornet +Tech Description: XSTR( "The GTM-4 Hornet was showing its age even toward the end of the Great War, but it was cheap to manufacture. As a result, war-time production of the Hornet ran full-tilt at factories in eight star systems right up to the end of the war. After hostilities ceased, the GTVA found itself with an inventory of 2.6 million Hornet missiles. This stockpile has been spread among all GTVA battle groups, with each receiving at least 100,000 Hornets. This aspect-seeking missile still delivers a devastating four-missile punch, which makes it a consistent favorite of many pilots.", 3332) $end_multi_text $Model File: NewHornet.pof $Mass: 0.1 $Velocity: 760.0 $Fire Wait: 2.0 $Damage: 18.0 ;; damage applied when within inner radius $Blast Force: 0.2 $Inner Radius: 10.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 20.0 ;; max radius for attenuated damage (0 for impact only) $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 2.0 $Shield Factor: 1.0 $Subsystem Factor: 0.3 $Lifetime: 7.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 1.0 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 1.15 +Min Lock Time: 3.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 60 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 100 ;; Pixels moved per sec while catching up +Catch-up Penalty: 30 ;; Extra pixels to move after catching up $Swarm: 4 $LaunchSnd: 102 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 1.0 ;; number of missiles/sec that are rearmed $Flags: ( "player allowed") ;; $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.25 ;; Width of trail nearest missile +End Width: 0.5 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.5 ;; how many seconds before trail disappears +Bitmap: newmiss3 ;; Bitmap used to draw trail $Icon: iconHornet $Anim: hornet $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 5.0 $Name: Hornet#Weak $Model File: newhornet.pof $Mass: 0.1 $Velocity: 760.0 $Fire Wait: 2.0 $Damage: 15.0 ;; damage applied when within inner radius $Blast Force: 0.2 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 40.0 ;; max radius for attenuated damage (0 for impact only) $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.2 $Subsystem Factor: 0.3 $Lifetime: 6.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 1.0 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 1.6 +Min Lock Time: 3.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 60 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 100 ;; Pixels moved per sec while catching up +Catch-up Penalty: 30 ;; Extra pixels to move after catching up $Swarm: 4 $LaunchSnd: 102 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 1.0 ;; number of missiles/sec that are rearmed $Flags: () ;; $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.25 ;; Width of trail nearest missile +End Width: 0.5 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.5 ;; how many seconds before trail disappears +Bitmap: newmiss3 ;; Bitmap used to draw trail $Icon: iconmissile05 $Anim: LoadMissile06 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 5.0 ; ---------------------------------------------------------------------------------- ; Tornado ; $Name: @Tornado +Title: XSTR("GTM-4a Tornado Missile", 3333) +Description: XSTR( "Prototype Advanced Swarm Type All-Purpose Missile ", 3334) $end_multi_text +Tech Title: XSTR("GTM-4a Tornado", 3335) +Tech Anim: Tech_Tornado +Tech Description: XSTR( "The GTM-4a Tornado is an upgrade to the Hornet missile. With improved fire control systems and guidance computers, the Tornado can be fired more rapidly and with greater accuracy than the Hornet. Though physically smaller than its predecessor, the Tornado launcher fires more rockets per volley, delivering a more devastating punch. Be advised that a Tornado missile will fail to arm its payload properly if aspect lock has not been achieved before firing.", 3336) $end_multi_text $Model File: bombardier.pof $Mass: 0.1 $Velocity: 920.0 $Fire Wait: 2.5 $Damage: 25.0 ;; damage applied when within inner radius $Blast Force: 0.2 $Inner Radius: 10.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 20.0 ;; max radius for attenuated damage (0 for impact only) $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 2.0 $Shield Factor: 1.0 $Subsystem Factor: 0.3 $Lifetime: 7.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 1.25 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 1.25 +Min Lock Time: 2.25 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 63 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 100 ;; Pixels moved per sec while catching up +Catch-up Penalty: 30 ;; Extra pixels to move after catching up $LaunchSnd: 102 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 1.0 ;; number of missiles/sec that are rearmed $Flags: ( "Corkscrew" "player allowed" "lockarm") ;; $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.25 ;; Width of trail nearest missile +End Width: 0.5 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.5 ;; how many seconds before trail disappears +Bitmap: newmiss5 ;; Bitmap used to draw trail $Icon: iconBombardier $Anim: tornado $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 5.0 ; ---------------------------------------------------------------------------------- ; Tornado Dogfight ; $Name: @Tornado D +Title: XSTR("GTM-4a Tornado Missile D", 3337) +Description: XSTR( "Prototype Advanced Swarm Type All-Purpose Missile ", 3338) $end_multi_text +Tech Title: XSTR("GTM-4a Tornado D", 3339) +Tech Anim: Tech_Tornado +Tech Description: XSTR( "The GTM-4a Tornado is an upgrade to the Hornet missile. With improved fire control systems and guidance computers, the Tornado can be fired more rapidly and with greater accuracy than the Hornet. Though physically smaller than its predecessor, the Tornado launcher fires more rockets per volley, delivering a more devastating punch. Be advised that a Tornado missile will fail to arm its payload properly if aspect lock has not been achieved before firing.", 3340) $end_multi_text $Model File: bombardier.pof $Mass: 0.1 $Velocity: 920.0 $Fire Wait: 3.0 $Damage: 20.0 ;; damage applied when within inner radius $Blast Force: 0.2 $Inner Radius: 10.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 20.0 ;; max radius for attenuated damage (0 for impact only) $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.2 $Shield Factor: 0.85 $Subsystem Factor: 0.3 $Lifetime: 7.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 1.25 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 1.35 +Min Lock Time: 3.5 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 63 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 100 ;; Pixels moved per sec while catching up +Catch-up Penalty: 30 ;; Extra pixels to move after catching up $LaunchSnd: 102 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 1.0 ;; number of missiles/sec that are rearmed $Flags: ( "Corkscrew" "player allowed" "lockarm") ;; $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.25 ;; Width of trail nearest missile +End Width: 0.5 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.5 ;; how many seconds before trail disappears +Bitmap: newmiss5 ;; Bitmap used to draw trail $Icon: iconBombardier $Anim: tornado $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 5.0 ; ---------------------------------------------------------------------------------- ; Harpoon ; $Name: Harpoon +Title: XSTR("GTM-19 Harpoon", 3341) +Description: XSTR( "Standard Issue Fast Target Lock", 3342) $end_multi_text +Tech Title: XSTR("GTM-19 Harpoon", 3343) +Tech Anim: Tech_Harpoon +Tech Description: XSTR( "The GTM-19 Harpoon is the most sophisticated weapon in the GTVA arsenal. Not only is it the fastest aspect-seeking missile used by the fleet, but advanced fuzzy-logic circuitry enables it to gain lock faster than any other missile in its class. The missile's warhead is wrapped in a shell of ultra-dense depleted uranium, ensuring maximum penetration into the hull of its target before the warhead detonates.", 3344) $end_multi_text $Model File: crossbow.pof $Mass: 15.0 $Velocity: 1000.0 $Fire Wait: 2.0 $Damage: 100 ;; damage applied when within inner radius $Blast Force: 60.0 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.8 $Subsystem Factor: 0.5 $Lifetime: 5.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 2.5 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 1.0 +Min Lock Time: 2.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 70 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 100 ;; Pixels moved per sec while catching up +Catch-up Penalty: 30 ;; Extra pixels to move after catching up $LaunchSnd: 91 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 2.0 ;; number of missiles/sec that are rearmed $Flags: ( "player allowed") $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.25 ;; Width of trail nearest missile +End Width: 0.5 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 0.7 +Bitmap: newmiss1 ;; Bitmap used to draw trail $Icon: iconCrossbow $Anim: cross $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 7.0 ; ---------------------------------------------------------------------------------- ; Harpoon Dogfight ; $Name: Harpoon D +Title: XSTR("GTM-19 Harpoon D", 3345) +Description: XSTR( "Standard Issue Fast Target Lock", 3346) $end_multi_text +Tech Title: XSTR("GTM-19 Harpoon", 3347) +Tech Anim: Tech_Harpoon +Tech Description: XSTR( "The GTM-19 Harpoon is the most sophisticated weapon in the GTVA arsenal. Not only is it the fastest aspect-seeking missile used by the fleet, but advanced fuzzy-logic circuitry enables it to gain lock faster than any other missile in its class. The missile's warhead is wrapped in a shell of ultra-dense depleted uranium, ensuring maximum penetration into the hull of its target before the warhead detonates.", 3348) $end_multi_text $Model File: crossbow.pof $Mass: 15.0 $Velocity: 720.0 $Fire Wait: 3.5 $Damage: 70 ;; damage applied when within inner radius $Blast Force: 60.0 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.8 $Subsystem Factor: 0.5 $Lifetime: 5.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 2.5 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 1.0 +Min Lock Time: 2.8 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 70 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 100 ;; Pixels moved per sec while catching up +Catch-up Penalty: 30 ;; Extra pixels to move after catching up $LaunchSnd: 91 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 2.0 ;; number of missiles/sec that are rearmed $Flags: ( "player allowed") $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.25 ;; Width of trail nearest missile +End Width: 0.5 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 0.7 +Bitmap: newmiss1 ;; Bitmap used to draw trail $Icon: iconCrossbow $Anim: cross $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 7.0 $Name: Harpoon#Weak $Model File: crossbow.pof $Mass: 15.0 $Velocity: 1000.0 $Fire Wait: 3.0 $Damage: 60 ;; damage applied when within inner radius $Blast Force: 60.0 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.8 $Subsystem Factor: 0.5 $Lifetime: 5.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 2.66 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 1.0 +Min Lock Time: 2.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 70 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 100 ;; Pixels moved per sec while catching up +Catch-up Penalty: 30 ;; Extra pixels to move after catching up $LaunchSnd: 91 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 2.0 ;; number of missiles/sec that are rearmed $Flags: () $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.25 ;; Width of trail nearest missile +End Width: 0.5 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 0.7 ;; how many seconds before trail disappears +Bitmap: newmiss1 ;; Bitmap used to draw trail $Icon: iconCrossbow $Anim: cross $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 7.0 ; ---------------------------------------------------------------------------------- ; Trebuchet ; $Name: @Trebuchet +Title: XSTR("GTM-55 Trebuchet", 3349) +Description: XSTR( "Prototype Long-Range Anti-Bomber High Payload", 3350) $end_multi_text +Tech Title: XSTR("GTM-55 Trebuchet", 3351) +Tech Anim: Tech_GTM-55_Trebuchet +Tech Description: XSTR( "The new GTM-55 Trebuchet was developed as a long-range, anti-bomber missile with an effective range of 4,000 meters. It also utilizes the latest in precision targeting technology for short lock times. The Trebuchet plays a vital role in defensive missions, enabling escort and patrol fighters to intercept incoming bombers without straying from the ship or emplacement under attack.", 3352) $end_multi_text $Model File: trebuchet.pof $Mass: 20.0 $Velocity: 1120.0 $Fire Wait: 6.0 $Damage: 350 ;; damage applied when within inner radius $Blast Force: 160.0 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 40.0 ;; max radius for attenuated damage (0 for impact only) $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 0.9 $Shield Factor: 0.5 $Subsystem Factor: 2.4 $Lifetime: 18.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 8.0 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 3.0 +Min Lock Time: 3.5 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 70 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 120 ;; Pixels moved per sec while catching up +Catch-up Penalty: 15 ;; Extra pixels to move after catching up $LaunchSnd: 92 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 0.33 ;; number of missiles/sec that are rearmed $Flags: ( "player allowed" "Bomber+" "huge") $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.25 ;; Width of trail nearest missile +End Width: 0.7 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 0.3 ;; how many seconds before trail disappears +Bitmap: newmiss1 ;; Bitmap used to draw trail $Icon: iconTrebuchet $Anim: trebuchet $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 15.0 ; ---------------------------------------------------------------------------------- ; TAG missile ; $Name: @TAG-A +Title: XSTR("GTI TAG-A Missile", 3353) +Description: XSTR( "Special Issue Electronic Warfare", 3354) $end_multi_text +Tech Title: XSTR("GTI TAG-A Missile", 3355) +Tech Anim: Tech_GTI_TAG_Missile_A +Tech Description: XSTR( "The TAG-A missile was conceived during the GTVI's top-secret stealth technology research projects. The missile was manufactured and swiftly pressed into service as a means of counteracting the sensor-disrupting effects of the recently discovered Knossos nebula. Upon impact with a hard surface, the TAG missile adheres and activates a small, short-lived electronic beacon. This beacon is powered by a small fuel cell with a usable lifetime of several seconds. During this time, it broadcasts location and targeting information to all friendly ships within range.", 3356) $end_multi_text $Model File: taga.pof $Mass: 20.0 $Velocity: 1600.0 $Fire Wait: 3.0 $Damage: 1 ;; damage applied when within inner radius $Blast Force: 10.0 $Inner Radius: 10.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 30.0 ;; max radius for attenuated damage (0 for impact only) $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 0.1 $Shield Factor: 0.1 $Subsystem Factor: 0.1 $Lifetime: 5.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 1 ;; Amount of space taken up in weapon cargo $Homing: NO ;; +Type: HEAT ;; Legal: HEAT, ASPECT ;; +Turn Time: 1.0 ;; +View Cone: 40.0 ;; See 70/2 = 35 degrees from ahead to maintain lock. ;; +Type: ASPECT ;; Legal: HEAT, ASPECT ;; +Turn Time: 1.3 ;; +Min Lock Time: 2.5 ;; Minimum lock time (in seconds) ;; +Lock Pixels/Sec: 60 ;; Pixels moved per sec while locking ;; +Catch-up Pixels/Sec: 100 ;; Pixels moved per sec while catching up ;; +Catch-up Penalty: 30 ;; Extra pixels to move after catching up $LaunchSnd: 92 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 1.0 ;; number of missiles/sec that are rearmed $Flags: ( "player allowed") $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.25 ;; Width of trail nearest missile +End Width: 0.5 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 0.3 ;; how many seconds before trail disappears +Bitmap: MissileTrail04 ;; Bitmap used to draw trail $Icon: iconTagA $Anim: tagA $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 6.0 $Tag: 2 11.0 ;; tag level : 1-3 and duration in seconds ; ---------------------------------------------------------------------------------- ; TAG missile B ; $Name: @TAG-B +Title: XSTR("GTI TAG-B Missile", 3357) +Description: XSTR( "Special Issue Electronic Warfare", 3358) $end_multi_text +Tech Title: XSTR("GTI TAG-B Missile", 3359) +Tech Anim: Tech_GTI_TAG_Missile_B +Tech Description: XSTR( "The TAG-B is an enhanced version of the standard TAG-A missile, also developed by GTVI laboratories. With a more shock-resistant substructure around its electronics package, the TAG-B is packed with ultra-sophisticated equipment to provide more useful targeting information to friendly forces. Massive retrofitting of GTVA ship turrets is underway to fully utilize this improved targeting technology.", 3360) $end_multi_text $Model File: tagb.pof $Mass: 20.0 $Velocity: 1300.0 $Fire Wait: 8.0 $Damage: 10 ;; damage applied when within inner radius $Blast Force: 10.0 $Inner Radius: 10.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 30.0 ;; max radius for attenuated damage (0 for impact only) $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 0.1 $Shield Factor: 0.1 $Subsystem Factor: 0.1 $Lifetime: 5.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 2.0 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 1.4 +Min Lock Time: 3 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 60 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 100 ;; Pixels moved per sec while catching up +Catch-up Penalty: 30 ;; Extra pixels to move after catching up $LaunchSnd: 92 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 0.5 ;; number of missiles/sec that are rearmed $Flags: ( "player allowed") $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.25 ;; Width of trail nearest missile +End Width: 0.5 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 0.3 ;; how many seconds before trail disappears +Bitmap: MissileTrail04 ;; Bitmap used to draw trail $Icon: iconTagB $Anim: tagB $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 9.0 $Tag: 2 18.0 ; ---------------------------------------------------------------------------------- ; TAG missile C ; $Name: @TAG-C +Title: XSTR("GTI TAG-C Missile", 3361) +Description: XSTR( "Special Issue Electronic Warfare", 3362) $end_multi_text +Tech Title: XSTR("GTI TAG-C Missile", 3363) +Tech Anim: Tech_GTI_TAG_Missile_C +Tech Description: XSTR( "The TAG-C is the third and final generation of TAG missiles developed by the GTI labs. This model provides greater reliability and compatibility with existing GTA turret hardware. Although these missiles are extremely scarce, tagging a target with one results in a devastating barrage from local friendly artillery. TAG-Cs have thus far been restricted to elite squadron use only.", 3364) $end_multi_text $Model File: tagc.pof $Mass: 20.0 $Velocity: 820.0 $Fire Wait: 8.0 $Damage: 10 ;; damage applied when within inner radius $Blast Force: 10.0 $Inner Radius: 10.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 30.0 ;; max radius for attenuated damage (0 for impact only) $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 0.1 $Shield Factor: 0.1 $Subsystem Factor: 0.1 $Lifetime: 13.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 4.0 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 1.75 +Min Lock Time: 2.5 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 60 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 100 ;; Pixels moved per sec while catching up +Catch-up Penalty: 30 ;; Extra pixels to move after catching up $LaunchSnd: 92 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 0.33 ;; number of missiles/sec that are rearmed $Flags: ( ) $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.25 ;; Width of trail nearest missile +End Width: 0.5 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 0.3 ;; how many seconds before trail disappears +Bitmap: MissileTrail04 ;; Bitmap used to draw trail $Icon: iconTagC $Anim: tagC $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 9.0 $Tag: 3 10.0 ; ---------------------------------------------------------------------------------- ; Piranha ; $Name: Piranha +Title: XSTR("GTM-10 Piranha", 3365) +Description: XSTR( "Standard Issue Area Effect Fighter Suppresion Weapon", 3366) $end_multi_text +Tech Title: XSTR("GTM-10 Piranha", 3367) +Tech Anim: Tech_Piranha +Tech Description: XSTR( "A third-generation version of the old Synaptic and Havoc missiles, the GTM-10 Piranha provides bombers with a high-explosive anti-fighter screen. The Piranha is detonated remotely by pressing the Secondary weapon trigger a second time. This releases over a dozen small, heat-seeking missiles that attack any enemy vessel within range. This function makes the missile effective against incoming wings of fighters in close formation. The Piranha is now the standard issue defensive weapon for bombers attacking targets protected by close fighter cover.", 3368) $end_multi_text $Model File: piranha.pof $Mass: 20.0 $Velocity: 360.0 $Fire Wait: 5.0 $Damage: 100 ;; damage applied when within inner radius $Blast Force: 1500.0 $Inner Radius: 75.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 150.0 ;; max radius for attenuated damage $Shockwave Speed: 80.0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.75 $Subsystem Factor: 1.0 $Lifetime: 4.0 $Energy Consumed: 0.0 $Cargo Size: 12.0 $Homing: NO $LaunchSnd: 93 $ImpactSnd: 101 ;; shockwave impact sound $FlyBySnd: -1 $Rearm Rate: 0.1 $Flags: ( "player allowed" "Spawn Cluster Baby,15" ;; Create 15 "Cluster Baby" children on detonation "Remote Detonate" ) ;; Remote Detonate = another fire press detonates $Trail: ;; Trail cannot be set if Exhaust is set ;; The following indented fields are only required when $Trail is YES +Start Width: 0.25 ;; Width of trail nearest missile +End Width: 0.75 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.5 ;; how many seconds before trail disappears +Bitmap: MissileTrail04 ;; Bitmap used to draw trail $Icon: iconPiranha $Anim: Piranha $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 20.0 ; ---------------------------------------------------------------------------------- ; Stiletto II ; $Name: @Stiletto II +Title: XSTR("GTM-43a Stiletto II", 3369) +Description: XSTR( "Tactical Missile Destroys Subsystems", 3370) $end_multi_text +Tech Title: XSTR("GTM-43a Stiletto II", 3371) +Tech Anim: Tech_GTM-43a-Stiletto_II +Tech Description: XSTR( "The GTM-43a Stiletto II improves upon the original Stiletto's design with higher acceleration and maximum velocity, better guidance system, and greater range. The Stiletto II, like its predecessor, is designed to incapacitate the subsystems of capital ships, homing in on the EM signature of the currently targeted subsystem.", 3372) $end_multi_text $Model File: stilettoII.pof $Mass: 10.0 $Velocity: 880.0 $Fire Wait: 2.0 $Damage: 775 ;; damage applied when within inner radius $Blast Force: 40.0 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 40.0 ;; max radius for attenuated damage (0 for impact only) $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 0.01 $Shield Factor: 0.0 $Subsystem Factor: 1.0 $Lifetime: 25.0 $Energy Consumed: 0.0 $Cargo Size: 8.0 $Homing: YES +Type: HEAT ;; Legal: HEAT, ASPECT +Turn Time: 1.0 +View Cone: 80.0 ;; See 70/2 = 35 degrees from ahead to maintain lock. $LaunchSnd: 95 $ImpactSnd: 88 $FlyBySnd: -1 $Rearm Rate: 1.2 $Flags: ( "Huge" "Puncture" "player allowed" ;; Puncture = punches through armor to subsystem. "Bomb" ) ;; Bomb = can be targeted $Icon: iconStilettoII $Anim: still $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 8.0 ; ---------------------------------------------------------------------------------- ; Infyrno ; $Name: Infyrno +Title: XSTR("GTM-11 Infyrno", 3373) +Description: XSTR( "Standard Issue Area Effect Fighter Suppression Weapon", 3374) $end_multi_text +Tech Title: XSTR("GTM-11 Infyrno", 3375) +Tech Anim: Tech_GTM-11_Infyrno +Tech Description: XSTR( "The GTM-11 Infyrno is an area-effect bomber suppression weapon, often employed to knock out incoming waves of slow-moving bombers. Upon detonation, the Infyrno releases multiple submunitions that contain ultra-high-explosive charges. The Infyrno is detonated remotely by pressing the Secondary weapon trigger a second time. A HUD indicator displays the distance from the warhead to the firing ship. If the pilot triggers the detonation too early, he risks being caught in the Infyrno's extensive blast radius.", 3376) $end_multi_text $Model File: infyrno.pof $Mass: 20.0 $Velocity: 480.0 $Fire Wait: 5.0 $Damage: 150 ;; damage applied when within inner radius $Blast Force: 500.0 $Inner Radius: 30.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 100.0 ;; max radius for attenuated damage ;;$Shockwave Speed: 55.0 ;; velocity of shockwave. 0 for none. $Shockwave Speed: 0.0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.75 $Subsystem Factor: 1.0 $Lifetime: 7.0 $Energy Consumed: 0.0 $Cargo Size: 10.0 $Homing: NO ; ;; the following indented fields are only required when $Homing is YES ; +Type: HEAT ;; Legal: HEAT, ASPECT ; +Turn Time: 1.0 ; +View Cone: 180.0 $LaunchSnd: 93 $ImpactSnd: 101 ;; shockwave impact sound $FlyBySnd: -1 $Rearm Rate: 0.1 $Flags: ( "player allowed" "Spawn Cluster Bomb Baby, 14" ;; Create 15 "Cluster Baby" children on detonation "Bomb" "Remote Detonate") ;; Remote Detonate = another fire press detonates $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.25 ;; Width of trail nearest missile +End Width: 0.75 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.5 ;; how many seconds before trail disappears +Bitmap: MissileTrail04 ;; Bitmap used to draw trail $Icon: iconInfyrno $Anim: infyrno $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 10.0 ; ---------------------------------------------------------------------------------- ; Infyrno Dog ; $Name: Infyrno D +Title: XSTR("GTM-11 Infyrno D", 3377) +Description: XSTR( "Standard Issue Area Effect Fighter Suppression Weapon", 3378) $end_multi_text +Tech Title: XSTR("GTM-11 Infyrno", 3379) +Tech Anim: Tech_GTM-11_Infyrno +Tech Description: XSTR( "The GTM-11 Infyrno is an area-effect bomber suppression weapon, often employed to knock out incoming waves of slow-moving bombers. Upon detonation, the Infyrno releases multiple submunitions that contain ultra-high-explosive charges. The Infyrno is detonated remotely by pressing the Secondary weapon trigger a second time. A HUD indicator displays the distance from the warhead to the firing ship. If the pilot triggers the detonation too early, he risks being caught in the Infyrno's extensive blast radius.", 3380) $end_multi_text $Model File: infyrno.pof $Mass: 20.0 $Velocity: 660.0 $Fire Wait: 5.0 $Damage: 100 ;; damage applied when within inner radius $Blast Force: 400.0 $Inner Radius: 30.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 100.0 ;; max radius for attenuated damage ;;$Shockwave Speed: 55.0 ;; velocity of shockwave. 0 for none. $Shockwave Speed: 0.0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.75 $Subsystem Factor: 1.0 $Lifetime: 7.0 $Energy Consumed: 0.0 $Cargo Size: 10.0 $Homing: NO ; ;; the following indented fields are only required when $Homing is YES ; +Type: HEAT ;; Legal: HEAT, ASPECT ; +Turn Time: 1.0 ; +View Cone: 180.0 $LaunchSnd: 93 $ImpactSnd: 101 ;; shockwave impact sound $FlyBySnd: -1 $Rearm Rate: 0.1 $Flags: ( "player allowed" "Spawn Cluster Bomb Baby, 5" ;; Create 15 "Cluster Baby" children on detonation "Bomb" "Remote Detonate") ;; Remote Detonate = another fire press detonates $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.25 ;; Width of trail nearest missile +End Width: 0.75 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.5 ;; how many seconds before trail disappears +Bitmap: MissileTrail04 ;; Bitmap used to draw trail $Icon: iconInfyrno $Anim: infyrno $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 10.0 ; ---------------------------------------------------------------------------------- ; Cyclops ; $Name: Cyclops +Title: XSTR("GTM-12 Cyclops", 3381) +Description: XSTR( "Special Issue Anti-Cruiser Bomb Non-Conventional Warhead ", 3382) $end_multi_text +Tech Title: XSTR("GTM-12 Cyclops", 3383) +Tech Anim: Tech_Cyclops +Tech Description: XSTR( "The GTM-12 Cyclops has been in service for over 15 years in the GTVA arsenal. It is the standard ultra-high-delivery Secondary weapon loadout, utilizing the latest in aspect-seeking guidance technologies. The Cyclops has the distinction of being the most consistently upgraded weapon in the fleet. Although its development began shortly after the Great War ended, its excellent performance has kept it firmly entrenched in the role of main assault weapon. Its payload is approximately fifty percent greater than that of the older Tsunami warheads.", 3384) $end_multi_text $Model File: belial.pof $Mass: 25.0 $Velocity: 380.0 $Fire Wait: 20.0 ;; note, damage toned down until ai and turrets start shooting at bombs. $Damage: 2000 ;; damage applied when within inner radius $Blast Force: 1000.0 $Inner Radius: 100.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 200.0 ;; max radius for attenuated damage (0 for impact only) $Shockwave Speed: 80 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.02 $Subsystem Factor: 0.5 ;; reduced from 1.0 to 0.5 by MikeK on 8/28/99. Player shooting one down would often blow out player's subsystems. $Lifetime: 25.0 ;; temporary fix for problem locking onto big ships. $Energy Consumed: 0.0 $Cargo Size: 15.0 $Homing: YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 1.0 +Min Lock Time: 5.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 35 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 70 ;; Pixels moved per sec while catching up +Catch-up Penalty: 12 ;; Extra pixels to move after catching up $LaunchSnd: 96 $ImpactSnd: 88 $FlyBySnd: -1 $Rearm Rate: 0.05 $Flags: ( "Bomb" "Huge" "No Dumbfire" "player allowed") $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.5 ;; Width of trail nearest missile +End Width: 1.75 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.5 ;; how many seconds before trail disappears +Bitmap: MissileTrail04 ;; Bitmap used to draw trail $Icon: iconbelial $Anim: belial $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 15.0 ; ---------------------------------------------------------------------------------- ; Cyclops ; $Name: Cyclops#short +Title: XSTR("GTM-12 Cyclops", 3385) +Description: XSTR( "Special Issue Anti-Cruiser Bomb Non-Conventional Warhead ", 3386) $end_multi_text +Tech Title: XSTR("GTM-12 Cyclops", 3387) +Tech Anim: Tech_Cyclops +Tech Description: XSTR( "The GTM-12 Cyclops has been in service for over 15 years in the GTVA arsenal. It is the standard ultra-high-delivery Secondary weapon loadout, utilizing the latest in aspect-seeking guidance technologies. The Cyclops has the distinction of being the most consistently upgraded weapon in the fleet. Although its development began shortly after the Great War ended, its excellent performance has kept it firmly entrenched in the role of main assault weapon. Its payload is approximately fifty percent greater than that of the older Tsunami warheads.", 3388) $end_multi_text $Model File: belial.pof $Mass: 25.0 $Velocity: 300.0 $Fire Wait: 20.0 ;; note, damage toned down until ai and turrets start shooting at bombs. $Damage: 2000 ;; damage applied when within inner radius $Blast Force: 1000.0 $Inner Radius: 100.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 200.0 ;; max radius for attenuated damage (0 for impact only) $Shockwave Speed: 80 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.02 $Subsystem Factor: 1.0 $Lifetime: 25.0 ;; temporary fix for problem locking onto big ships. $Energy Consumed: 0.0 $Cargo Size: 15.0 $Homing: YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 1.0 +Min Lock Time: 5.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 35 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 70 ;; Pixels moved per sec while catching up +Catch-up Penalty: 12 ;; Extra pixels to move after catching up $LaunchSnd: 96 $ImpactSnd: 88 $FlyBySnd: -1 $Rearm Rate: 0.05 $Flags: ( "Bomb" "Huge" "No Dumbfire" "player allowed") $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.5 ;; Width of trail nearest missile +End Width: 1.75 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.5 ;; how many seconds before trail disappears +Bitmap: MissileTrail04 ;; Bitmap used to draw trail $Icon: iconbelial $Anim: belial $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 15.0 ; ---------------------------------------------------------------------------------- ;; James's Weak Rebel Bomb ;; ;; It's da bomb, It's just like weak Tsunami, only rebel. $Name: Rebel Bomb +Title: XSTR("GRM-1", 3389) +Description: XSTR( "Conventional Warhead ", 3390) $end_multi_text +Tech Description: XSTR( "Standard issue bomb used by Rebel forces. Thought to be ineffective against large targets.", 3391) $end_multi_text $Model File: Tsunami.pof $Mass: 25.0 $Velocity: 380.0 $Fire Wait: 20.0 $Damage: 400 ;; damage applied when within inner radius $Blast Force: 1000.0 $Inner Radius: 100.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 200.0 ;; max radius for attenuated damage (0 for impact only) $Shockwave Speed: 80 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.02 $Subsystem Factor: 2.0 $Lifetime: 25.0 ;; temporary fix for problem locking onto big ships. $Energy Consumed: 0.0 $Cargo Size: 15.0 $Homing: YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 1.0 +Min Lock Time: 5.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 35 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 70 ;; Pixels moved per sec while catching up +Catch-up Penalty: 12 ;; Extra pixels to move after catching up $LaunchSnd: 96 $ImpactSnd: 88 $FlyBySnd: -1 $Rearm Rate: 0.05 $Flags: ( "Bomb" "Huge" "No Dumbfire" ) $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.5 ;; Width of trail nearest missile +End Width: 1.75 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.5 ;; how many seconds before trail disappears +Bitmap: MissileTrail04 ;; Bitmap used to draw trail $Icon: iconmissile04 $Anim: LoadMissile09 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 15.0 ; ---------------------------------------------------------------------------------- ; Helios ; $Name: Helios +Title: XSTR("GTM-13 Helios", 3392) +Description: XSTR( "Special Issue Anti-Capital Ship Weapon Anti-Matter Torpedo", 3393) $end_multi_text +Tech Title: XSTR("GTM-13 Helios", 3394) +Tech Anim: Tech_Helios +Tech Description: XSTR( "The GTM-13 Helios is the product of an entire generation of high-energy physics research, based primarily at the GTVA particle accelerator complex near Antares. The most powerful warhead in the fleet's arsenal, the Helios generates a massive shockwave from the cataclysmic annihilation of matter and anti-matter, triggered upon impact with its target. Each bank of Helios warheads can fire only once every 30 seconds. The Helios is prohibitively expensive to produce, thus its deployment is severely restricted.", 3395) $end_multi_text $Model File: helios.pof $Mass: 35.0 $Velocity: 260.0 $Fire Wait: 30.0 $Damage: 6800 ;; damage applied when within inner radius $Blast Force: 1000.0 $Inner Radius: 100.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 270.0 ;; max radius for attenuated damage $Shockwave Speed: 75 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.02 $Subsystem Factor: 0.85 $Lifetime: 30.0 $Energy Consumed: 0.0 $Cargo Size: 25.0 $Homing: YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 1.5 +Min Lock Time: 7.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 25 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 0 ;; Pixels moved per sec while catching up +Catch-up Penalty: 15 ;; Extra pixels to move after catching up $LaunchSnd: 97 $ImpactSnd: 101 ;; shockwave impact sound $FlyBySnd: -1 $Rearm Rate: 0.02 $Flags: ( "Bomb" "Huge" "No Dumbfire" "player allowed") $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.5 ;; Width of trail nearest missile +End Width: 2.0 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 2.0 ;; how many seconds before trail disappears +Bitmap: MissileTrail02 ;; Bitmap used to draw trail $Icon: iconHelios $Anim: Helios $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 15.0 ; ---------------------------------------------------------------------------------- ; EMP Adv. ; $Name: EMP Adv. +Title: XSTR("GTM-14 EMP Adv.", 3396) +Description: XSTR( "Advanced Missile Electromagnetic Pulse Weapon General Purpose Suppression", 3397) $end_multi_text +Tech Title: XSTR("GTM-14 EM Pulse Adv.", 3398) +Tech Anim: Tech_EMP +Tech Description: XSTR( "The GTM-14 Electromagnetic Pulse Advanced warhead interferes with the electronics systems of vessels caught within its blast radius. This renders the affected ships unable to track targets, manage communications, or gain aspect missile lock. Tactically, the GTM-14 is a very effective anti-bomber weapon, as it also temporarily shuts down the guidance and propulsion systems of warheads in flight. This advanced version of the standard EM Pulse missile disrupts subsystems at a deeper circuitry level, resulting in a longer-lasting effect.", 3399) $end_multi_text $Model File: EMPulse2.pof $Mass: 15.0 $Velocity: 1100.0 $Fire Wait: 2.0 $Damage: 45 ;; damage applied when within inner radius $Blast Force: 20.0 $Inner Radius: 80.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 300.0 ;; max radius for attenuated damage $Shockwave Speed: 120.0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.8 $Subsystem Factor: 0.5 $Lifetime: 5.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 4.0 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 1.0 +Min Lock Time: 2.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 70 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 100 ;; Pixels moved per sec while catching up +Catch-up Penalty: 30 ;; Extra pixels to move after catching up $LaunchSnd: 118 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 2.0 ;; number of missiles/sec that are rearmed $Flags: ( "player allowed" "EMP") ;; Bomb = can be targeted $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.25 ;; Width of trail nearest missile +End Width: 0.75 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.5 ;; how many seconds before trail disappears +Bitmap: MissileTrail04 ;; Bitmap used to draw trail $Icon: iconEMPulse $Anim: ecm $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 10.0 $EMP Intensity: 375.0 $EMP Time: 20.0 ; --------------------------------------------------------------------- ;; turret swarm missile $Name: MX-52 +Title: XSTR("GTM MX-52", 3400) +Description: XSTR( "Standard Issue Fire and Forget", 3401) $end_multi_text +Tech Description: XSTR( "GTM MX-52 Suitable for all space battles - defensive and offensive - medium payload (16.5 Kt) - infrared tracking and semi-intelligent targeting - pilot chooses desired target, and the MX-50 tracks the chosen target based off the emission of heat from the - engine, the weapon bays, and the cockpit of the target ship - the MX-50 will always attack a target that is determined to be hostile by the onboard computer of any GTA combat vessel, thus ensuring a higher kill rate, should the pilot find himself in a heated battle situation where precise aiming might be difficult. Early experiments with energy based defenses like the deflector array at Ross 128 have shown that this weapon is exceedingly weak against anything besides steel based targets.", 3402) $end_multi_text $Model File: MX-50.pof $Mass: 5.0 $Velocity: 600.0 $Fire Wait: 30.0 $Damage: 25 ;; damage applied when within inner radius $Blast Force: 200.0 $Inner Radius: 20.0 ;; radius at which damage is full $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0.0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.4 $Subsystem Factor: 1.0 $Lifetime: 7.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 4.0 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: HEAT ;; Legal: HEAT, ASPECT +Turn Time: 0.7 +View Cone: 70.0 ;; See 70/2 = 35 degrees from ahead to maintain lock. $Swarm: 8 $LaunchSnd: 102 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 4.0 ;; number of missiles/sec that are rearmed $Flags: ( "Big Ship" ) ;; $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.25 ;; Width of trail nearest missile +End Width: 0.5 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.5 ;; how many seconds before trail disappears +Bitmap: MissileTrail02 ;; Bitmap used to draw trail $Icon: iconmissile01 $Anim: LoadMissile01 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 5.0 ; ---------------------------------------------------------------------------------- ;; Unknown bomb? ;; Would be nice to know who uses this and what it is for. ;; It's a shivan bomb. It's just like Tsunami, only Shivan. $Name: Unknown Bomb $Model File: Tsunami.pof $Mass: 25.0 $Velocity: 240.0 $Fire Wait: 20.0 ;; note, damage toned down until ai and turrets start shooting at bombs. $Damage: 1500 ;; damage applied when within inner radius $Blast Force: 1000.0 $Inner Radius: 5.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 30.0 ;; max radius for attenuated damage (0 for impact only) $Shockwave Speed: 80 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.3 $Subsystem Factor: 2.0 $Lifetime: 25.0 ;; temporary fix for problem locking onto big ships. $Energy Consumed: 0.0 $Cargo Size: 15.0 $Homing: YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 1.0 +Min Lock Time: 6.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 25 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 50 ;; Pixels moved per sec while catching up +Catch-up Penalty: 15 ;; Extra pixels to move after catching up $LaunchSnd: 96 $ImpactSnd: 88 $FlyBySnd: -1 $Rearm Rate: 0.05 $Flags: ("Bomb" "Huge" "No Dumbfire") $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.5 ;; Width of trail nearest missile +End Width: 1.75 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.5 ;; how many seconds before trail disappears +Bitmap: MissileTrail04 ;; Bitmap used to draw trail $Icon: iconmissile11 $Anim: LoadMissile09 $Impact Explosion: none ; ---------------------------------------------------------------------------------- ;; Another Unknown Bomb? ;; Would be nice to know who uses this and what it is for. ;; Shivan, just like harbinger, only it's shivan $Name: Unknown Megabomb $Model File: Harbinger.pof $Mass: 35.0 $Velocity: 200.0 $Fire Wait: 30.0 $Damage: 3200 ;; damage applied when within inner radius $Blast Force: 2000.0 $Inner Radius: 100.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 450.0 ;; max radius for attenuated damage $Shockwave Speed: 75 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.2 $Subsystem Factor: 1.0 $Lifetime: 30.0 $Energy Consumed: 0.0 $Cargo Size: 40.0 $Homing: YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 1.5 +Min Lock Time: 12.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 25 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec: 50 ;; Pixels moved per sec while catching up +Catch-up Penalty: 15 ;; Extra pixels to move after catching up $LaunchSnd: 97 $ImpactSnd: 101 ;; shockwave impact sound $FlyBySnd: -1 $Rearm Rate: 0.02 $Flags: ("Bomb" "Huge" "No Dumbfire") $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.5 ;; Width of trail nearest missile +End Width: 2.0 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 2.0 ;; how many seconds before trail disappears +Bitmap: MissileTrail02 ;; Bitmap used to draw trail $Icon: iconmissile10 $Anim: LoadMissile10 $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; Big ship weapons ; ---------------------------------------------------------------------------------- ; ---------------------------------------------------------------------------------- $Name: @Fusion Mortar $Model File: harbinger.pof $Mass: 0.1 $Velocity: 400.0 $Fire Wait: 1.0 $Damage: 80 ;; damage applied when within inner radius $Blast Force: 0.2 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 1.0 $Lifetime: 20.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 1.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 102 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 1.0 ;; number of missiles/sec that are rearmed $Flags: ("Big Ship" "Huge") ;; $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.25 ;; Width of trail nearest missile +End Width: 0.75 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.5 ;; how many seconds before trail disappears +Bitmap: MissileTrail01 ;; Bitmap used to draw trail $Icon: iconmissile08 $Anim: LoadMissile06 $Impact Explosion: none ;; Vasudan $Name: Vasudan Flux Cannon $Model File: Tsunami.pof $Mass: 10.0 $Velocity: 320.0 $Fire Wait: 5.0 $Damage: 500 ;; damage applied when within inner radius $Blast Force: 0.2 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.1 $Subsystem Factor: 1.0 $Lifetime: 15.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 1.0 ;; Amount of space taken up in weapon cargo $Homing: NO $LaunchSnd: 102 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 5.0 ;; number of missiles/sec that are rearmed $Flags: ("Big Ship" "Huge") ;; $Trail: ;; Trail cannot be set if Exhaust is set ;; The following indented fields are only required when $Trail is YES +Start Width: 0.25 ;; Width of trail nearest missile +End Width: 0.15 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.5 ;; how many seconds before trail disappears +Bitmap: MissileTrail02 ;; Bitmap used to draw trail $Icon: iconmissile08 $Anim: LoadMissile06 $Impact Explosion: none ;; Other big ship weapons $Name: Shivan Cluster $Model File: Synaptic.pof $Mass: 20.0 $Velocity: 360.0 $Fire Wait: 20.0 $Damage: 60 ;; damage applied when within inner radius $Blast Force: 1000.0 $Inner Radius: 50.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 100.0 ;; max radius for attenuated damage $Shockwave Speed: 80.0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.75 $Subsystem Factor: 1.0 $Lifetime: 5.0 $Energy Consumed: 0.0 $Cargo Size: 15.0 $Homing: NO $LaunchSnd: 93 $ImpactSnd: 101 ;; shockwave impact sound $FlyBySnd: -1 $Rearm Rate: 0.1 $Flags: ("Big Ship" "Spawn Cluster Baby Weak,8" ;; Create 15 "Cluster Baby" children on detonation "Bomb" ;; Bomb = can be targeted "Remote Detonate" ) ;; Remote Detonate = another fire press detonates $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.25 ;; Width of trail nearest missile +End Width: 0.75 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.5 ;; how many seconds before trail disappears +Bitmap: MissileTrail04 ;; Bitmap used to draw trail $Icon: iconmissile03 $Anim: LoadMissile07 $Impact Explosion: none $Name: FighterKiller $Model File: Interceptor.pof $Mass: 15.0 $Velocity: 760.0 $Fire Wait: 8.0 $Damage: 100 ;; damage applied when within inner radius $Blast Force: 60.0 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.8 $Subsystem Factor: 0.5 $Lifetime: 5.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 4.0 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 1.0 +Min Lock Time: 2.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 70 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec:100 ;; Pixels moved per sec while catching up +Catch-up Penalty: 30 ;; Extra pixels to move after catching up $LaunchSnd: 91 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 2.0 ;; number of missiles/sec that are rearmed $Flags: ("Big Ship") $Icon: iconmissile06 $Anim: LoadMissile04 $Impact Explosion: none $Name: Swarmer $Model File: Hornet.pof $Mass: 15.0 $Velocity: 250.0 $Fire Wait: 15.0 $Damage: 60 ;; damage applied when within inner radius $Blast Force: 60.0 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.8 $Subsystem Factor: 0.5 $Lifetime: 5.0 $Energy Consumed: 0.0 ;; Energy used when fired $Cargo Size: 4.0 ;; Amount of space taken up in weapon cargo $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: ASPECT ;; Legal: HEAT, ASPECT +Turn Time: 1.0 +Min Lock Time: 2.0 ;; Minimum lock time (in seconds) +Lock Pixels/Sec: 70 ;; Pixels moved per sec while locking +Catch-up Pixels/Sec:100 ;; Pixels moved per sec while catching up +Catch-up Penalty: 30 ;; Extra pixels to move after catching up $LaunchSnd: 91 ;; The sound it makes when fired $ImpactSnd: 88 ;; The sound it makes when it hits something $FlyBySnd: -1 $Rearm Rate: 2.0 ;; number of missiles/sec that are rearmed $Flags: ("Big Ship") $Icon: iconHornet $Anim: LoadMissile04 $Impact Explosion: none ; ---------------------------------------------------------------------------------- ; No ship weapons (these weapons can't be placed on any ships. They are by-products) ; ---------------------------------------------------------------------------------- $Name: Cluster Baby $Model File: hornet.pof $Mass: 1.2 $Velocity: 175.0 $Fire Wait: 0.5 $Damage: 60 ;; damage applied when within inner radius $Blast Force: 5.0 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 0.5 $Lifetime: 6.0 $Energy Consumed: 0.0 $Cargo Size: 2.0 $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: HEAT ;; Legal: HEAT, ASPECT +Turn Time: 1.5 +View Cone: 180.0 $LaunchSnd: 94 $ImpactSnd: 88 $FlyBySnd: -1 $Rearm Rate: 1.0 $Flags: ("child") $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.25 ;; Width of trail nearest missile +End Width: 0.75 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 ;; how many seconds before trail disappears +Bitmap: MissileTrail02 ;; Bitmap used to draw trail $Icon: iconmissile08 $Anim: LoadMissile06 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 5.0 $Name: Cluster Baby Weak $Model File: mx-50.pof $Mass: 1.2 $Velocity: 175.0 $Fire Wait: 0.5 $Damage: 30 ;; damage applied when within inner radius $Blast Force: 5.0 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 40.0 ;; max radius for attenuated damage $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 0.5 $Lifetime: 8.0 $Energy Consumed: 0.0 $Cargo Size: 2.0 $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: HEAT ;; Legal: HEAT, ASPECT +Turn Time: 1.0 +View Cone: 180.0 $LaunchSnd: 94 $ImpactSnd: 88 $FlyBySnd: -1 $Rearm Rate: 1.0 $Flags: ("child") $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.25 ;; Width of trail nearest missile +End Width: 0.75 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 ;; how many seconds before trail disappears +Bitmap: MissileTrail02 ;; Bitmap used to draw trail $Icon: iconmissile08 $Anim: LoadMissile06 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 5.0 $Name: Cluster Bomb Baby $Model File: hornet.pof $Mass: 1.2 $Velocity: 250.0 $Fire Wait: 0.5 $Damage: 100 ;; damage applied when within inner radius $Blast Force: 5.0 $Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 60.0 ;; max radius for attenuated damage $Shockwave Speed: 0 ;; velocity of shockwave. 0 for none. ;;$Shockwave Speed: 35 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 1.0 $Subsystem Factor: 0.5 $Lifetime: 0.3 $Energy Consumed: 0.0 $Cargo Size: 2.0 $Homing: YES ;; the following indented fields are only required when $Homing is YES +Type: HEAT ;; Legal: HEAT, ASPECT +Turn Time: 1.0 +View Cone: 45.0 $LaunchSnd: 94 $ImpactSnd: 88 $FlyBySnd: -1 $Rearm Rate: 1.0 $Flags: ("child") $Icon: iconmissile08 $Anim: LoadMissile06 $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 25.0 #End #Beam Weapons #End ; ********** Countermeasure Section ********** #Countermeasures ; MK, 5/22/97, Type One countermeasure, first pass. ; So far, no rendering information, just uses explosion bitmap. ; Chaff (or whatever) pieces are projected backward in a hemisphere. ; JAS, 1/29/98, added a model name for how it renders. $Name: Type One $Velocity: 120.0 ;; speed relative to ship, rear-fired until POF info added, MK, 5/22/97 $Fire Wait: 0.5 $Lifetime Min: 1.0 ;; Minimum lifetime $Lifetime Max: 2.0 ;; Maximum lifetime. Actual lifetime is rand(min..max). $LaunchSnd: 99 ;; countermeasure 1 fired $Model: cmeasure01.pof ;; What pof file this uses #End ; $Player Weapon Precedence is used in weapon selection when a default specified by the mission ; designer is not available to the player. The next weapon on the list is used in its place ; (assuming that weapon is allowed for the player). ; ; ordering: most powerful energy weapon -> least powerful energy weapon ; most powerful missile -> least powerful missle ; $Player Weapon Precedence: ( "UD-8 Kayser" "Prometheus R" "Subach HL-7" "Morning Star" "Akheton SDG" "Training" "Helios" "Cyclops" "Piranha" "Stiletto II" "Trebuchet" "Hornet" "Harpoon" "Tempest" "Rockeye" ) ; weapon_expl.tbl ; ; Table file for specifying which filenames are to be used for which explosions ; ; #Start $Name: exp20 ; flak explosion $LOD: 4 $Name: ExpMissileHit1 ; missile hits, etc. $LOD: 3 #End dataw@/missionsHw$wUwI1FreeSpace2.fc2>miBY1zG-Shi.fs2>miBG-Ter.fs2>miBjBG-Vas.fs2>miB+loop1-1.fs2>miBjloop1-2.fs2>miB<loop1-3.fs2>miB/loop2-1.fs2>miBJloop2-2.fs2>miB MzM-01.fs2>miBZlM-02.fs2>miB\ M-03.fs2>miBn M-04.fs2>miBR FMDH-01.fs2>miBT BMDH-02.fs2>miBF eEMDH-03.fs2>miBY DMDH-04.fs2>miB MMDH-05.fs2>miBG UEMDH-06.fs2>miB1 r5MDH-07.fs2>miBg ;mdH-08.fs2>miB DmdH-09.fs2>miB EMDL-01.fs2>miB, aBMDL-02.fs2>miBn EMDL-03.fs2>miBJ QEMDL-04.fs2>miB &NMDL-05.fs2>miBGEMDL-06.fs2>miB5MDL-07.fs2>miBje;mdL-08.fs2>miBDmdL-09.fs2>miBCFMDM-01.fs2>miBŊCMDM-02.fs2>miBHGMDM-03.fs2>miBFMDM-04.fs2>miB\OMDM-05.fs2>miBYCGMDM-06.fs2>miBU7MDM-07.fs2>miB*<mdM-08.fs2>miBgFmdM-09.fs2>miBcjMT-01.fs2>miBggMT-02.fs2>miBYRoMT-03.fs2>miBEMT-04.fs2>miB5MT-05.fs2>miB>>MT-06.fs2>miB4TMT-07.fs2>miBZDMT-08.fs2>miB۞48MT-09.fs2>miBVKMT-10.fs2>miBe"KOSDog.fs2>miB!n SM1-01.fs2>miBxSM1-02.fs2>miB6SM1-03.fs2>miB5t'SM1-04.fs2>miB CSM1-05.fs2>miB D SM1-06.fs2>miBNZSM1-07.fs2>miBSM1-08.fs2>miBZPSM1-09.fs2>miB9 JSM1-10.fs2>miB SM2-01.fs2>miBw!bSM2-02.fs2>miB!xSM2-03.fs2>miBQ"iSM2-04.fs2>miB#WSM2-05.fs2>miB %SM2-06.fs2>miB &0SM2-07.fs2>miB(5'SM2-08.fs2>miB(=SM2-09.fs2>miBD(Osm2-10.fs2>miBD(*0SM3-01.fs2>miBbX+sm3-02.fs2>miB+|6SM3-03.fs2>miB_3-gSM3-04.fs2>miB0.TSM3-05.fs2>miB/6SM3-06.fs2>miBz0{SM3-07.fs2>miBu82|HSM3-08.fs2>miB32sm3-09.fs2>miBϳ4sm3-10.fs2>miBA6Templar-01.fs2>miBp7;Templar-02.fs2>miB7RTemplar-03.fs2>miB8+Templar-04.fs2>miB(9F Templar.fc2?miBn9#Training-1.fs2?miB,:Training-2.fs2?miB:ϗTraining-3.fs2?miBPW;UTSM-104.fs2?miB <voTSM-105.fs2?miB<TSM-106.fs2?miB..playersHw$wUwimagesO{iBa@P[E=+Ter0001.pcx?miB/q=$Ter0002.pcx?miB7=)Ter0003.pcx?miB<=,Ter0004.pcx?miBS=p+Ter0005.pcx?miB>/Ter0006.pcx?miBE>*Ter0007.pcx?miBvp>H-Ter0008.pcx?miB>>'Ter0009.pcx?miB>0Vas0001.pcx?miB>\/Vas0002.pcx?miB$?s/Vas0003.pcx?miBaT?vssver.scc?miB..squadsO{iBa@P[AU?D"242suicide.pcx?miBw?77th.pcx?miB?.barracudas.pcx?miB?ADaBombInsig.pcx?miB@2deathsquad.pcx?miB5@/(desquad.pcx?miB]@}hammer1.pcx?miBrv@J jollyroger.pcx?miB@'lion1.pcx?miB@+raptors.pcx?miB:@'ravens.pcx?miB%A #rgrdgr1.pcx?miB/5Argrdgr2.pcx?miBSAscorpsquada.pcx?miB[rA)scorpsquadb.pcx?miBA$scorpsquadc.pcx?miBAscorpsquadd.pcx?miBA%sheepsquad.pcx?miB}Bskullsquada.pcx?miB{ B+tsusquad.pcx?miBILB,vasudan1.pcx?miBuhBvolsquad.pcx?miB(Bvssver.scc?miB....tablesO{iBa@tBRai.tbl?miBBasteroid.tbl?miBήB^!credits.tbl?miB,Bb cutscenes.tbl?miBBfireball.tbl?miBB7help.tbl?miBC hud.tbl?miBC7icons.tbl?miBMClaunchhelp.tbl?miB^Clightning.tbl?miB;uCFmainhall.tbl?miBCmedals.tbl?miBCmenu.tbl?miBICmessages.tbl?miB5PDUmflash.tbl?miBRD|music.tbl?miBoDnebula.tbl?miBpDQpixels.tbl?miBqDE rank.tbl?miBT~D:ships.tbl2iBYJPsounds.tbl?miBJDASpecies.tbl?miBJ-ssm.tbl?miBJvstars.tbl?miBtJstrings.tbl?miB]N&tips.tbl?miBNtraitor.tbl?miBNtstrings.tbl?miB]vssver.scc?miB]weapons.tbl~iBaweapon_expl.tbl?miB..Bpxohelp.txt?miB..